Base Class: Ranger
With powers gifted from the Blessing of Beru, the Primal Shifter Conclave are ex-druids focusing on a biological link to animals and beasts.
Feral Evolution
When you choose this archetype at 3rd level, you undertake evolutions that are fueled by special dice called feral dice.
Evolutions. You develop three evolutions of your choice. Many evolutions enhance an attack or skill in some way. You can use only one evolution per attack. You gain two additional evolutions of your choice at 7th, 11th, and 15th level. Each time you gain new evolutions, you can also replace one evolution you have with a different one.
Feral Dice. You have four feral dice, which are d6s. A feral die is expended when you use it. You regain all of your expended feral dice when you finish a short or long rest. You gain another feral die at 7th level and one more at 15th level. Your feral dice become d8s at 7th level, d10s at 11th level and d12s at 15th level.
Saving Throws. Some of your evolutions require your target to make a saving throw to resist the evolution's effects. The saving throw DC is calculated as follows:
Evolution save DC = 8 + your proficiency bonus + your Strength, Dexterity or Wisdom modifier (your choice)
Chimeric Biology
At 3rd level, you gain the following benefits:
Darkvision. You gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet.
Feral Strike. You gain a natural melee attack in whatever form you choose when you attack. This attack counts as a simple melee weapon and deals damage equal to a single roll of your feral die. You can choose the damage type when you use this attack, between Piercing, Slashing or Bludgeoning damage. This attack can use your choice of Strength or Dexterity for the attack and damage.
Feral Strike - Dexterity
Your Feral Strike uses Dexterity for your attack and damage rolls.
Feral Strike - Strength
Your Feral Strike uses Strength for your attack and damage rolls.
Evolutions
The Evolutions are presented in alphabetical order.
Agitating Strike
When you hit a creature with your feral strike, you can expend one feral die to attempt to goad the target into attacking you by puffing yourself up and making yourself look like a threat. You add the feral die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.
Bloodhound Scent
You enhance your sense of smell to be uncomfortably sensitive. Expend a feral die. For 1 minute, you don’t suffer from disadvantage when fighting enemies you cannot see. Additionally, you gain a bonus to Wisdom (Perception) checks that rely on smell equal to the roll of your feral die for the duration of the effect.
Caustic Strike
You strike your foe with a venomous stinger, fang or poison-coated strike. When you make an attack with your feral strike, expend a feral die and add the result to your damage. Additionally, your target must make a Constitution saving throw or become poisoned.
Constrict
Immediately after hitting an enemy with your feral strike, you can make one Grapple attempt as a bonus action. Expend a feral die and add the result to your Strength (Athletics) check.
Distracting Display
You display obnoxious frills or a blinding lure. When you hit a creature with a weapon attack, you can expend one feral die to distract the creature, giving your allies an opening. You add the feral die to the attack's damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.
Earth Eater
You develop sharp shovel-like claws or another way to move through the earth. You gain a burrow speed equal to your walking speed for 1 round. Expend a feral die to gain temp HP equal to the result of the roll.
Hunter's Eyes
When you make an attack or Wisdom (Perception) check, expend a feral die and add the result to your attack or perception check. You can use this evolution before or after making the attack/skill roll, but before the success of the roll is known.
Lengthy Limbs
You suddenly double the length of your limbs. When you attack with your feral strike, expend a feral die. Your reach becomes 10 ft and the result of the die roll is added to the damage of the attack.
Primal Might
Your muscles swell as you manifest intense strength. As a bonus action, expend a feral die, for 1 round you have advantage on Strength checks and Strength saving throws. You’re also considered one size larger when determining your carrying capacity and the weight you can push, drag, or lift. You also gain temp HP equal to the result of the feral die roll.
Protective Carapace
You develop a hard protective carapace in response to danger. When another creature damages you with a weapon attack, you can use your reaction and expend one feral die to reduce the damage by the number you roll on your feral die + your proficiency bonus.
Quill Shot
Rigid quills burst from your body. Expend a feral die and make a ranged weapon attack as a bonus action against an enemy within 30 ft. as you fire the quills towards them. The damage of the quills equals the roll of your feral die + your Dexterity bonus.
Sky Rider
You sprout forth mighty wings. As a bonus action, expend a feral die. For 1 round, you gain a fly speed equal to your walking speed and you gain temp HP equal to the result of the roll.
Slimy Exterior
As a bonus action, you secrete a slimy substance. Your movement doesn't provoke opportunity attacks, you can spend 5 ft. of your movement to escape a grapple or restraint. Expend a feral die to gain temp HP equal to the result of the roll.
Squirrel Glide
You extend a parachute-like membrane to slow your fall or allow you to glide. When you fall and are not incapacitated, expend a feral die as a reaction and subtract an amount of dice from the dice rolled when calculating your fall damage and can move horizontally 2 feet for every 1 foot you fall.
Stalker
You develop soft pads on your feet paired with powerful leg muscles. When you make a Dexterity (Stealth) check or an initiative roll, you can expend one feral die and add the die to the roll, provided you aren't incapacitated.
Swift Swimmer
You manifest gills and fins. Expend a feral die as a bonus action. For 1 round, you gain a swim speed equal to your walking speed and you can breathe underwater. You gain temp HP equal to the result of the feral die roll.
Vile Spray
As a reaction when targeted with an attack, you spray the attacker with a volatile substance. Expend a feral die and reduce their attack roll by the amount rolled.
Wall Crawler
You develop a way to climb up vertical surfaces, either through opposable feet, a prehensile tail, or perhaps gecko-like pads on your hands. Expend a feral die as a bonus action. You gain a climb speed equal to your walking speed for 1 round and you gain temp HP equal to the result of the roll.
Wisdom of the Wilds
When you make an Intelligence (Nature) or Wisdom (Animal Handling) check, you can expend one feral die to add the result to the roll.
Beastial Endurance
By 7th level, your metabolism has improved to resemble those of endurance predators. Your land speed increases by 10 ft. and you have advantage on Constitution saving throws to determine exhaustion.
Mythical Beast
When you reach 11th level, your natural attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Primal Instinct
Starting at 15th level, when you roll initiative and have no feral dice remaining, you regain 1 feral die.
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