Winter Stalker

by Ranikirn

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Winter Stalker

Winter Stalkers live in cold places that has tempered their mind and body. 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 to know and exploit them to survive.

Winter Stalker Spells
Ranger Level Spell
3rd Fog Cloud
5th Gust of Wind
9th Sleet Storm
13th Ice Storm
17th Control Winds

Arctic Survivor

When you chose this archetype at 3rd your affinity with arctic places guarantees you an easy survival against strong winds and cold effects. You have advantage on saving throws and ability checks made to resist cold effects.

Winter's Mark

Starting at level 3rd you can suffuse your weapons with a slight frost patina. Your Hunter's Mark deals cold damage instead of weapon type. Also, once per turn when you do cold damage with your weapons you can force an enemy hit to make a Dexterity saving throw against your spell save DC or be blocked in ice. A creature blocked in ice by this feature is grappled until the end of the ranger next turn. It can use its action to make a Strength (Athletics) check against you spell save DC in order to free itself. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.























Winds Affinity

At level 7th when you hit a creature with your first weapon attack it deals 1d8 extra cold damage and you can reduce that creature’s speed by 10 feet until the end of your next turn. Also you learn how to take advantage of wind trails: You can exploit magic winds you create to attack more effectively, in alternatively if an enemy that you can see has no cover in a 15 foot cone originated from him (such as trees, rocks or buildings) you can briefly control winds to give a speed burst to your attacks. Your first weapon attack in this way deal 1d10 instead of 1d8 cold damage.

Wintermute

By 11th level, you have honed your ability to resist the cold winds of the arctic. You gain proficiency in Constitution saving throws. Additionally, you can see normally out to 30 feet in areas of heavy obscurement, such as through fog or dense clouds, strong winds and other cold effects.

One with the Wind

At level 15th when you are in areas obscured such as through fog or dense clouds and also inside strong winds, you can use your bonus action to become wind and teleport up to 30 feet to an unoccupied space you can see without provoking opportunity attacks and your next weapon attack deal 1d8 extra cold damage. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Winter Stalker V2

Created by u/ranikirn
Image Credits to Patrycja Wójcik

 

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