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View Full Version : D&D 5e/Next Northerner (A ranger subclass)



mcumoric
2020-11-21, 01:54 PM
Northerner
Northerner’s are rangers who are quite at home in the frozen wastes in the far corners of the earth. They catch fish, sled down hills and tell great stories of the sun and moon. Because of their cold lifestyle these rangers don’t mind the cold one bit.
Despite their Northerner name, these rangers often live at the south pole as well.

Northerner spellcasting
Starting at the 3rd level, you gain the create bonfire (XGE) cantrip to aid in the frigid north.
You also learn the following spells at their respective levels, which don’t count against your known spells.
Ranger Level - Spell known
3rd - Ice knife (XGE)
5th - Moonbeam
9th - Sleet storm
13th - Ice storm
17th - Cone of cold

Harmless chill
Starting at the 3rd level, because of your northern lifestyle, you gain immunity to cold damage. Whenever you take cold damage you gain temporary hit points equal to your proficiency bonus. In addition, you are unaffected by terrain made of snow and ice and suffer no drawbacks from it.

Icy weaponry
Starting at the 3rd level, your connection with the arctic tundra causes your weapons to chill.
Once per turn when you hit a creature with a weapon attack, you may deal an additional 1d4 cold damage. The extra damage increases to 1d6, when you reach 11th level.

Arctic form
Starting at the 7th level, you learn how to make magical seal armor. When you take a long rest you may construct a set of hide armor out of seal blubber. When you don this armor, you gain a +2 to your armor class, however for anyone else it functions as regular hide armor. While wearing this armor you can use a bonus action to turn into either a common seal or a leopard seal, gaining temporary hit points equal to the seal’s hp.
All of your equipment merges into your new form and you gain the following statistics other than mental statistics. However you lose the ability to speak.
When you drop to 0 hit points in seal form the magic of your armor depletes (Meaning you lose the +2 bonus to your hide armor) and you may not shift again until you complete a short rest and take the time to repair the seal armor.
You lose all class and race features in seal form.

Common Seal
Medium beast, Neutral

Armor Class 11 (natural armor)
Hit Points 17 (3d10+1)
Speed 10 ft., swim 50 ft.

STR 8(-1)
DEX 12(+1)
CON 11(0)

Damage Resistances Cold
Languages --
Challenge 1/2 (100 XP)
Hold Breath. This creature is able to hold its breath for 1 hour at a time.

Actions
Bite. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit: 7 (2d4+1) piercing damage.

Leopard seal
Large beast, unaligned

Armor Class 13
Hit Points 36 (4d10 + 12)
Speed 20ft. Swim 40ft.

STR 18(+4)
DEX 11(0)
CON 17(+3)

Skills
Intimidation +3, athletics +6.
Senses passive Perception 11, blindsight 20ft.
Damage Resistances Cold
Languages —
Challenge 1

Thick blubber. The leopard seal adds its constitution modifier to it's armour class. (Included in ac)

Hold breath. The leopard seal can hold its breath for 30 minutes.

ACTIONS
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 4) piercing damage and the creature is grappled (escape dc 16) the leopard seal can only grapple one target at a time.

Starting at the 13th level, the amount of hit points you have in seal form doubles and you gain a bonus to attack and damage rolls in seal form equal to your proficiency bonus.
Starting at the 17th level, the amount of hit points you have in seal form triples instead of doubles and you gain a bonus to your attack and you gain a bonus to attack and damage rolls in seal form equal to your wisdom modifier.

Ice armor
Starting at the 7th level, when a creature hits you with a melee weapon attack, you can use a reaction to deal (your proficiency bonus)x1.5 cold damage to them.

Call of the arctic
Starting at the 11th level, you are so attuned to the cold that when you deal cold damage it ignores resistance.

Slippery slope
Starting at the 11th level, when you hit a creature with a weapon attack, you can use a bonus action to summon ice at their feet causing them to be knocked prone and take 1d4 bludgeoning damage or move 5 feet in any direction.

Deep freeze
Starting at the 17th level, whenever you deal cold damage to a creature their speed is reduced by 5 feet for every ten damage you deal.
In addition, if you hit a creature with a critical hit, and the attack does at least 5 points of cold damage they gain 1 level of exhaustion if they aren't resistant to cold damage.