The Winter Conclave: A Conclave for the Revised Ranger for 5e.

Arctic Survivors

The Winter Conclave hails from the far reaches to the north and south, a collection of survivalists who have eked out a home for themselves in some of the world's harshest conditions.

Members of these conclaves have learnt to tap into the unique essence of nature in their lands, forming it into a weapon to strike down those who would seek to pervert their homeland's natural beauty. In time, they learn to embrace the cold, utilising it as a defensive measure in moments of weakness.

Members of this conclave are often characterised by their stoicism, tenacity and aloof nature. Their ways may seem odd to some, however, they tend to care for family, those they can trust, and the noble strife that creatures of the frigid poles hold in their hearts.

Survivor's Endurance

When you join this conclave at 3rd level, your tenacity in harsh environments grants you increased longevity.

You do not suffer any penalties whilst under the effects of one point of exhaustion. Once you have two points of exhaustion or more, however, you suffer any penalties as normal.

In addition, you gain resistance to cold damage.

Preparation

Also when you join this conclave at 3rd level, you may choose to gain temporary hit points equal to your Ranger Level + your Wisdom modifier (a minimum of one) at the end of a short or long rest.

You may use this feature twice per long rest at 3rd level, three times per long rest at 7th level and four times per long rest at 11th level.

Shatter

At 5th level, your strikes become imbued with the biting power of winter.

When you successfully hit a creature with a weapon attack, you may force that creature to make a Constitution saving throw against your spell save DC. A creature takes 1d10 + your Wisdom modifier cold damage on a failed save, or half as much on a succsessful one.

In addition, this freature triggers a seperate instance of the bonus damage granted by the hunter's mark spell, despite not being a weapon attack.

Cloak of Winter

At 7th level, when you are struck by a creature you may lash out with the fury of winter to hamper your foes.

When a creature within 5ft deals damage to you, you may use your reaction to reduce the creature's speed by 15ft. In addition, that creature can't take reactions. Both effects last until the end of the creature's next turn.

Frigid Dirge

At 11th level, the damage dice used for your Shatter feature become 2d10.

Crystallise

At 15th level, you may to invoke winter's protection in dire circumstances.

When reduced to 0 hit points, you may choose to become surrounded in an nearly impenetrable block of ice. This block of ice has an AC of 18, 30 hit points, is resistant to all damage types except for fire, and is immune to psychic damage. The block of ice forms a solid object 10ft high and 5ft wide, and no creatures can move through your space. Whilst frozen, you can be seen regenerating from your wounds inside.

Whilst in this ice block, you are considered stable. If the block of ice is not destroyed within one round, each hostile creature within 30ft must make a Dexterity saving throw against your spell save DC, taking 5d8 cold damage on a failed saving throw, or half as much on a successful one.

Afterwards, you are returned to half of your hit point maximum (rounded down). Once you have used this feature, you may not use it again until the end of a long rest.

Credit: The-Ill-King: https://the-ill-king.deviantart.com/art/Arctic-warrior-515025441