Ice Walker

Many who practice ranger’s arts master a single terrain.

One would be hard pressed to find rangers as proficient in their climate as the ice walkers are in snowy wastes, ice deserts, and tundra. Masters of all wintry lands, they not only survive in their icy domain, they thrive in it. Able to shape the frozen world around them into tools, shelter, and sustenance, an ice walker is a boon companion to any who venture into the arctic.

Expanded Spell List

Upon becoming an ice walker, you can choose from an expanded list of spells when you learn a ranger spell. The following spells are added to the ranger spell list for you.

Spell Level Spells
1st Awareness ward, create or destroy water
2nd Hold person, misty step
3rd Sleet storm, slow
4th Conjure minor elemental (ice/water only), ice storm
5th Cone of cold, hold monster

Biting Cold

At 3rd level, you imbue your attacks with the cold of your glacial clime. Whenever you hit a creature with a weapon attack, the creature takes an extra 1d8 cold damage. You can deal this extra damage only once per turn and may use this feature a number of times equal to your Wisdom modifier.

You regain any expended uses when you finish a short rest.

Your damage die for this ability changes when you reach certain levels in the ranger class, increasing to a d10 at 7th level and a d12 at 11th level.

Tundral Survival

At 3rd level, you immediately gain the arctic as a favored terrain. If you already have selected arctic terrain you may instead select one of these types: desert, mountain, or underground. Additionally, treat any climate that is currently experiencing a cold winter season as arctic for the purposes of the natural explorer feature.

You gain resistance to cold damage and immunity to the effects of extreme cold weather.

At 7th level, you deepen your connection to the arctic and gain immunity to cold damage.

Winter’s Mantle

At 7th level, your control over the harsh cold is akin to that of an ice elemental. As an action, you can create simple tools and weapons from ice. These items may have no moving parts and may not have the two-handed property.

There must be enough ice available to create the intended item. Items created with this feature last 1d6 hours or until directly exposed to heat equivalent to a torch. Any fire damage dealt to the object destroys it immediately. At 11th level, ice weapons you create are considered magical and have a +1 bonus to attack and damage rolls. At 15th level, this bonus increases to +2.

With enough time, you can create a shelter that protects others from the cold. With 10 minutes of channeling, you craft a round hut of ice that accommodates up to 8 creatures of medium size. Any fire built within the hut’s central firepit heats the interior of the hut without melting the walls.

Eyes of Winter

At 11th level, your senses extend through the snow and ice that surrounds you with preternatural awareness.

In snowy conditions, you have advantage on Wisdom (Perception) checks.

Additionally, you can cast clairvoyance without expending a spell slot and without the need for material components while standing on snow or on ice. Once you use this ability in this fashion, you may not do so again until you complete a long rest.

Heart of Winter’s Rage

At 15th level, you have become one with your frozen home. Ice covers your form, shielding you from harm and shattering in an icy barrage in retaliation to attacks.

When you take damage from an attack, you can use your reaction to give yourself resistance to all of that attack’s damage on this turn except for fire damage. After that damage is resolved, the icy shell explodes and causes 1d12 cold damage to all creatures of your choice within a 15-foot radius.

Section 15: Copyright Notice

Deadworlds: A Post-Apocalyptic Expansion for the World's Greatest Roleplaying Game Copyright 2017 PondStrider Games. Author George Sutherland Howard

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