Base Class: Ranger
You have stayed in the icy tundra for so long that you have become one with winter and ice.
Ice Strike
Starting at 3rd level you can focus your magic to create sharp spikes of ice. As a bonus action you can send a sliver of ice at a creature within 30 feet of you. This ice spike acts as a dagger but instead does cold damage.
Fury of the Tundra
Starting at 3rd level you gain the ability to choose 2 creatures within 30 feet of you, and envelope them in a swirling cloud of snow. They must make a Constitution saving throw. On a failed save they take 3d4 cold damage or half as much on a successful one.
The damage increases by 1d4 when you reach certain levels: 5th level (4d4), 11th level (5d4), and 17th level (6d4).
Ice Walker Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Ice Walker Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.
Ranger Level Spell
3rd Ice Knife
5th Snilloc's Snowball Swarm
9th Sleet Storm
13th Ice Storm
17th Cone of Cold
Icy Endurance
At 7th level, you gain resistance to cold damage.
Freezing Command
Starting at 11th level you can, twice per a long rest, as a bonus action, force one creature to freeze in place as an icy shell forms around them. This shell lasts until your next turn and any damage dealt to the frozen creature is doubled. In order to brake out before the spell ends the frozen creature must succeed on a DC 17 Strength saving throw.
Frozen Fortitude
At 15th level you gain immunity to frozen damage.
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