Base Class: Ranger
Some rangers live in cold places that have tempered their minds and bodies. They are at home in high mountains or frozen steppes, and wolves and other creatures of these lands are familiar to them. But animals aren't the only enemies; cold winters and snow storms are the main enemies of these lands, but they have learned how to exploit and avoid them to stay alive.
If you want to play a desert-based ranger, you can do so by speaking to your DM to make the appropriate spell and/or elemental changes to the following features.
Frigid Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Winter Stalker Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.
Winter Stalker Spells
Ranger Level | Spells |
---|---|
3rd | Ice Lance |
5th | Gust of Wind |
9th | Sleet Storm |
13th | Ice Storm |
17th | Control Winds |
Arctic Survivor
When you choose this archetype at 3rd level, your affinity with arctic places grants you a higher chance of survival against strong winds and cold effects. you have advantage on Strength and Constitution saving throws against cold and windy effects.
Winds Affinity
Starting at 3rd level, when you hit a creature with your first ranged weapon attack in a turn, you can reduce that creature's speed by 10 feet until the end of your next turn. You also learn how to take advantage of wind trails. You can spend a bonus action on your turn to determine which way the wind is blowing. When you do so, the DM rolls 1d8 on the following chart to determine the direction. If the wind is blowing toward your target fully or partially by diagonal directions- you gain an additional 1d4 piercing damage to your ranged attacks.
D8 | Direction |
---|---|
1 | North |
2 | Northeast |
3 | East |
4 | Southeast |
5 | South |
6 | Southwest |
7 | West |
8 | Northwest |
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Winter's Mark
Starting at 7th level, you can suffuse your weapons with a patina of frost. You learn the Hunter's Mark spell. It does not count against the number of spells you can know, and deals cold damage instead of damage determined by your weapon type.
Wintermute
By 11th level, you have honed your ability to resist the cold and windy effects of arctic zones. you gain proficiency in Constitution saving throws. Additionally, when you are in heavily obscured areas of wind, fog, snow, or other cold effects, instead of being blinded you can see up to 20 feet.
One with the Wind
At 15th level, when you are in strong winds, areas obscured by fog, or other cold effects, you can use your bonus action to become wind and teleport up to 20 feet to an unoccupied space you can see without provoking opportunity attacks. Your next ranged weapon attack after teleporting in this way is a frost arrow or bolt that deals an extra 1d8 cold damage. If the target is inside the same area of weather, they must succeed on a Dexterity saving throw (DC= your Spell Save DC) or be partially encased in ice. A creature affected by this has a movement speed of 0, but can attack and make any other actions that do not require movement. An affected creature can make a Strength saving throw on its turn to escape the ice. This ability can be used a number of times equal to your Wisdom modifier per long rest.
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