Ranger
Base Class: Ranger

A ranger that spends his entire life living in the harsh arctic climate. 

Sapping Mark

At 3rd level you learn the spell hunter's mark and it doesn't count against your number of spells known. When you cast the spell you don't need to concentrate on it. In addition the damage dealt by the spell prevents healing, when you damage a creature on your turn under the effect of your hunter's mark, it cannot regain it hit points until the beginning of your next turn.

Frozen Winds

Also at 3rd level, as a bonus action, you can choose to turn yourself into a frozen wind until the end of your next turn. When you move in this form you don't trigger attacks of opportunity, you have a flying speed equal to your walking speed and can move through spaces as small as 1 inch without squeezing.

You can use this feature a number of times equal to 1 + your Wisdom modifier (minimum of 1) per short or long rest. 

Animalistic Toughness

Your body is as resilient as those of beasts. Starting at level 7 you gain proficiency in Constitution saving throws (or Dexterity saving throws if you are already proficient).

Prowler's Intuition

Starting at 11th level, you become more in tune with your prowler's instincts. Your walking speed increases by 5 ft. In addition, while transformed in the form granted by your Frozen Wind feature, your attacks deal an additional 1d8 cold damage.

Beastly Instinct

At 15th level, as a reaction to taking damage you can instinctively dodge out of the way, leaving a trail of frost behind you. You ignore the damage from the triggering attack and can move up to half your walking speed without triggering attacks of opportunity. 

Once you use this ability you can't use it again until you take a short or long rest.

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