Ranger - Snowlight Conclave

by kingstarman

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Snowlight Conclave

In and out. An arrow precisely strikes through their force. A light shining so bright they can not look away. A cold spike of death to send them on their way. In and out we continue on

~ An except from the Dualblade Chronicles chapter 101

Hailing from the icy spires of the aura mountains these rangers specialise in the use of frost and light to create a unique fighting style that leaves their foes blind to their actions. Fusing ice and light Snowlight rangers are the shining stars of the icy mountains.

Conclave Spells

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

Snowblind Spells
Ranger level Spells
3rd armor of agyathys
5th blindness/deafness
9th blinding smite
11th greater invisibility
15th cone of cold

Snowborne

At 3rd level, you have resistance to cold damage and ignore difficult terrain imposed by ice and snow.

Additionally, you have a blindsight up to 5 feet, this increases to 10 feet at 10th level and 20 feet at 15th level.

Glaring Frost

Also at 3rd level, when you successfully deal cold or radiant damage to a creature that creature must make a Constitution saving trow against your spell save DC. On a failed save, the creature is blinded until the start of your next turn.

Additionally, when you successfully blind a creature you can move up to 10 feet without provoking opportunity attacks.

Behind the Sun

At 7th level, while you are within bright light you are considered to be under the effects of half cover.

Snowblindess

At 11th level, while a creature is blinded from the effects of your Glaring Frost feature attempts to take any actions they take 1d6 radiant damage as the sting of icy light pierces through their senses.

Snowborn Anthelion

At 15th level, when you successfully deal cold or radiant damage to a creature all creatures within 15 feet of that creature must make a Constitution saving trow against your spell save DC. On a failed save, creatures are blinded until the start of your next turn.

Additionally, you can cast the dawn spell once and cannot do so again until you finish a long rest.

Optional: Polar Star

At 20th level, when a creature misses a weapon attack against you, you can flash a obscenely bright light (no action required) blinding the creature until the start of your next turn. Once you use this feature, you can’t do so again until the start of your next turn.

 

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