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Subclass Ranger Winter Walker

yoonmoonsik edited this page Aug 19, 2026 · 12 revisions

WinterWalker

What Is the Winter Walker?

The Winter Walker is a Ranger subclass built around Cold damage identity and survivability. Frigid Explorer at Level 3 adds bonus Cold weapon damage (once per turn per target), makes your Cold damage ignore Resistance, and grants you Cold Resistance in return. Hunter's Rime gives Temporary Hit Points equal to 1d10 + Ranger level each time you cast Hunter's Mark, and stops the marked creature from Disengaging. Fortifying Soul at Level 7 heals multiple allies and gives them Advantage on Frightened saves. Chilling Retribution at Level 11 adds a Reaction attack that Stuns targets on a failed Wisdom save.

Class Features

Progression Overview

LEVEL FEATURE
3 Frigid Explorer, Hunter's Rime, Winter Walker Spells
7 Fortifying Soul
11 Chilling Retribution

Level 3

Frigid Explorer Biting Cold. Once per turn, when you hit a creature with a weapon attack, you deal an extra 1d4 Cold damage (increasing to 1d6 at Ranger Level 11). Damage from your weapon attacks, Ranger spells, and Ranger features ignores Resistance to Cold damage. You also gain Resistance to Cold damage yourself.

Hunter's Rime When you cast Hunter's Mark, you gain Temporary Hit Points equal to 1d10 plus your Ranger level. While a creature is marked by your Hunter's Mark, it also can't take the Disengage action.

Winter Walker Spells The following spells are always prepared and don't count against your prepared spell limit.

Level 3: Ice Knife
Level 5: Hold Person
Level 9: Remove Curse

Level 7

Fortifying Soul As a Magic action, choose a number of creatures you can see equal to your Wisdom modifier (minimum of one). Each chosen creature regains Hit Points equal to 1d10 plus your Ranger level and has Advantage on saving throws to avoid or end the Frightened condition for 1 hour.

Level 11

Chilling Retribution When a creature hits you with an attack roll, you can take a Reaction to force the creature to make a Wisdom saving throw against your spell save DC. On a failed save, the target has the Stunned condition for 2 turns.

You can use this Reaction a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.

Playstyle Notes

The Winter Walker is the sustained durability + Cold synergy Ranger subclass. Hunter's Rime is the subclass's defining feature at Level 3: every Hunter's Mark cast — including Favored Enemy's free casts — generates Temporary Hit Points equal to 1d10 + Ranger level, and pins the marked target by taking Disengage away from it. With Favored Enemy's two free casts per Long Rest (three at Level 5), you generate substantial TempHP across a day without touching spell slots.

Frigid Explorer pairs Hunter's Rime with Cold damage: it adds its own 1d4 (→1d6 at Level 11) Cold damage to weapon hits once per turn, and any Cold damage you deal (from Ice Knife, Cone of Cold, or that bonus weapon damage) ignores Resistance. Combined with your own Cold Resistance, this creates a Cold damage-giver/taker asymmetry.

Fortifying Soul at Level 7 is a party heal scaled to Wisdom modifier: at 20 Wisdom, you heal five creatures for 1d10+7 HP each as a Magic action. The Frightened Advantage rider for 1 hour makes this particularly valuable before encounters with enemies that apply Frightened en masse.

Chilling Retribution at Level 11 is the subclass's premium defensive tool: a Reaction Stun on an attack that hits you. Stunned for 2 turns is an extremely powerful condition — Stunned creatures automatically fail Strength and Dexterity saves, lose their action, and grant Advantage to attackers. On a failed Wisdom save, this effectively removes the attacker from combat for two turns.

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