Base Class: Ranger
Blood of the North
Norra's Blood are the fierce protectors of the North. They are at home in the snow and the mountains and thrive in the dangerous blizzards and ice storms that ravage the northern part of the continent. They hunt monsters, demons, and predators that creep around the edges of campfires in the night, and they venture into the deep wilds to ensure that evil finds no foothold.
Deadly Hunters
Warriors of the wilderness, rangers specialize in hunting the monsters that threaten the edges of civilization—humanoid raiders, rampaging beasts and monstrosities, terrible giants, and deadly dragons. They learn to track their quarry as a predator does, moving stealthily through the wilds and hiding themselves in brush and rubble. Rangers focus their combat training on techniques that are particularly useful against their specific favored foes.
Thanks to their familiarity with the wilds, rangers acquire the ability to cast spells that harness nature’s power, much as a druid does. Their spells, like their combat abilities, emphasize speed, stealth, and the hunt. A ranger’s talents and abilities are honed with deadly focus on the grim task of protecting the borderlands.
Independent Adventurers
Though a ranger might make a living as a hunter, a guide, or a tracker, a ranger’s true calling is to defend the outskirts of civilization from the ravages of monsters and humanoid hordes that press in from the wild. In some places, rangers gather in secretive orders or join forces with druidic circles. Many rangers, though, are independent almost to a fault, knowing that, when a dragon or a band of orcs attacks, a ranger might be the first—and possibly the last—line of defense.
This fierce independence makes rangers well suited to adventuring, since they are accustomed to life far from the comforts of a dry bed and a hot bath. Faced with city-bred adventurers who grouse and whine about the hardships of the wild, rangers respond with some mixture of amusement, frustration, and compassion. But they quickly learn that other adventurers who can carry their own weight in a fight against civilization’s foes are worth any extra burden. Coddled city folk might not know how to feed themselves or find fresh water in the wild, but they make up for it in other ways.
Creating a Ranger
As you create your ranger character, consider the nature of the training that gave you your particular capabilities. Did you train with a single mentor, wandering the wilds together until you mastered the ranger’s ways? Did you leave your apprenticeship, or was your mentor slain—perhaps by the same kind of monster that became your favored enemy? Or perhaps you learned your skills as part of a band of rangers affiliated with a druidic circle, trained in mystic paths as well as wilderness lore. You might be self-taught, a recluse who learned combat skills, tracking, and even a magical connection to nature through the necessity of surviving in the wilds.
What’s the source of your particular hatred of a certain kind of enemy? Did a monster kill someone you loved or destroy your home village? Or did you see too much of the destruction these monsters cause and commit yourself to reining in their depredations? Is your adventuring career a continuation of your work in protecting the borderlands, or a significant change? What made you join up with a band of adventurers? Do you find it challenging to teach new allies the ways of the wild, or do you welcome the relief from solitude that they offer?
Norra's Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Norra's Blood Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
Norra's Magic Spells
| Ranger Level | Spell |
|---|---|
| 3rd | ice knife |
| 5th | misty step |
| 9th | sleet storm |
| 13th | banishment |
| 17th | cone of cold |
Icy Touch
At 3rd level, Norra's power flows through your veins and into your weapons. As a bonus action, you activate Norra's power on the weapon you wield. The next attack you make deals an additional 1d8 cold damage. If this attack kills the target, its body is encased in ice.
Part of the Pack
At 3rd level, you can use an action to call on the spirits of the North to summon a winter wolf, a large white direwolf that can carry two Medium-sized creatures on its back. The wolf can engage in combat, but will vanish the moment it takes damage of any kind. You must complete a short rest before you can use this feature again.
You can also use an action to dispel the wolf at any time.
Northern Grit
By 7th level, you have fought and lived through many harrowing things. You gain proficiency in Wisdom saving throws and you cannot be magically frightened.
Strength of the Wolf
At 11th level, your winter wolf gains power and is able to remain in combat even after sustaining damage. It has all the stats listed on the winter wolf statblock, and acts on its own initiative. Your bond is strong, and the wolf follows your will, even to its death.
If your wolf dies, you must finish a long rest before praying to Norra and summoning a new companion.
Frozen Heart
Starting at 15th level, you have the ability to magically preserve fallen comrades. When a creature dies, you may place your hand over their heart. Ice spreads from your fingertips, encasing and preserving the body indefinitely. The ice is magical, and cannot melt or shatter. It will protect the body from all future damage. The effect lasts indefinitely until you choose to thaw the ice, allowing for time-sensitive life-saving spells to be cast as if the person had only just been killed.
You must finish a long rest before you can use this feature again.
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