Druid: Circle of Winter

### Circle of Winter

Druids belonging to the Circle of Winter are keen survivalists who guard the frigid lands of the world from threats both within and without the material plane. These druids are often emissaries of the Frozen Court, and abide by the laws of the court, and fulfilling the edicts of Jax Iss.

Although druids of the Circle of Winter are often viewed as cold and unforgiving, many keep a watchful eye for people who are in danger of perishing in the druid’s frozen home. However, when their life is in imminent risk, all winter druids will become increasingly primal, their need to survive taking over. In such a state, winter druids can be expected to act without pity or warmth. Staying alive is the only thing that matters.

### Tooth and Claw

When you choose this subclass at 2nd level, you can let loose your savage side when backed into a corner. As a reaction to taking damage while you are below half your maximum hit points, or taking damage that reduces your hit points to below half of their maximum, but does not reduce you to 0 hit points, you can wildshape into a dire wolf. This transformation can occur even if you have no remaining wildshapes, but counts as one use of wildshape if you do. Once you use this ability, you can’t use it again until you complete a short or long rest.

As you gain levels in this class, you take on more potent wolf wildshapes, as shown in the table below.

 6th
 10th
 14th

\*Indicates a statblock described in this document

At 6th level, your Tooth and Claw wildshapes count as magical for the purposes of overcoming damage resistances.

### Circle Spells

Your connection with winter infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells of winter. Once you gain access to a circle spell, 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. In addition, you know the ray of frost cantrip, which counts as a druid cantrip.

### Tooth and Claw Wildshapes

 5th
 7th
 9th

1 The rays of the spell are of frost and deal cold damage.

2 The spikes are comprised of magical ice.

3 The wall is comprised of magical ice.

### Frostwalker

At 6th level, your ties with winter grant you protection against the elements. You have resistance to cold damage and advantage on Constitution saving throws against exhaustion from cold-induced effects such as extreme cold weather.

### Magic of the Frozen Court

Starting at 10th level, the bite of your cold magic continues to grow stronger as you do. When you cast a spell from your Circle of Winter spell list that deals cold damage, the spell does an additional 4 cold damage for each level above the spell’s base level it is cast at, on top of its usual damage increase.

### The Bitter End

At 14th level, the more desperate you become, the more, ferocious you fight. When you are reduced to 0 hit points but not killed outright, you automatically assume your aspect wolf form. This occurs even if you have already used your wildshapes and Tooth and Claw ability, and doesn’t count as a use of either ability.

Once you use this ability, you can’t use it again until you complete a long rest.

When you reach 18th level in this class, your aspect wolf form has the following changes to its statistics when assumed as a result of this feature.

* It has a total of 135 (17d10 + 51) maximum hit points
* Its bite attack and frigid body ability both do an additional 1d8 cold damage.

##### **White Wolf**

*Large Beast, unaligned*

**Armor Class** 15

**Hit Points** 52 (7d10 + 14)

**Speed** 30 ft.

**STR** 18 (+4) **DEX** 16 (+3) **CON** 15 (+2) **INT** 3 (-4) **WIS** 12 (+1) **CHA** 7 (-1)

**Skills** Perception + 3, Stealth +5

**Damage Resistances** cold

**Senses** passive Perception 13

**Languages** -

**Challenge** 2 (450 XP)

***Keen Hearing and Smell.*** The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

***Pack Tactics.*** The wolf has advantage on an attack roll against a creature if at least one of the white wolf's allies is within 5 feet of the creature and the ally isn't incapacitated.

###### Actions

***Bite.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.

##### **Aspect Wolf, Winter**

*Large Beast, unaligned*

**Armor Class** 15

**Hit Points** 119 (14d10 + 42)

**Speed** 30 ft.

**STR** 20 (+5) **DEX** 18 (+4) **CON** 16 (+3) **INT** 9 (-1) **WIS** 12 (+1) **CHA** 7 (-1)

**Skills** Perception + 4, Stealth +7

**Damage Immunities** cold

**Senses** passive Perception 14

**Languages** Common, Giant, Winter Wolf

**Challenge 5** (1,800 XP)

***Keen Hearing and Smell.*** The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

***Pack Tactics.*** The wolf has advantage on an attack roll against a creature if at least one of the Aspect Wolf's allies is within 5 feet of the creature and the ally isn't incapacitated.

***Frigid Body.*** A creature that touches the wolf or hits it with a melee attack takes 9 (2d8) cold damage.

###### Actions

***Bite.*** Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing damage, plus 9 (2d8) cold damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.