Ranger
Base Class: Ranger

Many Rangers can survive the harshest of climates and conditions, surviving in dense forests and fringed icy wastelands, but many rangers fall short when it comes to the mysterious fog of Paledge. as a Harbinger, you're able to use this phenomenon to your advantage, even using it to aid your allies by taking control of the battlefield.  

Frostborn

3rd-level Harbinger Feature

You gain resistance to Cold damage.

Additionally, you can choose between two cantrips, Ray of Frost or Frostbite. 

Harbinger Magic

3rd-level Harbinger feature

You learn an additional spell when you reach certain levels in this class, as shown in the Harbinger Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Harbinger Spell List

Ranger Level  Spells 
3rd Ice Knife 
5th Rime’s Binding Ice 
9th Sleet Storm 
13th Ice Storm 
17th Cone of Cold

Mistwalker

3rd-level Harbinger feature

You can cast the Fog Cloud Spell without expending a spell slot. You can cast this spell this way a number of times equal to your Wisdom modifier, and can only be regained once you finish a long rest.  

when you cast Fog Cloud using this ability, you can use a free action to teleport anywhere within the radius of the Fog Cloud once per round. You can only use this ability when fully obscured within your own Fog Cloud, and cannot be used outside it's radius. 

You can Upcast Fog Cloud with this ability once you gain additional spell levels.

Freezing Fog

7th-level Harbinger feature

Once you use Mistwalker to cast Fog Cloud you can instead cast it as a Freezing Fog. The Freezing Fog, instead of a thick layer of obscuring fog,  it coalesces as a thin layer in a 20 ft radius, not obscuring anyone's vision. Everyone within or entering the radius (excluding yourself and a number of people equal to your proficiency modifier) must make a Constitution saving throw.

on a failed save, they take 2d8 Cold damage, and their movement is halved as long as they are within the radius of the Freezing Fog. once they exit the radius, their movement is returned to normal. On a successful save, they take half as much damage and their movement is unaffected.

The damage is increased to 4d8 once you reach 11th level, and 6d8 at 15th level. 

Foretoken

11th-level Harbinger feature

 Once you cast Fog Cloud using Mistwalker, everyone of your choice within the radius must make a Wisdom Saving Throw.

On a failed save, their general location within the fog is revealed to your allies, though they physically remain obscured, as if your allies have Blindsight. On a successful save, their location will not be revealed and will remain obscured. 

Cold Steel

11th-level Harbinger feature

 When you cast Fog Cloud using Freezing Fog, you and a number of allies equal to your wisdom modifier can add 2d8 cold damage to any melee or ranged attack while they're within the Freezing Fog's radius.

Additionally, while within the Freezing Fogs radius, you and a number of allies equal to your Wisdom Modifier gain +2 to their defenses. 

Impenetrable Haze

15th-level Harbinger feature

 When using Mistwalker to cast Fog Cloud, creatures that have Truesight cannot see into the Fog, and their vision will be obscured once they are within its Radius. 

Additionally, your Fog Cloud can no longer be dispersed by the wind. 

Ice Veil

15th-level Harbinger feature

When using Freezing Fog to cast Fog Cloud, everyone of your choosing must make additional Constitution Saving Throws a round after failing the initial saving throw to be affected by its aura. after failing 3 of these saving throws, they are Paralyzed for a single round and frozen solid. after succeeding 3 of these saving throws, they are not Paralyzed, and their movement returns to normal.

Additionally, if a killing blow is dealt to a frozen enemy, they explode into a shrapnel of ice that does 3d8 piercing damage and 5d8 cold damage in a 10 ft radius. this can cause a chain reaction if this effect kills another frozen target. 

Previous Versions

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