Base Class: Ranger
From snow-tipped mountain peaks to stretches of frozen wastes, your superiority in the cold is unchallenged. Channel the arctic arcanum to slay your foes with bitter winds and freezing blasts. Leave the very ground frozen in your wake. Become a force of nature and unleash the wrath of winter.
Frostwalker Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Frostwalker Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.
3rd - Armor of Agathys
5th - Snilloc’s Snowball Swarm
9th - Sleet Storm
13th - Ice Storm
17th - Cone of Cold
Arctic Acclimation
When you choose this conclave at 3rd level, you become well versed in arctic and wintry terrain. You gain the following benefits:
- Resistance to cold damage.
- Advantage on Dexterity (stealth) checks to hide in arctic or snow-covered terrain.
- You ignore difficult terrain imposed by icy surfaces and instead double your movement speed.
Frigid Veil
At 3rd level, you gain the ability to draw upon your connection to the frost, creating a pocket of winter mist and cold. As an action, you cast the Fog Cloud spell without expending a spell slot. Casting the spell using this feature does not require concentration, however its duration is reduced to a number of rounds equal to your proficiency bonus.
Fire damage dealt within the cloud is halved while active.
While you are within the cloud, you are able to see creatures within 10 ft of you normally.
You can use this feature once per day, and cannot do so again until you complete a long rest, or until you expend a spell slot to cast it again. Using a spell slot of 2nd level or higher increases the radius of the veil as per Fog Cloud's spell description.
Frozen Steps
At 7th level, you can freeze the ground beneath your feet. As a bonus action on your turn, you can activate this feature. For the remainder of your turn, the surface directly beneath your feet when you move freezes over in a 5 ft radius.
The ground remains frozen for 1 minute or until exposed to extreme or magical heat. Creatures who attempt to move across the ice for the first time on their turn must succeed a dexterity saving throw against your spell save DC or fall prone. Otherwise the ice acts as difficult terrain.
You are able to move across liquid surfaces while this ability is activated.
You can use this feature a number of times a day equal to your proficiency bonus.
Mountain Skirmisher
When you reach 11th level, you are able to adapt your experience of the treacherous tundra terrain into your fighting style. You gain the following abilities:
Swift Climber: You do not provoke attacks of opportunity while climbing.
Avalanche Strike: Once per turn, if you hit a creature with your next melee attack immediately after you suffer falling damage, your ability modifier is doubled for that attack's damage and the damage you would suffer from the fall is halved.
Shroud of Snow and Ice
At 15th level, you can draw the forces of winter into your physical form to protect yourself. You gain the following abilities:
Snow Drift: When you are subjected to an effect that forces you to make a constitution, dexterity, or strength saving throw, you can use your reaction to shift your body into a cloud of snow and move up to half your movement speed. This movement does not provoke attacks of opportunity and you can squeeze through spaces as small as an inch wide. You revert to your physical form when you end your movement.
Ice Shell: When you are hit by an attack, you can use your reaction to coat your body in solid ice. Until the start of your next turn or until you suffer at least 30 fire damage, your AC is increased by your proficiency bonus.
Once you use a combination of these abilities twice, you cannot do so again until you complete a long rest.
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