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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. These rangers are the borders guardians against animals invasions, dangerous for internal lands, and against poachers that that hunt rare animals of these places. Others live in isolated communities atop mountains or elder woods, they have learned the art of hunting 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. Also, you gain resistance to cold damage. #### 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, each enemy that suffer cold damage from you is marked for 1 minute. You can mark a number of enemies equal to your Wisdom modifier (minimun 1). Using your action marked enemies must succeed on a Dexterity saving throw against your spell save DC or have legs frozen. 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 once per long rest \columnbreak #### Winds Affinity At level 7th when you hit a creature with your first weapon attack it deals 1d8 extra cold damage, if the creature is marked you can push it back by 10 feet in straight line. 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 2d8 cold damage instead of 1d8. #### 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 or magic winds, you can use your bonus action to dash and your next weapon attack deal 1d8 extra cold damage, that creature must succeed on a Dexterity saving throw or fall prone. 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 v1.3 > Created by u/ranikirn
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