Primal Seeker (5e Subclass)
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Primal Seeker
Ranger Subclass
Primal seekers are consummate hunters whose attacks combine arrow and spell. They wander the world in search of the mightiest prey.
- Primal Seeker Magic
Starting at 3rd level, you learn your choice of three cantrips from the druid or wizard spell lists. You learn one additional spell when you reach certain levels in this class, chosen from the options shown on the Primal Seeker Spells table. These spells count as ranger spells for you, but they don't count against the number of ranger spells you know.
- 3rd: chromatic orb, ray of sickness
- 5th: Melf’s acid arrow, ray of enfeeblement
- 9th: elemental weapon, erupting earth
- 13th: elemental bane, storm sphere
- 17th: hold monster, immolation
- Spellshot
Starting at 3rd level, you can use a ranged weapon as a spellcasting focus for your ranger spells with a range of 10 feet or greater and a casting time of 1 action, 1 bonus action, or 1 reaction. As part of casting a spell this way, you fire a shot from the weapon, in place of any other somatic components. When you do so, the spell’s range becomes the long range of that weapon. You can use the higher of your Dexterity modifier or your Wisdom modifier to determine the attack bonus and save DC of ranger spells cast using this feature.
- Improved Spellshot
Starting at 7th level, when you use your action to cast a spell with your Spellshot feature, you can make one weapon attack as a bonus action on that turn.
- Inevitable Spellshot
Starting at 11th level, when you take the Attack action on your turn and miss, you can cast magic missile as a bonus action on that turn, without expending a spell slot. You cast the spell at 3rd level if you missed with more than one of the attacks you made, or at 2nd level otherwise. Once you’ve used this feature, you can’t use it again until you finish a short or long rest.
- Ultimate Spellshot
Starting at 17th level, your ranged attacks, including ranged spell attacks, score a critical hit on a roll of 19 or 20.
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