Druid Circle: Circle of the Tundra

by ForeverDM

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Druid Circle


At 2nd level, a druid gains the Druid Circle feature. The following option is available to a druid, in addition to those offered in the Player's Handbook: Circle of the Tundra.

Circle of the Tundra

Druids of the Circle of the Tundra are vigilant defenders of the arctic tundras and frigid taigas, rugged survivalists who have learned to live with, and possibly even grown to prefer, the harsh climates of those boreal regions and their denizens.

Members of this circle form such a strong bond with such creatures that they can magically summon them to aid in their battle to protect the wilderness from the intrusion of civilization.

Circle of the Tundra Features
Druid Level Feature
2nd Circle Spells, Arctic Explorer,
Summon Arctic Companion
6th Chill to the Bone
10th Primal Bond
14th Frozen Wasteland

Circle Spells

When you reach certain levels in this class, you gain access to the spells listed for that level in the Circle of the Tundra 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 the Tundra Spells
Druid Level Spells
2nd ray of frost
3rd gust of wind, hold person
5th sleet storm, slow
7th freedom of movement, ice storm
9th commune with nature, cone of cold

Arctic Explorer

At 2nd level, moving through nonmagical difficult terrain while in the snow, on an icy surface, or in an arctic environment costs you no extra movement.

Summon Arctic Companion

Starting at 2nd level, you can use your action to expend one use of your Wild Shape feature to summon a denizen of the arctic environments of your world, rather than assuming a beast form.

The creature appears in an unoccupied space of your choice you can see within 30 feet of you. The creature is friendly to you and your companions and obeys your

 

commands. You determine the creature’s form, but the game statistics are defined in the arctic companion stat block below.

In combat, the arctic companion shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions in its stat block or to take the Dash, Disengage, Help, Hide, or Search action.

The arctic companion disappears after 1 hour, when it drops to 0 hit points, or when you use your Wild Shape again.


Arctic Companion

Size, Alignment


  • Armor Class 13 (natural armor)
  • Hit Points equal the arctic companion’s Constitution modifier + your Intelligence modifier + five times your level in this class
  • Speed 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 14 (+2) 3 (-4) 14 (+2) 6 (-2)

  • Saving Throws Dex +4, Con +4
  • Skills Perception +4, Stealth +4
  • Damage Immunities cold
  • Condition Immunities charmed, exhaustion, frightened
  • Senses darkvision 60 ft., passive Perception 14
  • Languages understands the languages you speak

Companion Bond. The following numbers increase by 1 when your proficiency bonus increases by 1: the companion’s skill and saving throw bonuses above and the bonuses to hit and damage of its Natural Weapon.

Actions

Natural Weapon. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1d8 + 2 bludgeoning, piercing, or slashing damage (as determined by the companion’s form).

Reactions

Deflect Attack. The companion imposes disadvantage on the attack roll of one creature it can see that is within 5 feet of it, provided the attack roll is against a creature other than the companion.

Chill to the Bone

At 6th level, you learn to channel the bitter cold of the arctic tundra into your primal magic. Once per turn when you deal damage to a creature or object with a druid spell, you can use your bonus action to deal extra cold damage to that target. The extra damage equals half your druid level.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.

 

Primal Bond

Starting at 10th level, the strengthening bond between you and your arctic companion grants you both additional abilities. You can cast spells as though you were in your arctic companion’s space, but you must use your own senses.

In addition, your arctic companion gains a Multiattack action that it can use to make two attacks with its Natural Weapon.

Frozen Wasteland

When you reach 14th level, you can transform the ground into a slick, icy surface that hinders your foes. As an action, you can choose a point within 60 feet of you that you can see. When you do so, the ground in a 20-foot radius centered on that point is covered in a layer of ice for 1 minute. The area becomes difficult terrain, and when a creature other than you moves into or within the area, it takes 2d8 cold damage and must make a Dexterity saving throw against your spell save DC for every 5 feet it travels, falling prone on a failed save.

 
Circle of the Tundra (Druid Circle)

Created by Okayest-DM


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