Withstand the Horrors of Frigid Wastelands
Winter Walkers hone their craft in the bleak and frozen wilds of places like Icewind Dale. These ruthless, rimed Rangers hunt monsters that haunt arctic wastelands, eventually becoming frigid terrors themselves. Winter Walkers are well versed in the phenomena of Icewind Dale, including the latent magic of fallen Netherese cities, endemic monsters like yetis and crag cats, and the rising threat of Underdark invaders. Due to their cold pragmatism, terrifying magic, and mastery of the region, Winter Walkers are regarded with equal parts respect and fear. Ten-Towns citizens say that Winter Walkers' frequent exposure to malignant entities gives them their fearsome powers. Many Reghed nomads, on the other hand, believe that nature spirits bestow on Winter Walkers a unique curse.
Frigid Explorer
You gain the following benefits.
Biting Cold
Damage from your weapon attacks, Ranger spells, and Ranger features ignores Resistance to Cold damage.
Frost Resistance
You have Resistance to Cold damage.
Polar Strikes
When you hit a creature with an attack roll using a weapon, you can deal an extra 1d4 Cold damage to the target, which can take this extra damage only once per turn. When you reach Ranger level 11, this extra damage increases to 1d6.
Hunter's Rime
Ice rimes you and your prey, protecting you and slowing them. When you cast Hunter's Mark, you gain Temporary Hit Points equal to 1d10 plus your Ranger level.
Additionally, while a creature is marked by your Hunter's Mark, it can't take the Disengage action.
Winter Walker Spells
When you reach a Ranger level specified in the Winter Walker Spells table, you thereafter always have the listed spells prepared.
| Ranger Level | Spells |
|---|---|
| 3 | Ice Knife |
| 5 | Hold Person |
| 9 | Remove Curse |
| 13 | Ice Storm |
| 17 | Cone of Cold |