Ranger
Base Class: Ranger

Rangers who emulate this archetype draw their power from the winds that scour the arctic tundra. No matter where in the world they find themselves, these rangers always feel the bracing chill of the north wind at their backs.
Harnessing the power of the winds allows North Wind rangers to move swiftly across the battlefield while slowing or freezing their foes in place. Thrown weapons in particular become more deadly in their hands, flying with uncanny precision to strike their marks with the force of an avalanche. More powerful practitioners can call the winds themselves to scour the battlefield or immobilize their foes with bonds of ice.

Martial Maneveurs

You have trained in the manner of heroes from the old sagas, and now you can perform certain martial maneuvers. A maneuver requires you to spend maneuver points to use it. You know three maneuvers of your choice from the list below. You learn additional maneuvers at 5th, 9th, 13th, and 17th level. Each time you learn a maneuver, you can also replace one maneuver you know with a different one you can learn.

Channeling the heroes from the old sagas is no easy task, and your pool of maneuver points represents the limit of your abilities to do so. Your class level determines the number of maneuver points you have. You regain all spent maneuver points at the end of a long rest.
Your ranger magic can bolster your capacity to use maneuvers. As a bonus action, you can expend one ranger spell slot to gain additional maneuver points. You can convert ranger spell slots you have into maneuver points. These additional points are lost if unused after a long rest.
1st-3rd level Spell Slots become 2 Maneuver Points while 4th-5th become 3.

You can use one maneuver during each turn. Some maneuvers require concentration, as if concentrating on a spell, or certain conditions to use. Some maneuvers will require your target to make a saving throw to resist the maneuver’s effects
Martial Maneuver save DC: 8 + your proficiency bonus + your Wisdom modifier

Aeolian Sentinel (1 point)

The spirit of the north wind heightens your reflexes. As an action, you can spend 1 maneuver point to quicken your weapon strikes. Until the start of your next turn, you may make a number of opportunity attacks equal to your proficiency modifier without spending your reaction.

Blade Which Cuts The Wind (1 point)

You call forth the power of the scouring icy wind into your blade. As a bonus action, you spend 1 maneuver point to empower a weapon you possess. Until the start of your next turn, you can use that weapon to make ranged spell attacks (range 60/180) in place of melee weapon attacks, dealing cold damage instead of the weapon’s normal damage type

Blades of Winter (2 points)

As a bonus action, you spend 2 maneuver points to summon and attack with a handaxe made of glacial frost. Treat this weapon as a handaxe but it deals cold damage instead of slashing damage. If you hit a creature with this handaxe, you can teleport to an unoccupied space within 5 feet of the target. The handaxe melts away at the end of your turn.

Evasive Shot (1 point)

When a creature misses you with a melee attack, you can spend 1 maneuver point and use your reaction to leap 10 feet away without provoking opportunity attacks. When you land, you can make one ranged weapon attack against that creature.

Frostbind Strike (3 points)

When you hit a creature with a weapon attack, you can spend 3 maneuver points to summon frigid winds to howl around the creature. The target takes 2d6 cold damage, and it must succeed on a Constitution saving throw or have its speed halved for 1 minute. If the target fails its save by 5 or more, it is restrained for 1 minute instead. The target can repeat the save at the end of each of its turns, ending the effect on a success.

Glacial Impact (4 points)

You spend 4 maneuver points and take the Dash action to execute a massive leap up to your speed, landing in a burst of frost. Each creature within 10 feet of you when you end this move must succeed on a Constitution saving throw, or take 2d6 cold damage and have their speed halved until the start of your next turn. If they fail the save by 5 or more, the ice restrains them instead.

Howl of the Wings (3 points)

As an action, you can spend 3 maneuver points to yell with elemental force. Each hostile creature that can hear you within 60 feet must succeed on a Wisdom saving throw or become frightened for 1 minute. A frightened creature can repeat the save at the end of each of its turns, ending the effect on it with a success. Any friendly creatures within 60 feet are emboldened, gaining an additional 10 feet of movement speed for 1 minute

Razor Wind (3 points)

As an action, you spend 3 maneuver points to rush forward on a blast of arctic wind, lashing out at the enemies in your path. You may move up to 30 feet in a straight line and make one weapon attack against each hostile creature you pass within reach. Each creature you hit must succeed on a Constitution saving throw or have its speed reduced by 10 feet until the start of your next turn. This movement does not provoke opportunity attacks

Snowblind (2 points)

As an action, you spend 2 maneuver points, swinging your weapon in a wide arc, sending a blast of snow-laden wind at your foes. All creatures in a 30 foot cone must succeed on a Constitution saving throw, or be pushed 10 feet away from you and be blinded until the end of your next turn.

Staggering Gust (1 point)

When you hit a creature with a melee weapon attack, you can spend 1 maneuver point to unleash a blast of wind, putting them off-balance. You can use a bonus action to make a ranged weapon attack with a thrown weapon that ignores the normal disadvantage penalty for making a ranged attack in close combat.

Storm Cudgel (4 points)

As a bonus action, you can spend 4 maneuver points to invest your weapon attacks with the power of the northern gale. For 1 minute, your weapon attacks deal an additional 1d6 cold damage, and creatures hit by these attacks must succeed on a Strength saving throw or be pushed 10 feet away from you by a blast of arctic wind

Volgenreith (2 points)

When you hit with a ranged weapon attack using a thrown weapon, you can spend 2 maneuver points to call forth a powerful gust of wind, sending you flying in its wake. The wind moves you up to 60 feet directly toward your target. When you land, you can use a bonus action to make a melee weapon attack against the target if it is within your reach.

Windbourne Speed (2 points)

As an action, you can spend 2 maneuver points to summon the strength of the winds to propel you forward. For 1 minute, your speed is increased by 10 feet and you may take the Dash action as a bonus action on your turn

Mistral Stance

At 3rd level, your knowledge of the Saga of the North Wind has allowed you to develop a battle stance chosen from the list below. When you roll initiative, you can choose to enter one stance that you know. You can also change between stances you know as a bonus action.
You gain an additional stance when you reach 7th level in this class, another when you reach 11th level, and a fourth at 15th level.

Aeolian Leap

You crouch low to the ground and prepare to leap out of the way of incoming attacks. While in this stance, whenever a creature misses you with an attack, you can use your reaction to cause the creature to take cold damage equal to your proficiency bonus, and you can move up to 5 feet in any direction.
At 15th level, you can move up to 10 feet in any direction and this movement does not provoke opportunity attacks.

Blizzard Cloak

You cloak yourself in the swirling flakes that reshape the snow-covered land. When a creature within 30 feet targets you with a weapon attack while you’re in this stance, you can use your reaction to send a gust of snow-laden wind towards them. That creature must succeed on a Constitution saving throw against your Martial Maneuver save DC or have disadvantage on attack rolls until the start of their next turn.
At 15th level, the creature is instead blinded until the start of its next turn if it fails the save

Mistral Ward

You call upon the icy winds of the tundra to ward away heat. While in this stance, you have resistance to fire damage.
At 15th level, whenever you take fire damage, you can use your reaction to gain immunity to fire damage until the start of your next turn.

Zephyr Dance

You rest your weight on your tiptoes and feel the wind gather beneath you. While in this stance, opportunity attacks against you are made with disadvantage.
At 15th level, you can make a melee weapon attack as a reaction against a creature that misses you with an opportunity attack. If your attack hits, that creature’s speed is reduced to 0 until the end of its next turn.

Seek the Horizon

At 3rd level, you learn some of the tricks associated with your saga’s hero. As an action, you can touch a melee weapon with the Thrown property and whisper an ancient traveler’s prayer, doubling that weapon’s range. This effect lasts for 10 minutes or until you use this feature again.

One with the Wind

When you reach 7th level, your affinity with the strong winds of the north has inured you to their effects. You ignore all penalties for being in an area of strong winds and cannot be pushed or knocked prone except through magical means, and you have advantage on saving throws against being pushed or knocked prone by magic

Bouncing Throw

At 11th level, your mastery of throwing weapons allows you to perform seemingly impossible feats. Once per turn, when you hit a creature with a ranged weapon attack using a weapon with the Thrown property, you may immediately make a second attack against another target within 10 feet of the first with the same weapon. This attack uses the same modifiers as the original attack and, if the second attack hits, the weapon flies back to your hand at the end of your turn.

Call the North Wind

When you reach 15th level, you can summon the chill winds of the far north to your side. As an action, you may cause strong winds to swirl around you out to a distance of 120 feet for up to 10 minutes.
While the winds persist, once per turn when you hit a creature with a weapon attack, you may spend 2 maneuver points to deal an extra 2d6 cold damage to that creature. The target must then succeed on a Constitution save against your Martial Maneuver save DC or have its speed halved until the start of your next turn. If the creature fails the save by 5 or more, it is restrained until the start of your next turn instead.
Once you use this feature, you can’t use it again until you finish a long rest.

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