Ranger
Base Class: Ranger

The Frost Strider conclave is comprised of warriors who fight and survive where most don’t even dare to peer into: in the artic tundras of the world, deserts with nothing but crippling cold, blinding winds and mountains of snow that hide who knows which dangers beneath it all. Frost Striders not only live through all of this, but they embrace it, and shape their magic around it.

Perhaps you are a goliath born to a clan that not only lives, but thrives atop icy northern peaks; maybe you were lost to a snow storm and the magic of nature itself changed you forever, or possibly, you died and fell in such a treacherous environment, rising as a revenant who commands the very winter that made them who they are.

Frost Strider Magic

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

Frost Strider Spells
Ranger Level Spell
3rd Ice Knife
5th Snilloc’s Snowball Swarm
9th Sleet Storm
13th Ice Storm
17th Cone of Cold

Rime Born

Starting at 3rd level, your body has become magically attuned with the deadly cold of winter. You gain resistance to cold damage and are immune to the effects of extreme cold, as described in the Dungeon Master’s Guide.

Additionally, you can infuse your attacks with such magic. The first time each turn that you hit with a weapon attack, the attack deals an extra 1d4 cold damage.

Touch of Winter

Also at 3rd level, you may weaken your foes with the crippling magic of frost. Whenever you deal cold damage to a creature, you may apply a level of Frostbite to it, which can have up to 4 levels of it, as seen in the Frostbite table. The effects last as long as creature has that many Frostbite levels, and a creature with 4 levels of Frostbite isn’t applied more levels on any subsequent instances of cold damage. A creature loses all levels of Frostbite if any more aren’t applied for a number of turns equal to your Wisdom modifier, and whenever it takes fire damage, its Frostbite levels are reduced by 1. Creatures that are immune to the effects of extreme cold suffer no drawbacks from levels of Frostbite.

Frostbite Table

Level

Effect

1

The creature’s speed is decreased by 10 feet.

2

The creature’s speed is either reduced by 15 feet or halved, whichever option leads to them having a lower speed. Their speed can’t become less than 10 feet this way.

3

The creature suffers all effects from level 2 of Frostbite, except its speed can't become less than 5 instead; and it can’t take reactions.

4

The creature becomes encased in ice. An encased creature is incapacitated, can’t move, and can speak only falteringly. It automatically fails Strength and Dexterity Saving Throws, attack rolls against it have advantage, and it is inmune to all damage other than fire, which reduces its Frostbite level by 1. At the end of its turn, a creature may attempt to succeed on a Constitution saving throw against your spell save DC to escape the ice, reducing its levels of Frostbite by two.

Artic Shroud

Beginning at 7th level, you can dodge away from any unwanted affronts and slip by. As a reaction to being hit by an attack, you may apply a level of Frostbite to all creatures within 10 feet of you and move a number of feet equal to half your walking speed without provoking opportunity attacks.

Additionally, a path of snow and cold wind forms along the path you moved through this way. It becomes heavily obscured until the end of your next turn.

You may also use this feature as a bonus action on your turn. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Withering Frost

When you reach 11th level, the magic of your frost becomes more powerful and protects you. Whenever you apply a level of Frostbite to a creature, choose amongst the following effects:

  • That creature takes 1d4 cold damage. This damage doesn't cause any levels of Frostbite.
  • You gain temporary hit points equal to 1d8 + your Wisdom modifier.

Silence and Squall

By the time you’ve reached 15th level, you’ve learnt to harness the power over winter you command into two powerful blasts of magic. As an action, you may throw a weapon (appearance and type of it is your choice) made of magical ice to a point you can see within 60 feet of you. Creatures within 20 feet of that point gain two levels of Frostbite.

Additionally, as part of that same action, choose a point you can see within 60 feet of you, as you throw another weapon made of magical ice there. On that point, a small snowstorm appears there. It is a 10-foot radius sphere that is Heavily Obscured for anyone other than you, and if a creature starts or ends its turn there, or enters the area for the first time on a turn, they must succeed on a Constitution saving throw or take 8d6 cold damage, taking half as much on a successful save.

The storm lasts for a number of rounds equal to your Wisdom modifier, and on any subsequent turns, you may move the centre of the snowstorm up to 20 feet in any direction (no action required).

You can use this feature once, gaining the ability to do so again when you finish a long rest, or if you expend a spell slot of 5th level or higher to use it again.

Previous Versions

Name Date Modified Views Adds Version Actions
1/7/2023 8:24:28 PM
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