Ranger
Base Class: Ranger

Mountaineer Conclaves are typically active within alpine and mountainous regions, but in truth are rather broad with vertical regions of any significance being able to provide the experience necessary to join, large floating islands being climbed in the sky, or hill sized boulders within the Plane of Earth could all be considered places where a Mountaineer could be seen to be operating in.

Level 3: Mountaineer Conclave Spells

At 3rd level, you are able to use your experiences to influence your spellcasting ability to learn new spells. You learn the Frostbite cantrip. You also learn additional spells when reaching certain levels as follows.

3rd level- Frostbite, Magnify Gravity

5th level- Gust of Wind

9th level- Sleet Storm

13th level- Ice Storm

19th level- Cone of Cold

 

Level 3: Climber's Resolve

You gain a climb speed of 15 ft. if you have none. This is quadrupled with any pickaxe item or a similar limb of yours that has been agreed upon between you and your DM. You gain advantage on any athletics checks while climbing.

Level 7: Altitude Tactics

Your ability to make the most of vertical advantages has improved. You gain 25ft. of Tremorsense. You are able to dislodge large amounts of the terrain to fall onto those below with great ease, as a bonus action while on high ground to your target, you can dislodge debris to fall down with deft skill. This deals 1d8 bludgeoning damage per 10 feet the debris fell and 1d4 of any elemental damage appropriate to the debris (DM decides). While on low ground relative to a attacker, as a reaction you can gain half cover to those on high ground relative to you, as long as you aren't moved, until your next turn. You can only use either effect of 'Altitude Tactics' twice per short rest.

Level 11: Cryonic Pillars

You can use your reaction to summon a (10x10ft. * spell level used) cube of ice on any floor not obstructed in the area of summoning, with the exception of willing creatures. A willing target will end up on the top of the block of ice. This ice if used to obstruct a attack can take up to 1d4 per spell used to summon the cube before the remainder of the damage is directed to the original target. This ability requires at least a 2nd level spell slot to cast. This ability can only be cast twice per Long Rest.

Level 15: Weathering Heights

You gain immunity to Cold damage. As a action you can summon a 60ft. spherical blizzard that follows you. Any creature that starts its turn in this blizzard takes 3d8 cold damage. This blizzard heavily obscures its area and you do not have blindness disadvantage looking through it. This blizzard at the start of every round adds 10ft. of ice to the floor underneath it at the start of every round. This ability lasts for 5 rounds and can only be used once per long rest.

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