Primal Hunter

You see wild shapes at the edges of your vision, hear growls and whimpers, snarls and screams. The longer you spend on the path to mastering Primal magic, the stronger and more frequent these experiences. One day, when you cast a spell, you felt a change come over you. Reason and restraint fled your mind as a thirst for blood and a need for violence took hold. The magic inside you awakened a beast that demands to be free.

Level 7 Primal Hunter

Attributes: Increase three attributes by 1 each.
Health: +6
Languages: Any one
Traditions: Primal, Spells: One master
Primal Might (Magical): You can use this talent at the start of your turn. For 1 minute, you have the Keen Vision and Keen Hearing traits if you don’t have them already. You roll to attack with 1 boon and your attacks deal an extra 1d6 damage, or 2d6 damage if you are injured. In addition, you heal 1d6 damage at the end of each round. You can use this talent a number of times equal to your level. You regain expended uses after you rest.

Level 8 Primal Hunter

Health: +6
Spells: One master
Primal Power (Magical): You can use this talent when you harm a creature in combat to increase your supply of Bonus Damage by +3d6. The increase lasts until the end of your next turn. Once you use this talent, you lose access to it until the end of your next turn.

Level 10 Primal Hunter

Health: +6
Spells: One master
Lead the Wild Hunt (Magical): You can use this talent when you use an action to attack or you cast a Primal Spell. Target any number of creatures within 10 yards. Spectral, shadowy duplicates of you appear in reach of each target and attack. The target takes 2d6 damage, and makes an Agility roll with 1 bane. On a failure, the target takes an extra 6d6 damage and becomes frightened of you for 1 minute. Once you use this talent, you lose access to it for 1 minute.