jackhaydock / Jackalope_Homebrew

Homebrew content for DnD 5e
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Subclass: Frostglider Ranger (Cold) #14

Open jackhaydock opened 1 year ago

jackhaydock commented 1 year ago

Ideas

Do kinda like enabling something like the frozen lake scene from the witcher books


Features

Frostglider

WIP

Frostglider Magic

At 3rd level, you can cast the leomund's tiny hut spell as a ritual. When you cast the spell, the hut takes the outside appearance of an igloo or a domed stick hut (your choice) but remains transparent from the inside.

You also learn an additional spell of 1st level or higher when you reach certain levels in this class, as shown in the Frostglider Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Frostglider Spells Ranger Level Spells
3rd Animal Friendship, Armor of Agathys, Expeditious Retreat, Goodberry, Grease, Longstrider
7th Blur, Find Steed, Gust of Wind, Heat Metal, Pass without Trace, Rime's Binding Ice, Spider Climb
11th Conjure Animals
15th
17th

Narrow down to 1 each

Arctic Acclimation

Starting at 3rd level, you have resistance to cold damage.

Additionally, being in an area that is lightly obscured by heavy precipitation, such as rain, snowfall or fog, does not impose disadvantage on Wisdom (Perception) checks you make.

Finally, you can spend one hour with 10gp worth of furs, pelts or blubber to make warm clothes that allow the wearer to automatically succeed on saving throws against extreme cold.

Mushing Sled

Starting at 3rd level, over the course of one minute, you can summon a sled pulled by a number of beasts equal to your proficiency bonus. The sled weighs 50 lbs, can be up to 15 feet long, up to 10 feet wide, and may feature foot boards, seats and cargo beds. While typically designed for travel over ice or snow, it can traverse any solid terrain that the beasts can pull it across.

The beasts have an appearance of your choice but use the wolf statblock, except they are immune to the charmed condition and resistant to all damage. They share your initiative and will obey any verbal commands that you issue to them (no action required by you), but they will refuse to be more than 15 feet from the sled. If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.

Together the beasts can pull a number of pounds equal to 200 times the number of beasts (the sled itself counts towards this limit). When a beast is reduced to 0 hit points, it disappears. The sled and any remaining beasts disappear at the end of your next short or long rest, or if all the beasts disappear.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

All Terrain Mushing

Starting at 7th level, the beasts you summon to pull your Mushing Sled have a climbing and swimming speed equal to their walking speed. In addition, you can choose to make the sled float on water, provided it and its contents do not weigh more than the beasts can pull.

In addition, the beasts now have resistance to all damage.

Pack Bond ALT to All Terrain Mushing

Starting at 7th level, if a spell targets one or more of the beasts pulling your Mushing Sled, you can choose to have the spell also target the rest of the beasts. For example, if one beast is targeted by the haste spell, you can choose to have all of them gain the effects of the spell.

In addition, the beasts now have resistance to all damage.

fun fact: haste on 3 beasts means they can pull 1200lbs (practically 900 with the sled) at 240ft a turn.

Precipitation Prowler

Starting at 11th level, you can attempt to hide if you are in heavy snow or you are lightly obscured by heavy precipitation, such as rain, snowfall or fog.

Precipitation Prowler Alt

Starting at 11th level, when a creature you can see has disadvantage on Wisdom (Perception) checks due to heavy precipitation, such as rain, snowfall or fog, you have advantage on attack rolls against that creature.

I can't help but think of ciri on the lake from the witcher books

Extra 11th level feature TBD

Sky Sled

Starting at 15th level, you can use an action to grant the beasts pulling your mushing sled a fly speed equal to their walking speed for 10 minutes. If at least one beast has a speed greater than 0 and is not prone, all the beasts are treated as if they can hover. If all the beasts have a speed of 0 or are prone, then they begin falling along with the sled.

Once you use this feature, you cannot do so again until you finish a short or long rest. not really feeling this, maybe somthing else, ideally something not dependant on the sled