Ranger Archetype: The Frost Ranger

by CakeSlayer

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Ranger Archetype: The Frost Ranger

At 3rd level, a ranger gains the Ranger Archetype feature. The following option is available to a ranger: the Frost Ranger.


The Frost Ranger

Ranger who have spent their time hunting and living in the harsh lands of the arctic tundra have become one with the land and the coldness it brings. The snow does not slow them, the winds do not faze them, their prey's tracks never obscured to them. The arctic is their home.

Ranger Level Ranger Spells
3rd Expeditious Retreat
5th Gust of Wind
9th Sleet Storm
13th Ice Storm
17th Cone of Cold

Tundra's Grasp

At 3rd level, your time in the tundra has allowed you to use the cold to hunt your prey, you gain the ability to slow down enemies.

Whenever you hit a creature once, that creature's movement speed is reduced by 10ft until the beginning of your next turn.

At later Levels, the movement speed reduces further, 15 ft (5th level), 20 ft (9th level), 25 ft (13th level), 30 ft (17th level).


Frozen Strike

Also at 3rd level, whenever you hit a creature whose movement speed has been reduced, you deal an extra 1d6 cold damage to that creature.


Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.


Spirit Messenger

At 7th level, you can send a magical flying spirit to scout an area and reveal information to you.

As an action, you can send a magical flying spirit up to 1 mile in a direction of your choice, when it reaches its destination, the spirit dissipates and creates an image of the area in your mind, no bigger than an 80ft radius.

The spirit has a flying speed of 80ft.

Once you use this feature, you cannot use it again until you have finished a long rest. At 15th level, you may use this feature twice before needing a long rest.


Volley

At 11th level, you can fire a volley of Frozen arrows.

As an action, you can fire a flurry of arrows in a 30ft cone. Each creature within the cone has to make a Dexterity Saving Throw. On a fail, the creature takes 4d6 cold damage, has it's movement speed reduced by half and is under the effects of the Tundra's Grasp feature. On a success, they take half damage instead. If they are already under the effect of Tundra's Grasp, they take the extra damage from the Frozen Strike feature.

At higher levels the damage die is increased by 1d6 at 14th and 16th level.

Once you use this feature, you cannot use it again until you have finished a short rest.


Enchanted Frost Arrow

At 15th level, you can fire a large enchanted frozen arrow capable of stopping the largest of foes in their tracks.

As an action, you can fire a large enchanted arrow in a 5ft by 50ft line. The first creature it hits has to make a Constitution Saving Throw. On a fail, the creature has it's movement speed reduced to 0 (effect ends when the creature passes a Constitution Saving Throw at the beginning of it's turn or 1 minute passes), is stunned until the beginning of your next turn and takes 5d10 cold damage. On a success, the creature's movement speed is reduced by half ( effect ends when the creature passes a Constitution Saving Throw at the beginning of it's turn or 1 minute passes) and it takes half damage instead.

Once you use this feature twice, you cannot use it again until you have finished a long rest.

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