Druid
Base Class: Druid

Druids of the Circle of Winter harness the hidden powers of the frigid tundra's of the world, as well as the harsh season of winter. Some of these druids make direct contact with fey courts that are associated with the winter, while others simply gain their powers due to a frozen landscape being their home.

Bonus Cantrip

At 2nd level, you learn the ray of frost cantrip, or a different druid cantrip of your choice if you already know it.

Natural Recovery

Starting at 2nd level, you can regain some of your magical energy by sitting in meditation and communing with nature. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can’t use this feature again until you finish a long rest.

For example, when you are a 4th-level druid, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level slot or two 1st-level slots.

Winter Spirit

2nd-level Circle of Winter feature
You gain the ability to lower your body temperature to below freezing. As a bonus action, you can expend a use of your Wild Shape feature to lower your body temperature, rather than transforming into a beast form, and you gain 5 temporary hit points for each level you have in this class. While this feature is active, you gain the following benefits:

  • When you deal damage with a cantrip or spell, add your Wisdom modifier as additional cold damage.
  • Your melee weapon attacks deal an extra 1d6 cold damage to any target they hit.
  • You have resistance to cold and fire damage.
  • The ground around you in a 10-foot radius around you is difficult terrain for creatures other than you. The radius moves with you.

At 5th level you ignore resistance but not immunity to cold damage

These benefits last for 10 minutes, until you lose all these temporary hit points, or until you use your Wild Shape again.

RULE TIP: TEMPORARY HIT POINTS DON'T STACK

If you have temporary hit points and receive more of them, you don’t add them together, unless a rule says you can. Instead, you decide which temporary hit points to keep. For more information on temporary hit points, see chapter 9 of the Player’s Handbook.

Circle Spells

Your link to the season of winter grants you access to certain spells. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Winter Spells table. Once you gain access to one of these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.

Circle of Winter Spells

DRUID LEVEL SPELLS

3rd

darkness, snilloc's snowball swarm

5th

sleet storm, slow

7th

control water, ice storm

9th

cone of cold, control winds

Blizzard Cloud

6th-level Circle of Winter feature

A cloud of frost and snow billows around you, freezing your foes. As a bonus action on each of your turns you can use a bonus action to deal 1d6 cold damage to one creature you can see within 30 feet of you, the creature must succeed a Constitution saving throw against your spell save DC, or have its speed reduced to 0 until your next turn. The cold damage increases to 1d8 at 10th level, 1d10 at 14th level. 

While you are affected by your Winter Spirit feature, when you deal your Blizzard Cloud damage, roll the damage die a second time and add it to the total.

Slippery Magic

10th-level Circle of Winter feature.

Beginning at 10th level, your magic is permanently touched by slippery ice. When you deal cold damage to a creature, it must make a Dexterity saving throw against your spell save DC or fall prone. The cold damage granted by your Blizzard Cloud feature does not count as dealing cold damage for this feature.

Cold Soul

14th-level Circle of Winter feature

By 14th level, your body permanently resembles a creature of snow and frost. You gain +1 AC, you are immune to cold damage, frightened, and any critical hit against you counts as a normal hit instead, unless you’re incapacitated. When a creature hits you with a melee attack, it takes cold damage equal to half your level in this class.

 

Circle Of Winter Image

Comments

  • To post a comment, please or register a new account.
Posts Quoted:
Reply
Clear All Quotes