Winter Walker

Subclass featureFRHoFp. 212024Ranger

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.

Raw data
{
  "name": "Winter Walker",
  "page": 21,
  "level": 3,
  "__prop": "subclassFeature",
  "source": "FRHoF",
  "entries": [
    "{@i 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 {@creature yeti|XMM|yetis} and {@creature crag cat|SKT|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.",
    {
      "name": "Frigid Explorer",
      "page": 21,
      "type": "entries",
      "level": 3,
      "__prop": "subclassFeature",
      "source": "FRHoF",
      "entries": [
        "You gain the following benefits.",
        {
          "name": "Biting Cold",
          "page": 6,
          "type": "entries",
          "entries": [
            "Damage from your weapon attacks, Ranger spells, and Ranger features ignores {@variantrule Resistance|XPHB} to Cold damage."
          ]
        },
        {
          "name": "Frost Resistance",
          "page": 6,
          "type": "entries",
          "entries": [
            "You have {@variantrule Resistance|XPHB} to Cold damage."
          ]
        },
        {
          "name": "Polar Strikes",
          "page": 6,
          "type": "entries",
          "entries": [
            "When you hit a creature with an attack roll using a weapon, you can deal an extra {@damage 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 {@dice 1d6}."
          ]
        }
      ],
      "className": "Ranger",
      "classSource": "XPHB",
      "subclassSource": "FRHoF",
      "subclassShortName": "Winter Walker"
    },
    {
      "name": "Hunter's Rime",
      "page": 21,
      "type": "entries",
      "level": 3,
      "__prop": "subclassFeature",
      "source": "FRHoF",
      "entries": [
        "Ice rimes you and your prey, protecting you and slowing them. When you cast {@spell Hunter's Mark|XPHB}, you gain {@variantrule Temporary Hit Points|XPHB} equal to {@dice 1d10} plus your {@class Ranger|XPHB} level.",
        "Additionally, while a creature is marked by your {@spell Hunter's Mark|XPHB}, it can't take the {@action Disengage|XPHB} action."
      ],
      "className": "Ranger",
      "classSource": "XPHB",
      "subclassSource": "FRHoF",
      "subclassShortName": "Winter Walker"
    },
    {
      "name": "Winter Walker Spells",
      "page": 22,
      "type": "entries",
      "level": 3,
      "__prop": "subclassFeature",
      "source": "FRHoF",
      "entries": [
        "When you reach a Ranger level specified in the Winter Walker Spells table, you thereafter always have the listed spells prepared.",
        {
          "rows": [
            [
              "3",
              "{@spell Ice Knife|XPHB}"
            ],
            [
              "5",
              "{@spell Hold Person|XPHB}"
            ],
            [
              "9",
              "{@spell Remove Curse|XPHB}"
            ],
            [
              "13",
              "{@spell Ice Storm|XPHB}"
            ],
            [
              "17",
              "{@spell Cone of Cold|XPHB}"
            ]
          ],
          "type": "table",
          "colLabels": [
            "Ranger Level",
            "Spells"
          ],
          "colStyles": [
            "col-2 text-center",
            "col-10"
          ]
        }
      ],
      "className": "Ranger",
      "classSource": "XPHB",
      "subclassSource": "FRHoF",
      "subclassShortName": "Winter Walker"
    }
  ],
  "className": "Ranger",
  "classSource": "XPHB",
  "subclassSource": "FRHoF",
  "subclassShortName": "Winter Walker"
}