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Primal Hunter

Primal Hunter Quirks
d6 Quirk
1 The more rare the meat, the better the taste.
2 Your body bears many traits of a particular animal, such as a wolf, bear, badger, lion, rat, or boar. You may have a body covered in fur, pointed hairy ears, sharp teeth, more of a snout than a nose, claws instead of fingernails, tusks, horns, or a tail.
3 The wild animals are more family to you than civilized peoples.
4 You sniff the air when you are tracking or hunting something.
5 There are two kinds of creatures in this world: the hunters and the hunted.
6 The stronger the opponent, the more respect you hold for them.

Magic of the Beasts

Your familiarity with animals and beasts gives you the option to learn some spells that focus on animals, hunting, and tracking. When your Spellcasting feature lets you learn a sorcerer spell of 1st level or higher, you gain an additional spell from the list below. These spells do not count towards the total number of spells you know, and the spells count as a sorcerer spells for you.
Sorcerer Level Spell
1st longstrider
3rd find traps
5th conjure animals
7th locate creature
9th commune with nature
11th find the path

Primal Nature

Beginning at 1st level, you share the sight and movement of beasts. Your darkvision increases by 30 feet, to a maximum of 120 feet, and you gain a climbing speed equal to your movement speed.   Additionally, you can speak with beasts, such as wolves or bears, as if under the speak with animals spell, and you learn the primal savagery cantrip, which does not count towards the total number of cantrips that you know.

Marked Prey

At 1st level, you have learned how to single out a target, as a predator tracks their prey. As a bonus action, choose one creature you can see within 30 feet of you. The target is marked for 1 minute. This mark ends early if the target dies, you die, or you are incapacitated. Until the mark ends, you gain the following benefits:
  • You do not provoke opportunity attacks from the marked target.
  • You add your Proficiency bonus to damage rolls against the marked target.
  • You have advantages on Wisdom (Perception) checks made to keep tracking the marked target’s movement, so long as the marked target stays on the same plane as you.
You can’t use this feature again until you finish a short or long rest.

Pack Mind

By 6th level, your magic aids you in the hunt. Your movement speed increases by 10 feet, and by spending 3 sorcery points, you gain advantage on attack rolls against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated. This effect lasts for 1 minute. Additionally, your beast-like senses now grant you advantage on any Wisdom (Perception) checks that rely on hearing or smell.

Improved Marked Prey

By 14th level, you are a master of the hunt. You may now use your Marked Prey feature twice per long rest. Additionally, your Marked Prey feature's range increases to 60 feet, and your movement speed increases by 10 feet.

Form of the Hunter

By 18th level, the savage magic of predators has fully manifested itself within you, and you have learned how to draw upon that power to assume a large, beast-like form of your choice. As an action, you may spend 6 sorcery points to transform yourself into a beast form of yourself. This form lasts for 1 minute, you die, or you are incapacitated. While this effect is active, you gain the following benefits:
  • You have resistance to damage from spells.
  • Your movement speed increases by 10 feet.
  • You count as one size larger when determining the weight you can push, drag, or lift.
  • When you use the primal savagery cantrip, you can affect up to two additional creatures within 5 feet of the original target.
  • Whenever you reduce one target to 0 hit points on your turn, you regain hit points equal to half your sorcerer level.
Once you have used this feature, you cannot do so again until you finish a long rest.

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