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Ranger Archetype - Winter Warden
Ranger Archetype - Winter Warden
Ranger Archetype - Winter Warden
Frost Walker
3rd-level Winter Warden feature
You are at home in snow-covered tundras and frigid
mountaintops. You are naturally acclimated to extreme cold
and high altitudes, including elevations above 20,000 feet.
You also ignore difficult terrain caused by ice or snow Blizzard
(magical or otherwise), and you can move across icy surfaces 11th-level Winter Warden feature
without needing to make an ability check or saving throw.
You can call upon a deafening snowstorm to whip around
Glacial Aura you. Whenever you activate your Glacial Aura, you can cast
3rd-level Winter Warden feature warding wind as part of the same bonus action without
As a bonus action, you can exude an aura of frigid cold. This expending a spell slot. When cast in this way, the spell is
aura extends 10 feet in every direction, though not through altered in the following ways:
total cover, and lasts for 1 minute, until you dismiss it as a It doesn't require concentration and lasts for the duration
bonus action, or until you're incapacitated. of your Glacial Aura.
A creature that starts its turn within this aura is covered in When a creature moves into or within the spell's area, it
a layer of frost, reducing its speed by 10 feet until the start of takes 1d6 cold damage for every 5 feet it moves.
its next turn. When an affected creature is hit by a weapon
attack, the frost shatters (ending the effect early) and deals Snap Freeze
1d6 cold damage to the creature. This damage increases to 15th-level Winter Warden feature
2d6 when you reach 11th level in this class. With a burst of frigid air, you can freeze your foes solid in
their tracks. When a creature starts its turn within your
Frozen Heart Glacial Aura, you can use your reaction to force the creature
7th-level Winter Warden feature to make a Strength saving throw against your spell save DC.
Your heart is infused with the resilience of winter. You gain On a failed save, the creature is restrained in ice until the
resistance to cold damage, and you have advantage on saving start of its next turn, or until it uses an action to break free.
throws made against any effect that would incapacitate you On a successful save, the creature is immune to this effect for
or reduce your speed. 1 hour.