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The Northguard Conclave (Homebrew)


Hit Points

Hit Dice: d4 per The Northguard Conclave (Homebrew) level
Hit Points at first Level:
Hit Points at Higher Levels:

Proficiences

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Overview & Creation

Far above the temperate lands, upon the great tundra wastes and high ice, there are those that walk the lands of the winter winds and keep their vigil upon the unchanging fields of deathly cold. The northguard rangers accept nature’s boon and live out solitary lives, endlessly seeking signs in the northern squalls of doom coming for the civilized lands below, as they know no other eyes can manage. Rumors speak of enclaves hidden in the ice; of castles from which groups of northguard train and keep their vigil. The life of a northguard is not always chosen willingly, instead being taken up by fugitives or folks who have no other path before them. One can be certain that should they ever encounter a northguard far from the fields of ice, it is because they carry a missive or mission of grave import.    

Northguard Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Northguard Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
Level Spells
3rd armor of Agathys
5th warding wind
9th sleet storm
13th fire shield
17th cone of cold
 

Heart of the Yeti

At 3rd level, you have established your heart among the lands of frigid snow, and you know how to traverse, avoid, and overcome all of its dangers. You have advantage on all saving throws against cold damage or effects caused by cold or ice. Additionally, you ignore the effects of extreme cold and extreme wind, as well as obscuration caused by precipitation or fog.  

Ghost of the Tundra

Also at 3rd level, you have learned to move as the icewind does. You know the fog cloud spell, and it is a ranger spell for you. When you cast this spell, it creates a frigid condensation all around, rather than simple fog. You can cast fog cloud without expending a spell slot once. You must finish a long or short rest in order to cast this spell this way again. While inside the area of a fog cloud or sleet storm spell you cast and your speed is not 0, moving does not cost you movement and your movement does not provoke opportunity attacks.  

Rebuke of the Avalanche

At 7th level, you can embody the serene calm or immovability of the glaciers, and the ferocity of the avalanche. You become proficient in Constitution saving throws. Whenever a creature causes you to make a Constitution saving throw to maintain concentration on a spell and you succeed, you can use your reaction to cause that creature to take 1d8 cold damage. A creature that takes this damage has their speed reduced by 10 until the end of their next turn.  

Soul of Ice and Snow

At 11th level, your very presence calls the air and ice to life. You gain resistance to cold damage. When you take the Attack action, you can cause a wave of ice-spikes to rush forward in a 30-foot long, 5-foot wide line originating from you as part of the same action. Creatures in the area must succeed on a Dexterity saving throw or take 1d8 piercing damage plus 1d8 cold damage. Creatures that take cold damage from this ability have their speed reduced by 10 until the end of their next turn.  

Absolute Zero

At 15th level, you can steal all the heat and comfort from the area around you, drawing out a sudden and deadly flash freeze. As an action, you can force creatures of your choice within 60 feet of you to make a Constitution saving throw. On a failure, the creature takes 10d6 cold damage and is paralyzed until the end of your next turn as it becomes briefly frozen in place. On a success, the creature takes half as much damage, and is only restrained instead. Once you use this feature, you can’t use it again until you finish a long rest.  

One with the Wind

Also at 15th level, you become like the icewind. You can cast windwalk as if it were a ranger spell for you, targeting only yourself. Once you cast this spell using this feature, you can’t do so again until you finish a long or short rest.


Created by

CrisisUnbound.

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