TEXT: CharaCter OptiOns
  Circle of Rime Druid
  From freezing tundras to remote peaks, the unrelenting cold 
  of nature poses both a threat and a challenge. This challenge, 
  answered by towering trees, massive mammals, and hearty 
  humanoids, is often survived, but not surmounted. A rime circle 
  druid represents the unrelenting nature of a cold that chills 
  down to the very soul. Much like the bitter cold itself, druids 
  from this order both destroy and preserve and seek to challenge 
  those around them to thrive in adverse conditions.  
  rime Curse
  Beginning at level 2, you can curse a creature to exude an aura 
  of cold that causes the temperature to drop and the ground to 
  freeze. As an action, you can cause a creature within 30 feet to 
  make a Constitution saving throw against your spell save DC. 
  On a failure, the target gains an aura with a radius of 10 feet 
  that lasts for 1 minute. The ground within the aura is considered 
  difficult terrain. The afflicted creature can make another sav-
  ing throw at the end of each of its turns. On a failure, it takes 5 
  (1d10) cold damage, and the aura remains in place. On a success, 
  the aura’s effect ends. You can use this ability twice, and you 
  regain spent uses after finishing a short or long rest.
  Forged in Cold
  When you reach level 6, you can choose to deal cold damage 
  with your cantrips instead of the damage they normally deal — 
  this also means that creatures normally resistant, or immune, to 
  cold damage will gain that benefit if targeted by such a cantrip 
  if this ability is used. When you are in your wild shape, you gain 
  the following advantages: 
   
  ɶ Your natural attacks deal an additional 1d4 cold damage. 
   
  ɶ You gain resistance to cold damage. 
  iCe Manipulation
  At level 10, you gain the ability to form ice from almost nothing 
  by channeling moisture from the elemental plane of water. You 
  gain a number of charges equal to your proficiency modifier, or 
  half as many (rounded up) when you use this ability in an arid 
  or desert environment. As an action, you can expend the listed 
  number of charges to perform one of the following feats:
   
  ɶ 1 Charge: For 1 minute,  you can use your action to form an 
  ice javelin from thin air, and launch it at a creature with a 
  ranged spell attack. This attack has a range of 100 feet, and 
  deals 9 (2d8) piercing damage and 9 (2d8) cold damage.
   
  ɶ 2 Charges: You can create an object composed of ice that 
  is up to 10 feet on a side. You can attempt to create this 
  object around a creature that is medium sized or smaller. A 
  creature targeted in this way must make a Dexterity saving 
  throw against your spell save DC. On a failure, it is en-
  trapped in ice, and restrained. The object has 20 hit points, 
  an AC of 14, vulnerability to fire damage, and resistance to 
  slashing damage. Half the damage dealt to the object is 
  dealt to any creature trapped within. An object created in 
  this way lasts for 10 minutes before it melts away.
   
  ɶ 3 Charges: You can create an ice armor around yourself 
  that lasts for 1 minute. While it is in effect, your armor class 
  cannot be lower than 18 and you gain immunity to cold 
  damage. This effect ends if you take a total of 20 fire dam-
  age before the armor’s duration lapses.
   
  ɶ 5 Charges: You instantly summon an ice elemental that 
  follows your commands for 1 minute. This creature uses 
  the statistics of an earth elemental that has immunity to 
  cold damage and vulnerability to fire damage. This effect 
  requires concentration. If you lose concentration on this 
  effect, the ice elemental melts into a large puddle.
  Blizzard ForM
  Upon reaching level 14, you gain the ability to survive by becom-
  ing a living blizzard. When you are reduced to 0 hit points, your 
  body disappears and becomes an ice storm spell. Allies who are 
  caught in this effect are considered to successfully save against 
  it. At the start of your next turn, you can reform at any point in 
  the area affected by the spell with hit points equal to the damage 
  rolled by the ice storm spell, even if no creatures were damaged 
  by the casting of this spell. The spell cannot be affected by a 
  counterspell, but this ability will not work in an area of antimagic. 
  Once you use this ability, you cannot use it again until you have 
  finished a long rest.
  
  Author: Troy Daniels
  Artist: Rick Hershey
  Design and Layout: Rick Hershey
  Fat Goblin Hoarde: Ismael Alvarez, Jason Owen Black, Geoff Gander, Taylor 
  Hubler, Matt Roth, Lucus Palosaari, Troy Daniels, and Rick Hershey. 
  Business Manager: Tristan Hershey
  Publisher: Rick Hershey of Fat Goblin Games
  Character Options: Circle of Rime Druid  © 2020 Fat Goblin Games 
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document 5.0 Copyright 2016, Wizards of the Coast, Inc.; Authors: 
  Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, 
  Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original 
  material by E. Gary Gygax and Dave Arneson.
  Shadows over Vathak © 2012, Fat Goblin Games, Authors: Rick Hershey and Jason Stoffa.
  Shadows over Vathak: Player’s Guide © 2016, Fat Goblin Games; Authors: Ismael 
  Alvarez, Tyler Beck, John Bennett, Jason Owen Black, Troy Daniels, J Gray, Rick Hershey, 
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  Shadows over Vathak: Explorer’s Guide to Vathak © 2016, Fat Goblin Games; 
  Author: Lucus Palosaari
  Character Options: Circle of Rime Druid © 2020, Fat Goblin Games; Author:Troy 
  Daniels
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