## Level 3: Galeshot Spells
When you reach a Ranger level specified in the Galeshot Spells table, you thereafter always have the listed spells prepared.
| Ranger Level | Spells |
| ------------ | ----------------------- |
| 3 | [[Fog Cloud]] |
| 5 | [[Gust of Wind]] |
| 9 | [[Fly]] |
| 13 | [[Freedom of Movement]] |
| 17 | [[Steel Wind Strike]] |
## Level 3: Cyclone Bow
You gain access to the Cyclone Bow, a unique weapon that can be conjured out of thin air. It's statistics are the same as a Longbow but you cannot be disarmed of this bow. You can equip the Cyclone Bow as a bonus action a number of times equal to your Wisdom modifier. You regain one use after a short rest, and regain all expended uses when you finish a Long Rest.
While active, your Cyclone Bow has the following rules.
***Keen Shot.*** Your normal attacks are replaced with **Keen Shot** which fires an arrow made of wind and builds a special resource, **Gale,** every time you successfully strike an enemy. You can consume **Gale** to use any of the following abilities.
- **Hawkeye (1 Gale).** *Replaces one melee attack.* This attack deals an additional 1d4 damage and your next attack against this target is rolled with advantage. This damage increases by 1d4 at level 5 and then again at level 11 and 17.
- **Bluster (3 Gale).** *Replaces one melee attack.* Choose 2 different targets within range and make an attack roll against each of them. Gain an additional 10 feet of movement speed this turn.
- **Fleeting Zephyr (2 Gale).** When a ranged attack would hit you, as a reaction, you can jump backwards up to 15 feet and release a blast of wind from your Cyclone Bow, destroying the ranged attack.
***Fall Speed.*** Your rate of descent slows to 60 feet per round and you take no fall damage until your Cyclone Bow is unequipped.
***Duration.*** The Cyclone Bow stays equipped until the end of your next turn and ends early if you have the Incapacitated condition. If your Cyclone Bow is still equipped on your next turn, you can extend your wielding by performing one of the following:
- Make an attack roll against an enemy
- Force an enemy to make a saving throw
- Take a Bonus Action to extend your wield
- Take the Disengage, Dash, or Dodge actions
Each time you extend your Cyclone Bow, it lasts until the end of your next turn. You can wield the bow for 10 minutes until another charge must be used.
## Level 7: Soothing Shear
Wind swells around you, as an action, you knock back nearby enemies while protecting you. Enemies within a 10 foot emanation must make a Constitution Saving Throw against your spell save DC or be knocked back up to 15 feet and knocked prone. Additionally, give yourself temporary hit points equal to your level and an additional 20 feet of movement speed until the end of your next turn. You can use this feature a number of times equal to your proficiency bonus.
You also gain an additional ability for your Cyclone Bow.
**Quarry's Peril (3 Gale).** You fire a volley of arrows into the air in a 20-foot radius at a point within 120 feet. Enemies must make a Dexterity Saving Throw or take 4d8 force damage and are restrained until the end of your next turn. Successful saves result in half damage and no restrain. This damage increases by 2d8 at level 11 and again at level 17.
## Level 11: Lightning Reflexes
As a bonus action, you can use the Disengage and Dash actions. When you do, an enemy of your choice within 15 feet takes 1d6 lightning damage. This damage increases by 1d6 at level 17.
Anytime your speed increases above your base speed on your turn (including the dash action and only once per turn), you can make a free attack that turn and your AC and Dexterity Saving Throws increase by your Wisdom modifier until the start of your next turn.
You also gain an additional ability for your Cyclone Bow.
**Supersonic Arrow (5 Gale).** Supercharge an arrow with wind magic and launch it in a 150 foot line ahead of you at incredible speed. Targets in the line must make a Dexterity Saving Throw taking X amount of damage, half on a success. This ability ignores half and 3/4 cover. Whether targets save or not, targets are deafened for 1 minute.
## Level 15: Perfect Storm
As an action, you release a massive tornado with a radius of 40 feet at a point within 120 feet. Enemies must make a Constitution Saving Throw or be launched 30 feet into the air during your turn. Creatures that are Huge or greater have advantage on this saving throw. As long as you have **Gale** you can continue to use it during your turn until it is depleted. At the end of your turn, creatures caught in the tornado fall to the ground and are knocked prone.