Ranger
Base Class: Ranger

In the deep snow-covered forests, the clan of the Whar has existed since Grimnir's founding. Decades ago, though capable sailors, their skill in battle shone brightest when astride the great horses that formed their cavalry. For generations they were unstoppable, though many credited their worship of the goddess, Hel, for their successes. They were feared, both among the raiders and the other peoples of the world. Yet over the past few generations their victories have dwindled, as have their numbers. Feeding their herds became impossible and many of their youth found their way to sea, to other clans. They eventually lost their seat in the inner council. But change is afoot in the world of Grimnir again. And it all began with the wolves. These creatures, mere legends from the Lost Lands, have reappeared. Gifted, so it appears, by the Lady of the Dead to her most faithful of worshippers, the Whar. The wolves have upset the existing clan hierarchy because those the wolves select as partners are instantly elevated in the clan leadership. Newer voices are being heard, as these wolf riders take their place.

"The wolf decides," is a saying often uttered. You, as a wolf rider, seek glory for a re-emerging Whar clan and desire to honor Hel, the Lady of the Dead, with heroic deeds. You are part of a pack, destined to never fight alone.

Level 3: Wolf Companion

At 3rd level, a young Grimnir wolf companion finds you. The wolf obeys your commands to the best of its abilities and acts on your initiative in combat. It can move on its own and take reactions but can only take an action if you use a bonus action to command it (see the Bonded ability, below).
Your wolf uses its stat block but has hit points equal to 15 plus 5 (1d10) per ranger level, and adds your proficiency bonus to its Armor Class, saving throws, attack rolls, and damage rolls. The wolf will regain any lost hit points during a short or long rest. If your wolf is ever slain, you must bury it as soon as is convenient. It emerges from the grave, restored to full health, after you finish a long rest.
For purposes of the wolf's Pack Tactics ability, only you count as the wolfs's ally. The wolf also gains the benefits of your Land's Stride ability and can move stealthily at a normal pace when traveling within 10 feet of you. 

While traveling through your favored terrain with only the beast, you can move stealthily at a normal pace.

If the beast dies, you can obtain a new companion by spending 8 hours magically bonding with a beast that isn’t hostile to you and that meets the requirements.

Level 3: Bonded

At 3rd level, your wolf and you share a limited telepathy, with a range of 120 feet and it can communicate its feelings and intent to you. Using a bonus action, you can command your wolf to take the following actions:

  • The Attack, Disengage, Dash ,or Hide action.
  • The Dodge action. In additon to its usual effects, when your wolf takes the Dodge action, it helps to confuse opponents attacking you. Any attack rolls against you are now made with disadvantage until the start of your next turn (as long as the wolf remains within 10 feet of you).
  • The Help action. When you command your wolf to use a Help action to assist you in combat against a specific creature, you improce your chance of scoring a critical hit. Any roll of 18 or higher is now a critical hit.
  • Actions from special abilities, as described below.

Level 3: Woodland Rider (granted at 5th level not 3rd)

At 5th level your wolf grows into an adult Grimnir wolf and can now be used as a mount (and does not requiere a saddle). The time spent training together has also made the two fo you more effective in combat. While within 5 feet of one another you both gain a bonus of +1 to AC (as long as neither is incapacitated). Additionally, while mounted, the following benefits apply:

  • Whenever an attack misses you or your wolf, you or your wolf can use a reaction to move the wolf up to half its speed without  either of you provoking an attack of opportunitiy.
  • Mounting or dismounting cost 10 feet of movement (not half your speed) and you have advanteage to avoid falling off your mount.
  • You and the wolf have advantage on saving throws against being frightened.

Pack Leader

At 7th Level your training continues. Your wolf and you become more adept at fighting together. Your wolf's attacks now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

You also have the following new bonus actions:

  • Wall of Fur. Use your wolf to grant you total cover (can't be targeted directly by an attack or a spell) until the beginning of your next turn.This ends early if you and your wolf are ever more than 5 feet apart.
  • Combat Assist. Your wolf uses its Help action to assist you in combat and, if you hit, the wolf may use a reaction to make a free bite attack against that same creature.
  • Near Shot. You do not suffer disadvantage on ranged weapon attacks, even when within 5 feet of an opponent (as long as your wolf is within 10 feet of the target.)

Level 11: Dangerous Beast

Lethal Pack. I f your wolf is using its Help action to aid you in combat, your chance to score a critical hit improves to a roll of 17 or higher. Alternatively, if you instead use your Help action to help the wolf fight, your wolf scores critical hits on a roll of 15 or higher.

Level 15: Defend the Pack

Starting at 15th level, if you or your wolf scores a critical hit against an enemy, you may move up to half your movement and use your reaction to attack another target within range. This feature does not expend your movement.

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