The Arctic Strider - A Ranger Archetype

by haimurashoichi

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Arctic Strider Conclave

Arctic Striders are at home in the northern regions, abandoned by the civilized and ethical, who would not dare enter the frozen tundras of the north. They keep evil at bay and hunt to survive, using ancient magic techniques to strengthen their bodies and sharpen their weapons. Such rangers are often found near the Spine of the World, venturing boldly into the unexplored regions, seeking to thwart the ancient evils that lurk there.

Arctic Strider Features
Ranger Level Feature
3rd Arctic Strider Magic, Arctic Weapon, Survivalist
7th Faithful Weapon
11th Beset by Frost
15th Arctic Winter

Arctic Strider Magic

Beginning at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Arctic Strider Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of spells you know.

Arctic Strider Spells
Ranger Level Spell
3rd Ice Knife
5th Healing Spirit
9th Sleet Storm
13th Guardian of Nature
17th Cone of Cold

Arctic Weapon

At 3rd level, you may summon a weapon made of magical ice for use in the hunt. You may summon a weapon with which you are proficient with (e.g. a spear, longbow, glaive or scimitar) as a bonus action.

With this weapon, you deal its normal damage type and you use your Wisdom modifier for damage and attack rolls. The weapon melts if it is more than 60 feet away from you for more than one minute, if you summon a second weapon or you if you dismiss it as a bonus action.

Arctic Survivalist

When you choose this archetype at 3rd level, you gain resistance to cold damage and immunity to the effects of extreme cold (as described in the Dungeon Master's Guide, p.110). Additionally, you gain proficiency in the Survival skill if you didn't already have it. Your proficiency bonus is doubled for any ability check you make that uses this proficiency.

Faithful Weapon

At 7th level, your arctic weapons now glow with ancient runes and symbols, infused with ancient magic of the Old Faith.

When you use the attack action with your arctic weapon, you may choose to inflict cold damage to each enemy you have hit on your turn equal to 1d4 as a bonus action, as ice explodes out of the wounds.

Additionally, if you make the thrown attack action with your arctic weapon, you can return the thrown weapon to your hands with a hand signal as a bonus action.

Beset by Frost

At 11th level, when you successfully hit a Medium or smaller creature with your arctic weapon, you can use a 3rd level spell slot to beset the target with magical frost. For one minute as you hold your concentration, the target has disadvantage on attack rolls and ability checks.

You may also affect Large creatures if a 4th level spell slot is used, and a Huge creature at 5th level, requiring higher and stronger magic to affect larger creatures than you.

Arctic Winter

Once you reached 15th level, your arctic magic flows stronger through your body, strengthening it and your arctic weapon. You are now immune to cold damage.

Additionally, you can now choose to have your arctic weapon deal cold damage instead of its normal damage type.

If a creature is killed using this feature, it becomes encased by ice. The ice block is centered around the body and is twice as large as the space occupied by the body's size category, e.g. 10 feet for a creature of the size category medium.

The ice block's hit points equal 30 (5d10) and its AC is 13. The ice does not melt unless subjected to extreme heat, and would take 1d4+1 hours to melt or evaporate, releasing the body after the time rolled has progressed.\columnbreak