Ranger
Base Class: Ranger

The Winter Stalkers are a clan that lives far in the north. The coldness has tempered their mind and body. Being at home in the glaciers and frozen woods, the creatures of these lands are familiar to them. But creatures are not the most fearsome thing this terrain has to offer. The cold itself, the winter weather and brutal snow storms are a threat to most life. These skillfull warriors have learned to exploit these conditions to their advantage. 

Artic Survivor

When you choose this archtype at 3rd level, your affiinity with arctic places guarantees you an esay survival against strong winds and the effects of the cold. You gain advantage on any saving throw against an effect that is related to either coldness or wind. 

Wind Affinity

Starting at 3rd level, your expertise regarding the winds of the north lets you take advantage of the trails of wind. Once per turn, when you hit a weapon attack against a creature, you can reduce their movement speed by 10 feet until the end of your next turn. A creatures speed cannot be reduced below 0 by this effect. 

Further, tracking the flow of wind lets you increase the effectiveness of your arrows. When you are in a position in which wind favors you, you may add an additional d4 to any ranged attack that hits. 

Winter´s Mark

Starting at 7th level, you learn to infuse the cold into your weapon, covering it in a slight patina of frost. You learn the Hunter´s Mark spell, which counts as a Hunter spell for you, but does not count against your number of spells known. If you already know that spell, you may learn an additional hunter spell of a level that you can cast. You may cast this spell on its lowest level without expending a spell slot a number of times equal to 1 + your Wisdom Modifier.

Your Hunter´s Mark deals cold damage instead of your weapons damage type. 

Wintermute

By 11th level, you have honed your ability to resist the the effects of the arctic zones. You gain resistance to cold damage and proficency in Constitution Saving throws. 

Furthermore, when you are in areas that are heavily obsucred by wind, fog or snow, instead of being blinded, you can see up to 30 feet. 

One with the Wind

At 15th level, when you are within areas which are either obscured or difficult terrain due to effects related to fog, wind, snow or ice, you may use your bonus action to become one with the wind, teleporting up to 20 feet to an unoccupied space you can see. This does not provoke opportunity attacks. Until the end of your turn, the next attack you make becomes infused with winter magic, dealing an extra 1d8 cold damage. If the target of the attack is within the same area affected by the effect, they must resist a Dexterity Saving throw against your Spell Save DC or be frozen in place, becoming restraint. As an action, a creature restraint that way can attempt to free itself by succeeding on a DC 13 Strength (Athletics) check. 

You can use this feature up to two times and regain all uses whenever you finish a short or long rest. 

Winter Stalker Image

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