Base Class: Ranger
Winter Walkers embrace the most dangerous environments in the world, wielding cold as their swords and ice as their shields. Winter Walkers work as guides, hunters, and guardians of mountainous or glacial regions, or travel to other lands to combat threats weak to cold and ice.
Winter Walker Spells
Winter Walker Spells
| Ranger Level | Spell |
|---|---|
| 3rd | Ice Knife |
| 5th | Invisibility |
| 9th | Sleet Storm |
| 13th | Resilient Sphere |
| 17th | Cone of Cold |
Tundra Traverser
At 3rd level, your experiences in cold environments have altered your natural resilience. You have resistance to cold damage, immunity to difficult and slippery terrain caused by snow and ice, and have advantage on saving throws to avoid the effects of extreme cold.
Coat of Rime
At 3rd level, you've developed the Winter Walker's signature ability. As a bonus action, you can materialize your Coat of Rime; a mantle of ice and a cape of snow. When you summon your Coat of Rime, you gain a number of temporary hit points equal to your Ranger level. While your Coat of Rime is active, you can use the following abilities:
Rime Step. After making an attack roll, you can slide away as if skating on ice. You can move five feet away without provoking attacks of opportunity. At 11th level, the distance you can travel is equal to half your maximum movement speed.
Icicle Coat. When a creature within 5 feet attacks you, you can retort by launching an icicle from your mantle at them. Make a melee spell attack. On a hit, you deal cold damage equal to 1d6 + your Wisdom modifier. At 11th level, the damage die becomes a d8.
Your Coat of Rime lasts indefinitely when in snowy, mountainous, or tundra environments, and for one minute in other environments. You can summon your Coat of Rime a number of times equal to your proficiency bonus. You regain all uses after a long rest.
Falling Snow
At 7th level, your Coat of Rime now reassembles after being damaged. On the start of your turn, if you have temporary hit points equal to less than the amount gained by donning your Coat of Rime, you gain temporary hit points equal to your Wisdom modifier. If the amount of temporary hit points you gain would bring your temporary hit points above the amount gained from your Coat of Rime, you will only gain enough temporary hit points to reach that maxmium.
Improved Coat of Rime
At 11th level, your Coat of Rime has grown alongside you in power. Your movement speed increases by 10 feet while your Coat of Rime is active, the distance you can travel with Rime Step is now equal to half your maximum movement speed, and the damage die used for your Icicle Coat is now a d8.
Armor of Rime
At 15th level, your Coat of Rime is lined with plates of ice, increasing your defense. While your Coat of Rime is active, you gain a bonus to your Armor Class equal to your Wisdom modifier.
Previous Versions
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12/3/2025 2:11:59 AM
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