Ranger: Frost Warden

by blueisherp

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Frost Warden

Frost Wardens make their home in the world's most enchanting tundras and boreal forests. They abide by an ancient druidic tradition that bestows upon them the mystical essence that flows through their homeland. They rarely travel far from home, but when they do, they bring with them the frigid wrath of the wild fjords.

Ranger Conclave

Frost Warden Magic

You gain conclave spells at the ranger levels listed in the Frost Warden Spells table. These are always prepared and don't count against your list of prepared spells.

Frost Warden Spells
Ranger Level Spells
3rd create or destroy water
5th snilloc's snowball storm
9th sleet storm
13th control water
17th cone of cold

The North Wind

When you choose this archetype at 3rd level, you learn the shape water cantrip, which you can use to move or melt frozen water. The water you create with create or destroy water can also take the form of snowfall within a 30-foot cube, extinguishing flames and freezing water in the area.

At 11th level, you can cast shape water and create or destroy water as a bonus action instead of an action.

Rime Ice

At 3rd level, you can imbue your spells and attacks with the essence of frost. Damage from your ranger spells and weapon attacks can be dealt in cold damage instead. When you deal cold damage to a target without resistance to cold damage, its speed is reduced by 10 feet until the start of your next turn.

While a target is in fog, mist, precipitation, or is frozen, wet, or cold (DM's discretion), it takes 1d6 extra cold damage when it takes cold damage from you and has disadvantage on saving throws against features granted by this archetype (not including spells gained from Frost Warden Magic).

Permafrost

Starting at 7th level, magic of the frozen wilds flows through your veins. You gain resistance to cold damage and can ignore light and heavy obscurity within 60 feet of you, as well as difficult terrain, induced by ice, water, and precipitation, both magical and nonmagical.

Additionally, your spells, attacks, and effects ignore resistance to cold damage.

Flash Freeze

At 11th level, when a target takes cold damage from one of your weapon attacks or ranger spells it failed to save against, you can attempt to freeze the target along with any uncontained water in its space. The target must succeed a Constitution saving throw and become frozen for 1 minute, provided it's not immune to cold damage. While frozen in this way, the target is paralyzed and can repeat the saving throw at the end of its turns, unfreezing on success.

You can attempt to freeze a target with this feature a number of times equal to your Wisdom modifier. You regain all uses of this after you complete a long rest.

Winter's Bite

At 15th level, the frigid winds emanating from you can freeze assailants in their tracks. When a creature you can see attacks you, you can use your reaction to have the attacker make a Constitution saving throw before the attack finishes, unless it's immune to cold damage. On a failed save, the creature becomes frozen until the end of your next turn. While frozen in this way, the creature is stunned.

Glacial Warden Variant

If the DM allows, the player may replace Flash Freeze with the following feature at 11th level.

Fractal Formation

At 11th level, you can create crystals with your frost magic, allowing you to perform the following abilities. These have no effect on targets with immunity to cold damage.

You can use this feature a number of times equal to your Wisdom modifier. You regain all uses after you complete a long rest.

Crystal Arrow

As an action, you crystallize a piece of ammunition to be fired at a target you can see. As part of the same action, you ready a ranged weapon attack against that target using that crystallized ammunition, which will trigger at the start of your next turn. If the target is within 10 feet of where it was when you readied the attack, you make the attack roll with advantage.

Along with normal effects of your weapon attack, the target takes an additional 3d8 + your Wisdom modifier in cold damage and becomes frozen for 1 minute on hit. While frozen in this way, it's stunned and can make a Constitution saving throw at the end of its turns, unfreezing on success.

Ice Flurry

As an action, you cast a magic missile that fires three missiles, each dealing cold damage instead of force. Each target that takes a missile has its speed halved (before it's reduced by your Rime Ice) until the end of your next turn.

Freezing Trap

As an action, you create a magical trap contained in a crystal that fits in your hand. You can deploy the crystal with the same action you use to create it, tossing it into a space within 30 feet. It can also be given to another user, who can then deploy it in the same way. Once deployed, it becomes a translucent, silvery web stretched over a circle on the ground with a 15-foot diameter.

Whether or not it is deployed, the trap disappears 24 hours after you create it. You can control one of these traps at a time. Once triggered, disabled, or dispelled, the trap disappears. You will magically know when this occurs while you remain on the same plane as the trap.

Trigger. The trap triggers when a creature enters or starts its turn within the trap's area. When you create the trap, you can also designate a type of creature (such as beasts, humanoids, fey, etc.) to be exempt from triggering the trap and suffering its effects.

Effect. When the trap triggers, each creature within 10 feet of the trap's center must succeed a Dexterity saving throw against your spell save DC or become frozen for up to 1 hour or until it takes damage. While frozen in this way, it is paralyzed.

Countermeasures. You use your spell save DC to determine the trap's DCs. A successful Wisdom (Perception) check reveals the trap, and a successful Intelligence (Arcana) check disables it. A creature can jump over the trap without triggering it with a successful Dexterity (Acrobatics) check, and a successful dispel magic will destroy the trap.

Homebrew by blueisherp

Art by Ji Zhang
 

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