Frostwalker
Frostwalker Magic
Starting at 3rd level, you learn an additional spell when you
reach certain levels in this class, as shown in the Frostwalker
Spells table. The spell counts as a ranger spell for you, but it
doesn't count against the number of ranger spells you know.
Frostwalker Spells
Ranger Level Spells
3rd Ice Knife
5th Invisibility
9th Sleet Storm
13th Freedom of Movement
17th Cone of Cold
Frostkissed
At 3rd level, you gain resistance to cold damage. Additionally,
your movement speed cannot be reduced by any means.
Coldiron
At 3rd level, you learn how to coat your weapons in a thin
layer of frost. As a bonus action on your turn, you may expend
a spell slot of 1st level or higher to coat your weapon or
ammunition in this way. The bonus is lost after making an
attack. Attacking a creature with a Coldiron enchanted
weapon or projectile forces the creature to make a strength
saving throw against your spell save DC. On a failure, their
movement is reduced by half for 1 minute. On a hit, creatures
take an extra 1d6 cold damage and have disadvantage on the
save. A creature may repeat this saving throw at the end of
each of its turns to end the effect early. When you expend a
spell slot of 2nd level or higher to use this feature, the cold
damage increases by 1d6 per slot level above the 1st.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once,
whenever you take the Attack action on your turn.
Arctic Stalker
Upon reaching 7th level, you learn how to hide yourself in the
darkness of storms and natural environments. When you
make a spell attack or a Coldiron enchanted attack while
undetected, you may use your reaction to immediately move
up to 10 feet in any direction and take the hide action. This
movement does not provoke opportunity attacks.
Call Blizzard
By 11th level, you learn how to call down a swirling blizzard.
As an action on your turn, you may call down a blizzard in a
30 foot cube at a location you can see within 60 feet of you.
Creatures that start their turn in the blizzard must make a
Wisdom saving throw against your spell save DC or else
become lost in the storm until the start of their next turn.
Creatures who are lost in the storm have their vision reduced
to 10 feet, and their movement speed reduced by half. A
creature with truesight or blindsight does not have their
vision reduced. After the effect ends, the accumulated snow
makes the affected area difficult terrain for 1 minute. Once
you have used this feature, you may not use it again until after
completing a long rest.
Icy Veins
By 15th level, the very air around you feels colder, and you are
ice cold to the touch. You gain immunity to cold damage, and
whenever a creature you can see within 30 feet attacks you
with a melee or ranged attack, you may use your reaction to
immediately deal cold damage to them equal to 1d6 + your
Wisdom modifier.
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