Druid - Circle of Extinction

by Piggby

Search GM Binder Visit User Profile

Druid Circle

At 2nd level, a druid gains the Druid Circle feature, which offers you the choice of a subclass. Here is an option for that feature: Circle of Extinction.

Circle of Extinction

The Circle of Extinction seeks to restore the behemoths of the past to their rightful throne atop the natural food chain, often scorning the work of modern civilizations as disgusting monuments desecrating the burial sites of their masters. Druids of this circle wield an ancient combination of ice magic and necromancy to channel the power of these dormant titans, heralds of beasts thought to be long lost to the frozen depths. These druids are often shunned and exiled by others, born out of a fear that they may bring about an extinction event so that their primal masters may inherit a frozen world.

Circle Spells

2nd-level Circle of Extinction feature

You're able to tap into the frigid remnants of an epoch of ice forgotten to time. Your connection with this glacial age grants you access to some spells when you reach certain levels in this class, as shown on the Circle of Extinction Spells table. At 2nd level, you learn the frostbite cantrip.

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 Extinction Spells
Spell Level Spells
1st frost fingers, ice knife
2nd rime's binding ice, warding wind
3rd sleet storm, spirit shroud
4th find greater steed, ice storm
5th cone of cold, hold monster

Prehistoric Form

2nd-level Circle of Extinction feature

Your bestial form imitates the megafauna that once ruled the untamed lands. Whenever you use Wild Shape, you can transform into a primal ancestor of the beast instead, increasing the beast's size to large and upgrading its Hit Dice accordingly—from 1d8 to 1d10, for example.

Additionally, the beast's Strength and Constitution score increase by 2 for each size category grown, and its hit points update to reflect the change in Constitution and Hit Dice.

Glacial Obelisk

2nd-level Circle of Extinction feature

You can freeze the spark of life by conjuring icy prisons similar to the ones your ancient masters slumber within. As an action, you can raise a pillar of ice in an unoccupied space within 30 feet of you. You can instead use this as a reaction if a creature within 30 feet of you falls unconscious or dies, encasing it in ice. The pillar either occupies the same space as the creature or is 5 feet long, 5 feet wide, and 10 feet high (whichever is bigger).

The pillar of ice preserves the creature from outside harm and decay, slowing down the body's functions. If the creature was dying when encased, it only needs to make death saving throws every other turn. If it was already dead, for the purposes of determining attempts to revive the creature such as the Revivify spell, the time since its death doesn't begin ticking until it is released. A creature that regains consciousness while encased is paralyzed, though it can use its action to make a Strength check against your druid spell save DC, freeing itself on a success.

The pillar has AC 12 and hit points equal to 5 times your druid level, and it is vulnerable to fire damage. The encased creature cannot be affected by an outside source unless it would ignore the obstacle in between them and the creature. If the pillar drops to 0 hit points, any excess damage carries over to the creature. It lasts for 1 minute, until it drops to 0 hit points, or until you dismiss it (no action required).

You can choose to shatter the pillar as an action, forcing any creature within 10 feet of it to make a Constitution saving throw against your druid spell save DC. On a failed save, a creature takes a number of d6 equal to your proficiency bonus in cold damage. On a successful save, it takes half as much damage.

Once you use this feature, you can't use it again until you finish a long rest.

Credits

Homebrew Designer - Piggby
Feedback - Riddla

Art Credits

Cover Art - Gaëlle Seguillon
Page 1 Art - Julien Hauville
Page 2 Art - Anna Podedworna

Hibernal Adaptation

6th-level Circle of Extinction feature

Your wild shape transforms you into an apex aspect of winter. Whenever you use Prehistoric Form, you can instead choose to extend the transformation period, raising a pillar of ice around you to protect you during your hibernation. It behaves in the same way as a pillar created using Glacial Obelisk, except that you can only dismiss it at the start of your turn.

When you emerge, you gain one of the following set of modifiers and temporary hit points equal to half your druid level times the amount of times your turns ended while encased in ice, frost sticking to your body like armor.

  • Rimebreaker. Your size category grows to huge and you deal double damage to objects and structures.
  • Squallstrider. Creatures of your choice that start their turn within 5 feet of you (including yourself) gain a doubled jump distance and a 10 feet bonus to their speed.
  • Crystalhide. You gain a bonus to your AC equal to the amount of times your turn ended while encased in ice and whenever you gain temporary hit points, you gain double the amount. If a creature makes a melee attack against you while you have temporary hit points, the creature takes cold damage equal to your druid level.

Stampede of the Ancients

10th-level Circle of Extinction feature

You can call the dead to join you in a rampage of teeth and claws, even if for just a fleeting moment of terror. Whenever you take the Dash action, you can choose to charge with spectral pack of spirits. For that turn, you can move through the spaces of any creature that is your size category or smaller. Any creature of your choice that comes within 5 feet of you during your movement must succeed a Strength saving throw against your druid spell save DC or be trampled, being knocked prone and taking bludgeoning damage equal to three rolls of your current hit die.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Impact Winter

14th-level Circle of Extinction feature

Your frigid words hail the second coming of a glacial epoch. You call down a meteor of ice (15-foot sphere) to a point of your choice within 150 feet. Any creature struck by the meteor takes 4d6 bludgeoning damage (no save). The frozen meteor explodes on impact, forcing all creatures within 60 feet of the chosen point to succeed a Dexterity saving throw against your druid spell save DC or take 4d6 cold damage and become encased in a Glacial Obelisk. On a successful save, it takes half as much damage. Surfaces and liquids in this radius freeze over, becoming difficult terrain.

The sun cannot cast any light brighter than dim light in a 1-mile radius around the chosen point for the next 24 hours. For every 8 hours spent in this area, a creature must succeed a Constitution saving throw against your druid spell save DC or suffer one level of exhaustion and take 3d6 cold damage.

Once you use this feature, you can't use it again until you finish a long rest.

 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.