About this mod
Brings Unearthed Arcana's Winter Walker subclass for Rangers to Baldur's Gate 3. Embody the coldest regions of Faerûn by hunting your enemies with bone-chilling resolve.
- Requirements
- Permissions and credits
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Translations
- Mandarin
- Changelogs
- Donations
You thought I was done with Cold-themed subclasses? Think again. This one is an implementation of one of the latest Unearthed Arcana's Winter Walker, which introduces a hitherto unexplored Ranger archetype that was desperately needed in my humble opinion—because I simply can't get enough of Cold-themed characters. I hope you enjoy it!




SUBCLASS FEATURES
WINTER WALKER SPELLS
3rd level: Ice Knife
5th level: Pass Without Trace
9th level: Remove Curse
13th level: Ice Storm
17th level: Cone of Cold

At 3rd level, you have Resistance to Cold damage. Additionally, when you hit a creature with a weapon, you can deal an extra 1d4 Cold damage to the target, which can take this extra damage only once per turn. This extra damage ignores Resistance to Cold damage.
When you reach Ranger level 11, this extra damage increases to 1d6.
Simple and to the point. Note that you can only deal the extra Cold damage once per round per creature, so make sure you spread out your damage if you want to capitalize on the damage-dealing capabilities once you gain extra attacks!

Also at 3rd level, 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.
Also simple and to the point. Note that you don't automatically learn Hunter's Mark with this class, so make sure you pick it upon level-up or you'll miss out on quite a few bonuses.

At 7th level, your experience surviving harrowing environments allows you to bolster your allies in addition to yourself. When you finish a Short Rest, you can choose a number of creatures you can see equal to your Wisdom Modifier. A 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 until Long Rest.
Once you use this feature, you can’t use it again until you finish a Long Rest.
Unlocks a temporary spell whenever you finish a Short Rest. If you use this spell, it won't be available the next time you perform a Short Rest unless you've Long Rested beforehand.

At 11th level, when a creature hits you with an attack, 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 Frightened condition until the end of your next turn.
You can use this Reaction a number of times equal to your Wisdom Modifier, and you regain all expended uses when you finish a Long Rest.
Nothing too complicated here either. The range of this should be restricted at all, so as long as you're hit by an attack, regardless of how far away the target is, the interrupt should trigger.

At 15th level, when you cast Hunter's Mark, you can adopt a ghostly, snowy form. This form lasts until the spell ends, and while you are in this form, you gain the following benefits:
Frozen Soul. You have Immunity to Cold damage. When you first adopt this form and at the start of each of your subsequent turns, each enemy in a 5m radius takes 2d4 Cold damage. This damage ignores Resistance to Cold damage.
Partially Incorporeal. You have Immunity to the Grappled, Prone, and Restrained conditions.
Once you use this feature, you can't use it again until you finish a Long Rest unless you expend a level 4th-level or 5th-level spell slot.
*Requires a mod that allows levelling past level 12.*
Your capstone ability. The damage bonus isn't significant for such a high-level feature, so I took the liberty of adding the "ignores Resistance" part from your level 3 feature to buff it just ever-so-slightly. Worth noting is that it lasts until your Hunter's Mark ends, i.e. either when you kill your mark or if your concentration is broken. The latter occurred literally the same turn as I cast it when I tested it out at one point, which was a real bummer since it's only usable once unless you use a spell slot to use it again. Can't win 'em all.

POTENTIAL ISSUES/DISCLAIMERS
• Can't come up with any right now, but I'll add them here in case anything pops up.

INSTALLATION WITH BG3 MOD MANAGER
1.
Start BG3 Mod Manager and press the "Open Mods Folder" button on the top bar, or press Windows + R and type %userprofile%\AppData\Local\Larian Studios\Baldur's Gate 3\Mods\.
2.
Open "WinterWalker.zip" and place "WinterWalker.pak" in the Mods folder.
3.
Refresh the mod list in BG3 Mod Manager by pressing F5, and move the mod from inactive mods to active mods in the mod manager window. If you encounter any issues, try placing it further down in the load order. Make sure you use the "Public" profile.
4.
Click "Save Load Order to File" in the top bar and launch the game.

MODS USED IN SCREENSHOTS
• Head: HGY Heads (Luli)
• Eyes: Ghastly Ghouls - Playable Undead Race (Frozen)
• Makeup: Jerinski's Alt Makeup (KAZSTRA Makeup 14)
• Scar: Kaz x Astralities - Scarred Visage (KAZSTRA Scar 11)
• Hair: more dreadlocs and curly hairstyles Vol.02 (Wolven grace)
• Armor: Mythral accessories (Bodyacc A ver3), Armors of Sanctuary (Wildkin Coat, Bubo Slashers, Forest Talons)

CHECK OUT MY OTHER MODS:
Oath of Conquest FOR PALADINS
Graviturgy Magic FOR WIZARDS
Swarmkeeper FOR RANGERS
Circle of Stars FOR DRUIDS
Circle of Wildfire FOR DRUIDS
Chronurgy Magic FOR WIZARDS
Circle of Stormchasers FOR DRUIDS
Aberrant Mind FOR SORCERERS
College of Spirits FOR BARDS
Oath of the Bleak Walkers FOR PALADINS
Oath of Redemption FOR PALADINS
Lunar Sorcery FOR SORCERERS
Circle of the Shepherd FOR DRUIDS
Circle of the Blighted FOR DRUIDS
Inquisition Domain FOR CLERICS
The First Vampire FOR WARLOCKS
Clockwork Soul FOR SORCERERS
Wretched Bloodline FOR SORCERERS
Green Knight FOR FIGHTERS
Grave Domain FOR CLERICS
Circle of Blood FOR DRUIDS
Path of the Corpse Eater FOR BARBARIANS
Circle of Winter FOR DRUIDS
College of Tragedy FOR BARDS
Debonaire FOR ROGUES
Misfortune Bringer FOR ROGUES
Eldritch Domain FOR CLERICS
Night Domain FOR CLERICS
Grim Surgeon FOR ROGUES
Hedge Mage FOR WIZARDS
Way of the Mistweaver FOR MONKS
Way of the Windwalker FOR MONKS
Way of the Brewmaster FOR MONKS
Houndmaster FOR FIGHTERS
Penance Domain FOR CLERICS
Living Crucible FOR FIGHTERS
Oath of Pestilence FOR PALADINS
Frozen Sorcery FOR SORCERERS
-> Winter Walker FOR RANGERS <-
Green Reaper FOR RANGERS
Astral Domain FOR CLERICS
The Unbroken Circle FOR DRUIDS
Circle of Spores Enhanced
Resurrect NPCs
Non-Lethal Ranged Attacks and Spells