aka: Musher, Ice Musher, Sledder, Polar, Icewalker, Icerider, Arctic Nomad, Frostwalker, Tundra Walker, Frostglider
Inuit style ranger who can build igloos (tiny hut) and summon sleds.
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 Arctic Wanderer Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.
Arctic Wanderer SpellsRanger Level | Spells3rd | Animal Friendship, Armor of Agathys*, Expeditious Retreat*, Goodberry, Grease, Longstrider7th | Blur, Find Steed, Gust of Wind, Heat Metal, Pass without Trace, Rime's Binding Ice, Spider Climb11th | Conjure Animals, Leomund's Tiny Hut15th |17th |One eachStarting at 3rd level, you have resistance to cold damage.
Additionally, being in an area that is lightly obscured by heavy precipitation, such as rain or snowfall, does not impose disadvantage on Wisdom (Perception) checks you make.
During a SR, you can convert a thick pelt or blubber into warm clothes.
Starting at 3rd level, once per turn, when you hit an object or creature with a weapon attack, you can deal an extra 1d6 cold damage to the target.
Already has a lot going on at 3rd level, something has to go.
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 300lbs, can be up to 15ft long, up to 10ft 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. 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 15ft 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 400 times the number of beasts. 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.
Sled can float and beasts gain swimming speed?
Beasts gain climbing speed?
Can attach tiny hut to move with sled?
Beasts speed increase
Targeting one beast with a spell targets them all (e.g. haste)
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.
Maybe Spider-climb and Water walking spells would be better, especially with the below
Starting at 7th level, when you or a creature you can see within 60ft casts a spell that 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.
fun fact: haste on 3 beasts means they can pull 1200lbs (practically 900 with the sled) at 240ft a turn.
fly speed