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## Circle of Withering *The Circle of Withering allows druids to harness the power and chill of winter. These druids often dwell in cold regions of the world, and gain a respect for the power of cold to destroy and wither, paving the way for new life to blossom forth in the spring. While not all Circle of Withering druids are good-hearted, as they are often cold and detached without much empathy, not all are evil, and many use their power for good causes.* ### Fingers of Ice When you join this circle at 2nd level, you learn the Chill Touch cantrip. In addition, you have the spell Inflict Wounds prepared. It counts as a druid spell for you, and it doesn't count against the number of spells you can have prepared. You may cast Inflict Wounds without expending a spell slot. You can do so a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. ### Curse of Withering As a bonus action, you target one creature within 15 ft. The target creature must succeed on a Constitution saving throw against your spell DC or have their movement speed reduced by 10 ft. until the start of your next turn. ### Frigid Form At 2nd level, you gain the ability to harness the power of winter within your own body. As a bonus action, you can expend a use of your Wild Shape feature to take on a withered, icy form, rather than transforming into a beast. While in your frigid form, you retain your game statistics, but your body radiates cold energy. The terrain in a 15 ft radius circle centered on yourself is considered difficult terrain for any creatures of your choice. The form lasts for 10 minutes. It ends early if you dismiss it (no action required), are incapacitated, die, or use this feature again. When in your frigid form, the range of your Curse of Withering extends to 30 ft. When a creature fails their saving throw against your Curse of Withering feature, their speed is reduced by an extra 10 ft. (20 ft. in total), and they take 1d6 cold damage. In this form, you resist your choice of either cold or necrotic damage. ### Deepening Winter At level 6, your frigid form improves in the following ways: - When using your Curse of Withering feature, you may target a number of creatures equal to your proficiency bonus, rather than one. - When a creature fails on its saving throw against your Curse of Withering, it takes an additional 1d6 necrotic damage. In addition, you can switch any cold damage that you deal to necrotic damage or any necrotic damage to cold damage.
### Frostbite At level 10, your wintery spells become more powerful. Spells of first level or greater that deal cold or necrotic damage: - ignore resistance to cold and necrotic damage. - deal extra damage equal to your Wisdom modifier. ### Winter's Hunger At 14th level, the power of winter permeates your body. You resist both cold and necrotic damage even when not in your frigid form. In addition, while in your frigid form, you may choose one of these damage types to be immune to. In addition, at level 14, instead of dealing damage to cursed targets while in your frigid form, you may gain 1d6 temporary hit points per cursed target.