Primal Hunter (5e Subclass)

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Primal Hunter[edit]

Ranger Subclass

The Primal Hunter conclave dates back to before recorded history. As time has gone on its popularity has waned, however it still sees use in remote areas. Practitioners often find themselves feeling out of place in modern society, even more so than other rangers. They value tradition and nature over innovation and novelty. They feel a general distrust around artificers and technology in general. Many that wander into the territory of a primal hunter mistakenly assume their antiquated ways make them weak, only to perish learning their error.

Members of this conclave find themselves most at ease in the company of barbarians and druids, and form villages with them surrounded by wilderness. Very occasionally one of these rangers will leave their village, eager to see the world and show off their traditions to the ignorant masses.

Primal State

Starting at 3rd level, you learn to tap into a primal ferocity in battle. On your turn, you can enter a Primal State as a bonus action. While in your Primal State, you gain the following benefits:

  • Your walking speed increases by 10 feet.
  • You have advantage on Wisdom (Perception) checks.
  • You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.
  • Whenever you make a weapon attack using Dexterity, you gain a +2 bonus to the damage roll.
  • You gain a bonus to your AC depending on the armor you have equipped. If you are unarmored and not using a shield, this bonus is equal to your Wisdom modifier (minimum of +1). Otherwise, the bonus is halved, rounded up (minimum of +0).

Your Primal State lasts for 1 minute. It ends early if you are knocked unconscious or if you don metal armor or a metal shield. You can also end your Primal State on your turn as a bonus action.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.

Feral Instinct

By 7th level, your instincts are so honed that you have advantage on initiative rolls.

Additionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your Primal State before doing anything else on that turn.

Primal Frenzy

Starting at 11th level, your Primal State grows even more ferocious, granting you the following additional benefits:

  • Your walking speed increases by an additional 10 feet.
  • If you attack at least two different creatures using the Attack action, you can make one additional attack against a third creature as part of the same Action.
Instinctive Dodge

Starting at 15th level, your primal senses pick up the faintest hints of bloodlust, allowing you to dodge even attacks you can't see. While in your Primal State, when a creature makes an attack roll against you, you can use your reaction to roll a d8, adding the result to your AC against the instigating attack. You must use this feature before you know the outcome of the attack roll. You cannot use this feature if your speed has been reduced to 0.


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