Base Class: Ranger
Frost Seekers are those who survive despite all odds. They have spent their lives devoting themselves to mastering the coldest places and seasons with little to no reward. However for those with a true connection and not simply a daredevil attitude they find the things that live in the hoarfrost and ice and meet the hyperborean spirits that delight in their worlds of cold. These spirits long for connection and bond to rangers for life knowing that survival in these conditions is best done together not alone. Together these rangers and their iceborn can traverse anywhere because they know that sometimes hell on earth isn't hot but sub-zero.
Winter's Might
You have a bond to the spirits of winter, through that bond they show appreciation and bless you with certain gifts. You gain the following benefits:
Frostbite. You learn the frostbite cantrip, which is a ranger spell for you.
Sub-Zero Strike. Your bond empowers you to make your weapons colder than ice allowing them to freeze targets with a touch. Once per turn when you hit with a weapon attack you can have it deal 1d6 cold damage. This damage increases to 2d6 when you reach 11th level in this class.
Iceborn Companion
As an action, you can magically summon the iceborn that is bound to you. It appears in an unoccupied space of your choice within 30 feet of you.
The iceborn is friendly to you and your companions, and it obeys your commands. See its game statistics in the accompanying Iceborn Companion stat block, which uses your proficiency bonus (PB) in several places. You can determine the cosmetic characteristics of the iceborn, such as its color, its texture, or any resemblance to other creatures; your choice has no effect on its game statistics.
In combat, the iceborn shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the iceborn can take any action of its choice, not just Dodge.
The iceborn remains until it is reduced to 0 hit points, until you use this feature to summon the iceborn again, or until you die. Anything the iceborn was wearing or carrying is left behind when the iceborn vanishes.
Once you summon the iceborn, you can’t do so again until you finish a long rest, unless you expend a spell slot of 1st level or higher to summon it.
Iceborn COMPANION
Medium Elemental
Armor Class 14 + PB (natural armor)
Hit Points 10 + five times your ranger level (the iceborn has a number of Hit Dice [d10s] equal to your ranger level)
Speed 40 ft.
Saving Throws Dex +1 plus PB, Con +2 plus PB
Damage Immunities cold
Senses darkvision 60 ft., passive Perception 12
Languages Primoridal, understands languages you speak
Challenge — Proficiency Bonus (PB) equals your bonus
Sheer Cold. The temperature around the iceborn is so cold in injures those who are too close to it. Enemies who start their turn within 5 feet of it take cold damage equal to your PB.
Actions
Icy Claw. Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB slashing damage.
Wintry Teleportation. The iceborn and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Con saving throw against your spell save DC or take 1d6 + PB cold damage.
Bond of Snow and Sleet
The bond you share with your iceborn intensifies, protecting you and stoking the iceborn's fury. The iceborn gains the multiattack feature and can make its Icy Claw attack twice every time it takes the attack action.
In addition, while your drake is summoned, you and the drake gain the following benefits:
Iceborn Mount. The iceborn grows to Large size. You may ride it as a mount if you are size medium or smaller. While you are mounted it cannot benefit from its multiattack feature.
True Ice. The iceborn's Icy Claw attack deals an extra 1d6 cold damage.
Resistance. You gain resistance to cold damage. You are also immune to any and all negative effects of cold weather and climates.
Cold Snap
As an action, you can lower the temperature and create a freezing squall around you in a 15-foot radius of sheer cold or cause your iceborn to expel it. Each creature in the cone must make a Constitution saving throw against your spell save DC, taking 5d10 cold damage on a failed save and can take either an action or a bonus action not both, or half as much damage on a successful one and suffer no other effects. Until the end of your next turn you or your iceborn is considered to be heavily obscured by the blizzard.
This damage increases to 7d10 when you reach 15th level in this class.
Once you use this feature, you can’t do so again until you finish a long rest, unless you expend a spell slot of 3rd level or higher to use it again.
Walking Blizzard
Your bond to your iceborn reaches the pinnacle of its power. While your iceborn is summoned, you and the iceborn gain the following benefits:
Arctic Slash. The iceborn's Icy Claw attack deals an extra 1d6 cold damage (for a total of 2d6 extra damage).
Absolute Zero. You treat any creature's immunity to cold damage as resistance as your ability to shape the temperature is peerless. The resulting resistance cannot be ignored by any other feature or ability.
Reflexive Resistance. When either you or the iceborn takes damage while you’re within 30 feet of each other, you can use your reaction to give yourself or the iceborn resistance to that instance of damage. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.