Base Class: Ranger
Primal Hunters embody the instincts of the apex predator, blending patience, precision, and overwhelming force. These rangers can remain perfectly still to unleash devastating charged shots, split arrows in flight to strike multiple foes, and exploit openings with lethal accuracy. As they grow stronger, they infuse their attacks with elemental power and awaken a terrifying hunting state that pushes their bodies beyond mortal limits.
Primal Hunter
Rangers who follow the path of the Primal Hunter embrace the raw instincts of the apex predator. They remain perfectly still to unleash devastating shots, overwhelm foes with impossible volleys, and push their bodies beyond their limits to secure the kill.
Primal Hunter Features
| Ranger Level | Feature |
|---|---|
| 3rd | Power Shot, Split Arrow |
| 7th | Primal Sneak Attack |
| 11th | Infused Power Shot, Arrow Rain |
| 15th | Primal Instinct |
Level 3: Power Shot
3rd-level Primal Hunter feature You can focus your strength into a devastating ranged attack. As an action while wielding a bow, you begin charging a shot. While charging, your speed is 0, and you can’t willingly move. You can’t take actions, bonus actions, or reactions except those that don’t require movement, at the DM’s discretion. You can continue charging for up to 2 consecutive turns. For each turn spent charging, the attack gains one additional weapon damage die. On your next turn, you must use your action to make one ranged weapon attack with the bow. On a hit, the attack deals its normal damage plus the additional damage dice. If you charged the shot for at least 1 turn and don’t make this attack on your next turn, you take 1d4 force damage and the charge ends. If you take damage or are forcibly moved while charging, you must succeed on a Constitution saving throw or lose the charge. The saving throw DC equals 10 + 5 for each turn you have already spent charging.
Level 3: Split Arrow
3rd-level Primal Hunter feature You can cause your arrows to split in flight and strike multiple targets. When you take the Attack action on your turn and make a ranged attack with a bow, you can use your bonus action to replace one of those attacks with this feature. Choose a number of targets within your weapon’s range up to your proficiency bonus. You can target the same creature multiple times. Make a separate attack roll for each target. On a hit, each attack deals the weapon’s normal damage. The additional arrows are magical and vanish after striking or missing. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Level 7: Primal Sneak Attack
7th-level Primal Hunter feature You know how to exploit openings with lethal precision. Once per turn, you can deal extra damage to one creature you hit with a weapon attack if you have advantage on the attack roll. You don’t need advantage if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll. The extra damage is: 1d6 at 7th level 2d6 at 9th level 3d6 at 11th level 4d6 at 13th level 5d6 at 15th level 6d6 at 17th level 7d6 at 19th level If you were hidden from the target or successfully took the Hide action before making the attack, the extra damage increases by 1d6.
Level 11: Infused Power Shot
11th-level Primal Hunter feature Your Power Shot becomes infused with elemental energy. This feature replaces Power Shot. You can now charge a shot for up to 4 consecutive turns. For each turn spent charging, the attack gains two additional weapon damage dice instead of one. When you begin charging the shot, choose one of the following damage types: acid, cold, fire, lightning, or thunder. The chosen type lasts until you finish a short or long rest. When you make the attack, it deals an extra 1d8 damage of the chosen type on a hit. All other rules for Power Shot apply.
Level 11: Arrow Rain
11th-level Primal Hunter feature You can loose a single arrow that splits into a storm of projectiles. As an action while wielding a bow, choose a point you can see within your weapon’s range. A rain of arrows falls in a 15-foot-radius, 20-foot-high cylinder centered on that point. Each creature in that area must make a Dexterity saving throw against your ranger spell save DC, taking piercing damage on a failed save, or half as much damage on a successful one. Arrow Rain Damage 11th Level: 6d8 15th Level: 8d8 17th Level: 10d8 You can use this feature twice, and you regain all expended uses when you finish a short or long rest.
Level 15: Primal Instinct
15th-level Primal Hunter feature You can unleash the full force of your predatory instincts. As a bonus action, you enter a heightened state that lasts for 1 minute. You can activate this feature outside your turn, but doing so expends your next bonus action. While in this state, you gain the following benefits: You have advantage on attack rolls. Your weapon attacks deal an extra 2d8 damage on a hit. You gain 30 temporary hit points. When this state ends, you become vulnerable to all damage for 3 rounds. Once you use this feature, you can’t use it again until you finish a long rest. While Primal Instinct is active, your predatory nature manifests physically, such as glowing eyes, a spectral beast aura, or heightened senses.
Previous Versions
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10/16/2026 8:39:03 PM
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