OPTION A
| Level | Option A Features |
|---|---|
| 1st | Hunter's Quarry |
| 6th | Primal Strikes (version A) |
| 9th | Conjure Volley |
OPTION A is a bit more selective in the combat spells it makes available and divide them between 3 distinct features. The following spells are removed from the ranger spell list:
- 1st level: ensnaring strike, hail of thorns, hunter's mark, zephyr strike
- 3rd level: conjure barrage, lightning arrow
- 5th level: conjure volley, swift quiver
Hunter’s Quarry
- 1st-level ranger feature
You can choose a target and mystically mark it as your quarry. As a bonus action, you can mark a creature you can see within 90 feet of you. While the target is marked, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this effect ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.
The mark lasts until the end of your next short or long rest. Once you use this feature, you must finish a short or long rest before you can use it again. Starting when you gain the Spellcasting feature at 2nd level, you can also use it again by expending a spell slot of 1st level or higher.
The extra damage increases to 2d6 at 9th level, and 3d6 at 17th level.
Primal Strikes (version A)
- 6th-level ranger feature
You learn to magically empower your weapon attacks in order to disable your foes. Once per turn, when you hit a creature that is marked by your Hunter's Quarry ability with a weapon attack, you can choose to forgo the extra damage from Hunter's Quarry and expand a spell slot of 1st level or higher. When you do so, you can choose one of the following effects: Ensnaring Strike, Hail of Thorns, or Zephyr Strike.
You can only use one effect at a time. If you use Primal Strike again while another of its effects is still active, the previous effect ends.
Ensnaring Strike
A writhing mass of thorny vines appears at the point of impact, and the target must succeed on a Strength saving throw against your spell save DC or be restrained by the magical vines for up to 1 minute. A Large or larger creature has advantage on this saving throw. If the target succeeds on the save, the vines shrivel away.
While restrained by this ability, the target takes 1d6 piercing damage at the start of each of its turns. A creature restrained by the vines or one that can touch the creature can use its action to make a Strength check against your spell save DC. On a success, the target is freed.
The damage increases by 1d6 for each slot level above 1st.
Hail of Thorns
A rain of thorns that sprouts from your weapon or ammunition. In addition to the normal effect of the attack, the target of the attack and each creature within 5 feet of it must make a Dexterity saving throw against your spell save DC. A creature takes 1d10 piercing damage on a failed save, or half as much damage on a successful one.
The damage increases by 1d10 for each slot level above 1st.
Zephyr Strike
You move like the wind. For up to one minute, your movement doesn't provoke opportunity attacks.
Once before the effect ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn.
The damage increases by 1d8 for each slot level above 1st.
Conjure Volley
- 9th-level ranger feature
As an action, you throw a nonmagical weapon or fire a piece of nonmagical ammunition into the air, expand a spell slot or 3rd level or higher, and choose a point within 150 feet of you. Hundreds of duplicates of the ammunition or weapon fall in a volley from above and then disappear. Each creature of your choice in a 40-foot-radius, 20-foot-high cylinder centered on that point must make a Dexterity saving throw against your spell save DC. A creature takes 2d8 damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the ammunition or weapon used.
The damage increases by 3d8 for each slot level above 3rd.
OPTION B
| Level | Option B Features |
|---|---|
| 1st | Primal Strikes (version B) |
OPTION B combines combat spells in a single feature that lets you pick & choose which ones you want. The following spells are removed from the ranger spell list:
- 1st level: ensnaring strike, hail of thorns, hunter's mark, searing smite
- 2nd level: cordon of arrows, magic weapon
- 3rd level: conjure barrage, elemental weapon, flame arrows, lightning arrow
- 5th level: conjure volley, steel wind strike, swift quiver
Primal Strikes (version B)
- 1st-level ranger feature
You known how to magically empower your weapon attacks in order to disable your foes. You can choose one Primal Strike from the Primal Strikes options listed below. You can choose one additional Primal Strike option at 5th, 9th, 13th, and at 17th levels.
Once per turn, you can activate one of your chosen Primal Strike effects. You can only have one non-instantaneous Primal Strike effect active at a time, and you can dismiss a Primal Strike effect whenever you like (no action required). Starting at 13th level, you can have up to two Primal Strikes effects active at a time.
Some of your Primal Strikes require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follow:
- Primal Strike Save DC = 8 + your proficiency bonus + your Wisdom modifier
You can use this feature once, and you must finish a long rest before you can use it again. Starting when you gain the Spellcasting feature at 2nd level, you can also use it again by expending a spell slot of 1st level or higher.
Additionally, when you gain a level in this class, you can choose one of the Primal Strikes you know and replace it with another Primal Strike.
Primal Strikes Options
Primal Strikes Options Overview
| Level Req. | Primal Strikes Options |
|---|---|
| 1st | Ensnaring Strike, Hail of Thorns, Hunter's Mark, Searing Strike |
| 5th | Cordon of Arrows, Elemental Magic Weapon |
| 9th | Conjure Barrage, Flame Arrows, Lightning Arrow |
| 13th | — |
| 17th | Conjure Volley, Steel Wind Strike, Swift Quiver |
Ensnaring Strike
When you hit a creature with a weapon attack, you can make a writhing mass of thorny vines appear at the point of impact. The target must succeed on a Strength saving throw or be restrained by the magical vines for up to 1 minute. A Large or larger creature has advantage on this saving throw. If the target succeeds on the save, the vines shrivel away.
While restrained by this ability, the target takes 1d6 piercing damage at the start of each of its turns. A creature restrained by the vines or one that can touch the creature can use its action to make a Strength check. On a success, the target is freed.
If you activate this Primal Strike by expending a spell slot, the damage increases by 1d6 for each slot level above 1st, up to a maximum of 5d6.
Hail of Thorns
When you hit a creature with a weapon attack, you can make a rain of thorns sprout from your weapon or ammunition. In addition to the normal effect of the attack, the target of the attack and each creature within 5 feet of it must make a Dexterity saving throw. A creature takes 1d10 piercing damage on a failed save, or half as much damage on a successful one.
If you activate this Primal Strike by expending a spell slot, the damage increases by 1d10 for each slot level above 1st, up to a maximum of 5d10.
Hunter's Mark
As a bonus action, you can choose a creature you can see within 90 feet of you and mystically mark it as your quarry. For one hour, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this effect ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.
You can only have one active mark at a time. If you activate this Primal Strike by expending a spell slot, the duration increases to until the end of your next short or long rest for a 3rd or 4th level slot, and to until the end of your next long rest for a slot of 5th level or higher.
Searing Strike
When you hit a creature with a weapon attack, your weapon or ammunition can flare with white-hot intensity, and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns for the next minute, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the effect ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the effect ends.
If you activate this Primal Strike by expending a spell slot, the initial extra damage increases by 1d6 for each slot level above 1st, up to a maximum of 5d6.
Cordon of Arrows
- Prerequisite: 5th level
When you use the Attack action, you can use one of your attacks to plant four pieces of ammunition—arrows or crossbow bolts—in the ground within 5 feet and lay magic upon them to protect an area.
Until the end of your next short or long rest, whenever a creature other than you comes within 30 feet of the ammunition for the first time on a turn or ends its turn there, one piece of ammunition flies up to strike it. The creature must succeed on a Dexterity saving throw or take 1d6 piercing damage. The effect ends when no ammunition remains in the ground.
When you apply this effect, you can designate any creatures you choose, and the effect ignores them.
If you activate this Primal Strike by expending a spell slot, the spell slot must be of 2nd level or higher. The amount of ammunition that can be affected increases by two for each slot level above 2nd, up to a maximum of 10 pieces.
Elemental Magic Weapon
- Prerequisite: 5th level
As an action, you can touch a nonmagical weapon. Until the end of your next short or long rest, that weapon becomes a magic weapon. Choose one of the following damage types: acid, cold, fire, lightning, or thunder. The weapon has a +1 bonus to attack rolls and deals an extra +1 damage of the chosen type when it hits.
If you activate this Primal Strike by expending a spell slot, the spell slot must be of 2nd level or higher. The bonus to damage rolls become 1d4 if you expend a slot of 3rd or 4th level, and 2d4 for a slot of 5th level or higher. The bonus to attack rolls increases to +2 if you expand a spell slot of 4th level or higher.
Conjure Barrage
- Prerequisite: 9th level
When you use the Attack action, you can use one of your attacks to throw a weapon or fire a piece of ammunition into the air.
The weapon or ammunition creates a cone of identical weapons that shoot forward and then disappear. Each creature in a 60-foot cone must succeed on a Dexterity saving throw. A creature takes 3d8 damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the weapon or ammunition.
If you activate this Primal Strike by expending a spell slot, the spell slot must be of 3rd level or higher.
Flame Arrows
- Prerequisite: 9th level
When you use the Attack action, you can use one of your attacks to touch a quiver containing arrows or bolts. When a target is hit by a ranged weapon attack using a piece of ammunition drawn from the quiver, the target takes an extra 1d6 fire damage. The effect ends after the end of your next short or long rest, or when twelve pieces of ammunition have been drawn from the quiver.
If you activate this Primal Strike by expending a spell slot, the spell slot must be of 3rd level or higher. The amount of ammunition that can be affected increase by two for each slot level above 3rd, up to a maximum of 16 pieces.
Lightning Arrow
- Prerequisite: 9th level
When you make a weapon attack against a creature, you can transform your weapon or ammunition into a bolt of lightning as you strike. The target takes 4d8 lightning damage on a hit, or half as much damage on a miss, instead of the weapon's normal damage.
Whether you hit or miss, each creature within 10 feet of the target must make a Dexterity saving throw. Each of these creatures takes 2d8 lightning damage on a failed save, or half as much damage on a successful one.
If you activate this Primal Strike by expending a spell slot, the spell slot must be of 3rd level or higher. The damage of both effects increases by 1d8 for each slot level above 3rd, up to a maximum of 6d8 and 4d8.
Conjure Volley
- Prerequisite: 17th level
When you use the Attack action, you can use one of your attacks to throw a weapon or fire a piece of ammunition into the air.
Choose a point within 150 feet of you. Hundreds of duplicates of the ammunition or weapon fall in a volley from above and then disappear. Each creature in a 40-foot-radius, 20-foot-high cylinder centered on that point must make a Dexterity saving throw. A creature takes 8d8 damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the weapon or ammunition.
If you activate this Primal Strike by expending a spell slot, the spell slot must be of 5th level or higher.
Steel Wind Strike
- Prerequisite: 17th level
When you use the Attack action, you can use one of your attacks to flourish the weapon or weapons you are holding and then vanish to strike like the wind.
Choose up to five creatures you can see within 30 feet of you. Make a weapon attack against each target. On a hit, a target takes 6d10 force damage.
You can then teleport to an unoccupied space you can see within 5 feet of one of the targets you hit or missed.
If you activate this Primal Strike by expending a spell slot, the spell slot must be of 5th level or higher.
Swift Quiver
- Prerequisite: 17th level
As a bonus action, you can transmute your weapons. On each of your turns for up to 1 minute, you can use a bonus action to make two weapon attacks.
If you activate this Primal Strike by expending a spell slot, the spell slot must be of 5th level or higher.