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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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