Base Class: Ranger
Primal Soul Rangers are devoted to the Primal Spirits. They worship them like gods and in return the spirits help the rangers in need. There are many reasons for rangers to follow the teaching of the primal. The most common one can be a strong affiliation with a druidic circle or general dedication towards the animal ways. Among the ranks of primal soul rangers can be found former druids that were not particularly gifted in the areas of magic, but wanted to keep a strong connection with nature.
The Primal Spirits are silent for majority of rangers, but very rarely the spirits talk to some rangers trough their dreams. These dreams can be the best described as a prophecy at which point it is the Ranger's duty to either fulfill it or prevent it, depending on the nature of the prophecy's message.
Primal Soul Spells
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Primal Soul Spells table. The spells count as ranger spells for you, but they don't count against the number of ranger spells you know.
Level 3 Primal Savagery, Speak with animals
Level 5 Enhance ability
Level 9 Conjure animals
Level 13 Dominate Beast
Level 17 Reincarnate
Survival of the Fittest
You gain proficiency in Wisdom (Survival) skill. Your proficiency bonus is doubled for this skill.
Aspect of the Serpent
Starting at 3rd level you can use your bonus action to conjure the spirit of the Serpent to bite the target of your next attack. The effect lasts for 1 minute. The next time you hit a creature with a weapon attack or with Primal Savagery, you deal an addition 1d6 poison damage and the target needs to succeed a constitution saving throw against your spell save DC or become poisoned until the start of your next turn. If the Primal Savagery is used to trigger the saving throw, the creature has disadvantage on the saving throw.
You have three uses of this feature. All expended uses recharge after you finish short or long rest.
The damage is increased by an additional 1d6 when you reach 7th, 11th and 15th level in ranger.
Aspect of the Panther
Starting at 7th level you learned how to become one with a spirit of the panther. Your speed increases by 10 ft. and climbing does not cost you extra movement.
Additionally, whenever you move at least 20 ft. straight toward a creature and then hit it with a melee attack on the same turn, the enemy must succeed on a Strength saving throw against your spell save DC or be knocked prone. If the target falls prone, you can use Primal Savagery with your bonus action.
Aspect of the Bear
At 11th level your whenever you use your action to cast Primal Savagery cantrip, you can choose to target all creatures in a 15 ft cone from you. You make separate attack for each creature.
Aspect of the Mammoth
Starting at 15th level you adopt the toughness of a mammoth. You gain proficiency in constitution saving throws.
Whenever you take damage from an attack or a spell, you can use your reaction to gain the amount of hit points lost as temporary hit points. These temporary hit points last for a minute. After one minute expires, you heal for half of the remaining temporary hit points.
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