Circle of Frost
Circle of Frost The Circle of Frost grants druids the ability to draw on the power of the cold. Druids of this circle do not fear what low temperatures can do but instead embrace it, choosing to use its strengths. Winter is a natural part of the world's cycle, and by nurturing their relationship with the cold, these druids can shield their allies and stop grave dangers right in their tracks. Druids of this circle have a unique relationship with winter, rather than seeing it as the end of the bright features in nature, they see it as the beginning. Circle of Frost Features Druid Level Feature 2nd Circle Spells, Ice Ring 6th Glacial Embrace 10th Winter's Ring 14th Rejuvenating Tomb Circle Spells When you choose this circle at 2nd level, your bond with the cold grows and your ability to draw on its power grants you access to certain spells. At 2nd level, you learn the ray of frost cantrip, which doesn’t count against the number of druid cantrips you know At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Frost 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 Frost Spells Druid Level Spells 2nd ray of frost 3rd misty step, rime’s binding ice 5th sleet storm, spirit shroud 7th fire shield, ice storm 9th commune with nature, cone of cold Ice Ring At 2nd level, you can use your action and expend a use of your Wild Shape feature to create a ring of ice on a point on the ground that you can see within 30ft of you. The ice ring has a horizontal radius of 15 feet. The radius of this ring increases to 20 feet at 6th level, 25 feet at 10th level, and 30 feet at 14th level. The ice ring lasts for 10 minutes. It ends early if you dismiss it (no action required), are incapacitated, die, or use this feature again. Any creature of your choice that starts its turn while standing on the ice ring has its movement speed reduced by 10 feet. As a bonus action on your turn, you can use the ice ring in one of the following ways: Cold Graze: Each creature of your choice that is standing on your ice ring must make a Constitution saving throw equal to your spell save DC or take cold damage equal to 1d6 + your Wisdom modifier. Frost Shield: Each creature of your choice that is standing on your ice ring is granted temporary hit points equal to 1d6 + your Wisdom modifier. Ice Block: You create a block of ice on your ice ring. The block is 5 feet wide and is 5 feet thick. You choose the height of the block when you create it. The maximum height a block can reach when created is a number of feet tall equal to 5 times your proficiency bonus. Each block is considered as an object and can be destroyed, when created a block has an AC equal your spell save DC and has a number of hit points equal your spell attack modifier. An ice block is vulnerable to fire damage. Moreover, a block created while your ice ring is active will disappear when your ice ring ends or is dismissed. Glacial Embrace Starting at 6th level, you gain resistance to cold damage. Additionally, whenever a creature is hit with your ray of frost cantrip you can force them to make a Constitution saving throw equal to your spell save DC or become frozen for 1 minute. While frozen a creature is under the following effects: A frozen creature has disadvantage on attack rolls and Dexterity saving throws. The creature cannot take reactions. The creature's speed is halved. A creature that has resistance to cold damage has advantage on the Constitution saving to avoid becoming frozen. A frozen creature can repeat the saving throw at the end of each of its turns to end the condition. You can use ray of frost in this way a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Winter's Ring By 10th level the uses of your ice ring have improved. The 1d6 of Cold Graze and Frost Shield becomes 2d6, and you can create two Ice Blocks instead of one. Additionally, you can now create your Ice Blocks up to 30 feet away from your ice ring. The normal rules of your Ice Blocks disappearing still apply. Rejuvenating Tomb Starting at 14th level, when you are reduced to 0 hit points but not killed outright, you can use your reaction before you fall unconscious to encase yourself in a solid tomb of ice. The tomb cannot be moved, however it is considered as an object and can be destroyed. It has an AC equal to your spell save DC and a number of hit points equal to 5 times your druid level. The tomb is vulnerable to fire damage. If the tomb is destroyed, you emerge at 0 hit points but stable. At the beginning of your next turn if the tomb has not been destroyed it disappears and you emerge with half your total hit points restored. Once you use this feature, you cannot do so again until you finish a long rest.
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