Base Class: Rogue
As a Toa of Ice, you have been chosen by Mata Nui to control of cold and snow. Cold and calculating, those associated with ice, also called Ko-Matoran, are thinkers, dedicated to control of emotion and logic. Toa of Ice are strategists and scouts, preferring to plan ahead and gather information before striking. By planning ahead, they can respond quickly to their enemies, preventing their attacks, distracting them when needed, and bringing cold destruction when needed. Toa of Ice value their solitude, but are powerful allies.
One with Ice
When you are chosen for this path at 3rd level, your body and soul become cold as ice. You are immune to Cold damage and ignore the effects of extreme cold, as well as ignoring difficult terrain caused by snow or ice.
When you deal sneak attack damage, you can convert the damage dealt into Cold damage.
Additionally, as an action, you can freeze a 5 foot cube of water, which melts after 5 minutes.
Ice Casting
Mata Nui grants you powers beyond that which is natural, allowing you to manipulate ice in ways that resemble magic. You gain two cantrips: ray of frost and frostbite.
As you gain levels in this class, you learn ice-based spells. Ice is controlled through study, logic, and control of emotion. When you cast an Ice spell, Intelligence is your spellcasting modifier for them.
You cast spells using elemental points. You have a number of points equal to half your Ranger level, which are recovered whenever you complete a long rest. The cost of each spell is shown in the Ice Spells table.
|
RANGER LEVEL |
ICE SPELLS |
ELEMENTAL POINTS |
|
3rd |
ice knife, grease |
1 |
|
5th |
Snilloc’s snowball swarm, hold person |
2 |
|
9th |
sleet storm, slow |
3 |
|
13th |
ice storm, stoneskin |
4 |
|
17th |
cone of cold, hold monster |
5 |
|
20th |
investiture of ice, wall of ice |
7 |
Tundra Stalker
You gain proficiency in the Nature and survival skill. Additionally, you have blind sense up to 30 feet.
Biting Wind
Starting at 9th level, when you deal sneak attack to a creature, you can force them to make a Constitution saving throw (DC 8 + your Intelligence modifier + your proficiency) or be paralyzed until the end of its next turn, and have its movement halved for 1 minute.
I See You
At 13th level, you can spend one action studying your opponent. Choose a creature that you can see within 120 feet of you and make an Investigation check contested by their Charisma + 12. On a failure, you learn nothing and the effect is wasted. On a success, you immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities. You can choose one of these and learn what it is. If that creature has a level or class, you learn those as well.
Additionally, you can follow up this action immediately with a bonus action and detect what their next move is going to be. If that creature attacks you or a friendly creature, you can use your reaction to impose disadvantage on their attack, or impose advantage on a saving throw they force you or a friendly creature to make.
Once you have used this feature, you cannot use it again until you finish a short or long rest.
Brittle Shield
At 17th level, you can create a shield of ice to defend yourself. You can use your Cunning Action to create a shield or piece of armor made of ice, granting you a +5 bonus to your AC. The shield can block a number of attacks equal to your Intelligence modifier, after which it shatters. If an attack hits you, it counts as two strikes. If the final attack that causes the shield to break is a hit, the shield shatters toward the attacker, dealing cold damage equal to your sneak attack damage.
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