Base Class: Ranger
Not everyone can traverse the harsh tundra. You have seen many would be adventurers die to exposure or the fierce beasts of the frozen wasteland. As a Tundra Survivalist it’s your duty to help those in transversing this harsh landscape.
Tundra Survivalist Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Tundra Survivalist Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
Tundra Survivalist Spells
| Ranger Level | Spell |
|---|---|
| 3rd | purify food and drink |
| 5th | enhance ability |
| 9th | create food and water |
| 13th | locate creature |
| 17th | greater restoration |
Harty Build
At 3rd level, you’ve become accustomed to the harsh environment of the the frozen wasteland. You gain proficiency with Constitution saving throws, if you don’t already have it. You gain 1 additional hit point per ranger level, along with ignore ill effects of extreme cold.
Winter Flurry
By 7th level, you gained the ability to vanish into a flurry of snow. As a bonus action, you vanish into a flurry of snow and reappear into an unoccupied space within 30ft. You can do this a number of times per day equal to your proficiency bonus, regaining all after a long rest.
Improved Harty Build
At 11th level, you become one with the ice and snow. You gain resistance to cold damage. Once a day, you can take a special bonus action which allows you to spend up to half your proficiency bonus in hit dice to heal. You heal as if you spent hit dice on a short rest when using this feature.
Icy Armaments
Starting at 15th level, you have learned how to harness the power of the frozen tundra to never be unarmed. As a bonus action, you can create a magical ice weapon or ammunition. The weapon must be a melee weapon lacking the heavy or special property, while the ammunition can be up to 10 of a given kind.
These weapons and ammunition have a bonus to hit and damage rolls equal to your Wisdom modifier, this extra damage is cold damage. The weapon or ammo made from this ability lasts 1hr or until you take fire damage.
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