Druid Circles
Though their organization is invisible to most outsiders, druids are part of a society that spans the land, ignoring political borders. All druids are nominally members of this druidic society, though some individuals are so isolated that they have never seen any high-ranking members of the society or participated in druidic gatherings. Druids recognize each other as brothers and sisters. Like creatures of the wilderness, however, druids sometimes compete with or even prey on each other.
At a local scale, druids are organized into circles that share certain perspectives on nature, balance, and the way of the druid.
Circle of Winter
Druids of this circle revere the powerful forces of winter. They often seek to help those lost in winter storms and to prevent the over hunting of creatures native to colder climates.
Bonus Cantrip
When you choose this circle at 2nd level, you learn the Ray of Frost cantrip. This cantrip counts as a Druid cantrip for you and does not count against the number of Druid cantrips you know.
Brace Against the Cold
Starting at 2nd level, you can use your influence with the natural forces of cold to shield yourself and your allies from some of its affects. You gain resistance to cold damage, and you don’t suffer the effects of extreme cold, as described in the Dungeon Master’s Guide.
Additionally, at the end of each long rest, you can choose a number of creatures up to your wisdom modifier that you can see to gain resistance to the effects of extreme cold, which last until the end of their next long rest.
Biting Cold
Beginning at 6th level your attunement to the ways of winter strengthen your spells. When you cast a spell that deals cold damage, you may add your Wisdom modifier to the damage rolls.
Additionally, if a creature has resistance, but not immunity, to cold damage, you may ignore that resistance when calculating damage against that creature.
Spirit of Winter
Starting at 10th level, you can become the bestial embodiment of a raging snowstorm. You may use your Wild Shape feature to transform into a Winter Wolf.
Once you use this feature, you can’t use it again until you finish a long or short rest.
Herald of Winter
At 14th level, the spirit of winter itself can be channeled through your veins. As an action, you may choose a number of creatures up to your Wisdom modifier that you can see within 60 feet of you, and instill the biting chill of winter within them. The selected creatures must make a Constitution saving throw against your Druid save DC.
On a failed save, the creature’s speed is halved, and they take 4d8 cold damage at the start of their turns for 1 minute.
On a successful save, the creatures speed is not halved, and they only take half damage at the start of their turns for 1 minute.
An affected creature can repeat this saving throw at the beginning of their turn.
You cannot use this feature again until you take a long or short rest.
Image Credits
Snowflakes come from PNGMart