Ten-Towns Ranger Conclave
The rangers of Ten-towns have adapted to the isolation of the cold arctic wastes of Icewind Dale. They’ve learned that often the deadliest foe in an endless sea of white is one’s own mind. The Ten-towns rangers have learned to play tricks with the light and fool the mind's eye to gain the advantage in a fight. Fighting a Ten-towns ranger feels akin to striking out at the wind and the snow itself.
Ten-Towns Ranger Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Tentowns Ranger Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.
Ten-Towns Ranger Spells
Ranger Level | Spell |
---|---|
3rd | Silent Image |
5th | Blur |
9th | Hypnotic Pattern |
13th | Hallucinatory Terrain |
17th | Mislead |
Arctic Adept
At 3rd level you’ve trained rigorously in arctic terrain and have gained the following skills honed to combat its dangers:
- If move at least 20 feet in a straight line you may choose to slide up to an additional 10 feet in the same direction. This is in addition of your maximum move speed.
- You can’t be surprised by creatures burrowing or hiding amongst naturally occurring terrain.
- You ignore difficult terrain related to slippery surfaces.
Perceptive Duelist
At 3rd level you master the art of capitalizing on your enemies disorientation. Once per turn when a creature makes an attack with disadvantage, you may use your reaction to mark the creature until the end of your next turn. The next time you hit a marked creature with a weapon attack, the target takes an extra 1d8 damage of the weapon's damage type.
One with the Snow
At 7th level you have completely acclimated your body to the harsh cold of the north. As a result you gain resistance to cold damage.
Lone Wolf
By 11th level you have mastered the art of fighting alone. Once on each of your turns when you make an attack while at least 10 feet from the nearest allied creature, you may make an another weapon attack as part of the same action.
Master of Misdirection
At 15th level you’re able to hide your presence completely while fighting. As a bonus action, you can magically turn invisible for a number of rounds equal to your Wisdom modifier. You can use this ability once per short or long rest.