Base Class: Ranger
You have been hardened by the most bitter elements of nature, surviving in the most unlikely of conditions. Whether it be from your experiences in these environments, or a chance encounter that deepened your knowledge of the coldest climates, you have gained abilities that channel the same frost that once bit into you. As you chart your way through the world, every person you meet has a chill run down their spine, and your strikes are capable of freezing your enemies to their core.
Conduit of Ice
3rd-Level Rimeseeker Feature
You are able to manipulate and channel the chill that rests within you in a multitude of ways. This wellspring of magic is represented by Frost Dice a number of d6 equal to 1+proficiency bonus, and they are used to fuel various abilities detailed below. You recover all Frost Dice upon completion of a long rest.
Winter Wind Strikes. You can channel bitingly cold winds as you strike with your weapon. Once on each of your turns, when you successfully land an attack on a target, you may expend one Frost Dice to project a 15-foot line in any direction from the target that was hit, dealing additional cold damage to all targets within equal to one roll of your Frost Dice. At 11th level, this damage increases to two rolls of your Frost Dice.
Starved Desperation. Your ability to cling onto life in unlikely scenarios allows you to put your all into any one decision, at the expense of the self. Whenever you make an Attack Roll, Ability Check, or Saving Throw, but before learning the result, you may expend one Frost Dice to reroll the entire check using the second result but reducing the roll by the number rolled on your Frost Dice. This ability can only be used once per Attack Roll, Ability Check, or Saving Throw.
Note: Neither advantage nor disadvantage restrict your ability to use Starved Desperation, you repeat the entire roll while still imposing advantage or disadvantage.
Rimeseeker Magic
3rd-Level Rimeseeker Feature
You learn the Shape Water cantrip if you do not already know it. When you cast it, you can both change the water's form and freeze it at the same time, when used together this counts as only one non-instantaneous effect. When using the freezing effect, the ice is able to become even more durable and rigid than normal, comparable to stone in terms of strength and durability.
You also learn an additional spell of 1st level or higher when you reach certain levels in this class, as shown in the Rimeseeker Spells table. Each spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
|
Ranger Level |
Spells |
|
3 |
Shape Water, Create or Destroy Water |
|
5 |
Spider Climb |
|
9 |
Sleet Storm |
|
13th |
Freedom of Movement |
|
17th |
Cone of Cold |
Glacial Body
7th-Level Rimeseeker Feature
Your body has become so accustomed to harsh elements that it resists the coldest temperatures. You have resistance to cold damage.
In addition, your mastery of your chilling wellspring has deepened, granting you a new ability detailed below.
Glacial Shift. Your mastery of ice allows you greater control of the battlefield, adjusting the field to better protect your allies. After an enemy makes an attack action against you or one of your allies within 30ft that you can see, you may use your reaction to expend one use of your Frost Dice, pushing your ally in a line a number of feet equal to 5x the number rolled on the Frost Dice.
Snowy Steps
11th-Level Rimeseeker Feature
You have traveled so many miles that every cell in your body pushes you to march, freezing every surface on which you stand. You permanently gain the effects of the Water Walk spell that can be activated or deactivated with an action, no verbal, somatic, or material components required. In addition, your movement speed is doubled when you start your turn on a liquid surface.
Note: This can be any amount of liquid as long as it is its own distinct layer separate from the ground. Use Create Water and go wild!
Effigy of Winter
15th-Level Rimeseeker Feature
You have walked every road and endured every challenge that nature has thrown against you. Once per long rest, when completing a short rest or rolling initiative, you may regain all uses of your expended Frost Dice.
Even when beaten and bruised and on the threshold of death, your instinct to survive allows you to endure. When knocked to 0 hit points you are neither rendered prone nor unconscious, attacks are not made at advantage against you and any instance of damage counts as one failed death saving throw. On your turn, your movement speed is halved, you cannot use bonus actions or reactions, the only actions you can take are the dash, dodge, disengage, or Winter's End. Upon taking the dash, dodge, or disengage action you forego the death saving throw at the end of your turn and automatically count one success. Upon taking the Winter's End action you automatically fail the death saving throw at the end of your turn. Upon reaching three successful death saving throws, you regain one hit point.
Winter's End. The dying cries of a survivor. All enemies within a 15ft radius of you must make a dexterity saving throw against your spell save DC, taking 6d6 cold damage on a failed save and half as much on a success.
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