Ranger
Base Class: Ranger

Arctic Drifters call the the Great Glacier of the Faerun home, and this land has tempered their mind and body. They are at home in high mountains or frozen steppes, and wolves and other creatures of these lands are familiar to them. The animals aren't the only enemies on the ice, however, the cold itself is the main enemy of these lands, but they have learned to exploit it to survive. These rangers are the guardians against animal invasions and against poachers that that hunt rare animals of the Great Glacier.  Most Drifters live in isolated communities atop mountains or elder woods where they have learned the art of hunting to survive.

Arctic Drifter Magic

You have learned to call upon the cold and channel it gaining the cantrip ray of frost.
You also learn an additional Spell when you reach certain levels in this class, as shown in the Arctic Drifter Spells table. These spells count as ranger spells for you, but don't count against the number of ranger spells you know.

Glacial Strike

At 3rd level, you learn to slow your enemies by freezing them over. When you hit a creature with a weapon attack you can cause it to Freeze over causing 1d6 cold damage. At start of each of the creature's turns while it is Frozen, it takes 1d6 cold damage, and its movement speed is halved The affected creature must then make a Constitution saving throw against your spell DC, breaking the ice on a success. You cannot freeze another creature until the start of your next turn.
This cold damage increases to 2d6 at 7th level and 4d6 at 15th.

Frostbitten

At 7th level you become more adept at wielding the cold improving, offensively and defensively, your Glacial Strike. Along with the extra damage, two successful consecutive strikes cause a the target to literally freeze in place until it makes its save.

Glacial Spears

By 11th level you have honed your ability to control the cold winds of the arctic. You can cause the ice covering a creature inflicted with Frozen by your Glacial Strike feature to explode into shards. Each creature within 5ft. of the frozen creature must make a Dexterity saving throw against your spell save DC, or it can't use reactions until the start of its next turn and suffers 2d10 cold and 2d10 piercing damage on a failure, and half as much on a success

In Your Element

At 15th Level you've become so acclimatized to the cold that it no longer affects you. You and everything you wear and carry are unharmed by low temperatures, and you gain immunity to cold damage.

Arctic Drifter Image

Comments

Posts Quoted:
Reply
Clear All Quotes