Circle of Winter

Circle Spells

Your attunement to the cold winds of winter a grants you access to certain spells. At 2nd level, you learn the Ray of Frost cantrip. 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.

Druid Level Circle Spells 1st ice knife, zephyr strike 3rd silence, Snilloc's snowball swarm 5th gaseous form, sleet storm 7th blight, ice storm 9th commune with nature, cone of cold

Winds of Winter

At 2nd level, you gain the ability to channel winter magic into your body. As an action, you can expend an use of your Wild Shape feature to sorround yourself with a protective layer of ice, rather than transforming into a beast form, and you gain 3 temporary hit points for each level you have in this class. While this feature is active, you gain the following benefits:





• You gain a bonus to AC equal to half your proficiency modifier.

• Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 cold damage to the target.

• The ground in a 10-foot radius around you is icy and is difficult terrain for creatures other than you. The radius moves with you. Water inside this radius is frozen solid and you can walk over it.





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

Extra Attack

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Permafrost

Beginning at 10th level, whenever you deal cold damage to a creature, its speed is reduced by 10 until the end of its next turn. If you deal cold damage to a creature already affected by it, the creature is sorrounded by a layer of frost that reduces its speed to 0 for 1 minute.

A creature can use its action to make a Strength (Athletics) check with a DC equal to your druid spell save DC, freeing itself or another creature within its reach on a success. Dealing damage to the ice (AC 10) also frees the creature without harming it, ending the effect. The ice has a number of hit points equal to your druid level, and vulnerability to fire damage.













Absolute Zero

When you reach 14th level, your attain complete mastery over the cold. You gain resistance to cold damage and you can move across difficult terrain created by ice or snow without spending extra movement.

Additionally, when affected by Winds of Winter, you gain resistance to bludgeoning, piercing and slashing damage, and the extra damage granted by the feature becomes 1d8.

Credit: Heroes of Camelot