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# 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. ## Bonus Cantrip When you choose this circle at 2nd level, you learn the _ray of frost_ cantrip. ## 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 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. ## 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 | |:---:|:-----------| | 3rd | _gust of wind_, _hold person_ | | 5th | _sleet storm_, _slow_ | | 7th | _freedom of movement_, _ice storm_ | | 9th | _commune with nature_, _cone of cold_ | \columnbreak ___ > ## 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. \pagebreak 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.
> ##### Fan Content Policy > This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. \pagebreak # Credits ___ This homebrew monster was created by **The Okayest DM**: * Reddit: [Okayest-DM](https://www.reddit.com/user/Okayest-DM) * Patreon: [OkayestDM](https://www.patreon.com/OkayestDM)