Exile

In life, an exile turned their back on their own beliefs, betraying friends, family, and companions, and recoiling from their duties and ideals.

The exile they chose is a coward’s escape, a renegade’s desertion, a craven’s survival. This led the exile to Hell, and this is what sustains them in the Blind World… yet, it is a poisoned, hollow sustenance, and an exile’s Journey has only one purpose: to get rid of this sin.

Antenora’s Breath

At 3rd level, you can use a bonus action and expend a spell slot to enshroud yourself in a freezing aura. The aura has a radius of 20 feet.

For 1 minute or until the exile moves or loses their concentration (as if they were casting a spell requiring concentration), every other creature starting its turn within this aura halves its speed and takes 1d8 cold damage.

In addition, until the freezing aura ends, when the exile hits a creature with a weapon attack, they deal 1d8 extra cold damage and can reduce that creature’s speed by 10 feet until the start of their next turn. You can use this feature a number of times equal to your proficiency bonus. You regain all spent uses when you finish a short or long rest.

Antenora’s Breeze

Starting at 7th level, the radius of your freezing aura increases to 30 feet.

Antenora’s Scouring Wind

Starting at 11th level, you can use your Antenora’s Breath feature without expending a spell slot. In addition, when you hit a creature with a weapon attack, you can expend one spell slot to deal cold damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8.

Antenora’s Blizzard

Starting at 15th level, the radius of your freezing aura increases to 40 feet. In addition, each time a creature within your freezing aura makes an attack roll against you and does not have advantage on that roll, you can use your reaction to impose disadvantage on that roll.

Embracing Your Sin

When you hit a creature with a weapon attack, you can spend 2 Hope Points to entrap that creature in a frozen grasp. The target is restrained until the end of your next turn.

Ranger Spells

Section 15: Copyright Notice

Inferno Dante's Guide to Hell, Copyright 2022 Acheron Games Authors Mauro Longo, Rico Sirignano e Simone Formicola (Two Little Mice) and Thomas Mazzantini

This is not the complete section 15 entry - see the full license for this page