Bloodwrath Guardian
The primal power you wield has formed an intrinsic bond with the creatures of the wild, and you have taken up the task of defending them. Because you share in the beast’s ferocity, tenacity, and animal instinct, you can summon a beast’s primal strength from within yourself, and slay your enemies in an animalistic trance.
While entranced, you can sense a connection to a greater being, the Primal Beast: the first predator, from which all hunters are descended. As your commitment to defending the wilds from corruption grows, you grow closer to the Primal Beast, until you can at last adopt its ancient form yourself, and allow it to hunt once again.
Feral Trance
Starting when you hear this call at 3rd level, you can fall into a primal battle trance as a bonus action. While in your trance, you gain the following benefits:
- You have advantage on Strength checks and Strength saving throws.
- Your walking speed increases by 10 feet.
- You have advantage on all melee weapon attack rolls using Strength against a creature you have marked.
- Attacks against you have advantage.
Your trance lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your trance on your turn as a bonus action.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Predator’s Scent
By 6th level, you hunt like an animal. A creature you have marked can remain marked for up to 24 hours. Additionally, while this creature is marked, you can track it effortlessly; you know the direction and distance to the creature while it remains on the same plane of existence.
Evasion
Beginning at 13th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Form of the Primal Beast
At 20th level, as an action, you can transform into a hunched thing of fur and shadow, an echo of the Primal Beast. For 1 minute, you gain the following benefits:
- You gain all the benefits of Feral Trance.
- You gain 40 temporary hit points.
- When you hit a creature with a melee weapon attack, you can give the target a bleeding wound. Constructs, Oozes, and Undead can’t get bleeding wounds. A creature loses 1d8 hit points at the start of each of its turns for each of its bleeding wounds, unless it uses an action to staunch the bleeding of all of its wounds. While a target is bleeding, it can’t regain lost hit points. A creature can have a number of bleeding wounds up to your proficiency bonus.
Once you use this feature, you can’t use it again until you finish a long rest.