Some hunters are more intwine with the natural world, and tap into the very power of nature directly.
Starting at 3rd level, you are able to draw on the mystical energies of nature to empower your strike. As a bonus action, you can empower your next ranged weapon attack with nature magic. On a hit, the attack target must make a Strength saving throw (DC = 8 + your proficiency bonus + your Wisdom modifier). On a failed save, the target takes piercing damage equal to your focus die and is restrained until the end of your next turn.
You may perform this a number of times equal to your Wisdom modifier plus 1, and regain all uses on a long rest.
Also at 3rd level, you gain proficiency in Nature if you don’t have it. If you do, your proficiency bonus is doubled.
Also at 3rd level, you can choose to not tame a beast and instead focus on your own prowess. When you do not have the loyalty of a beast companion, your base movement speed is increased by 10 ft., and you can Dash as a bonus action.
Starting at 5th level, you are able to draw on the magic of nature in order to protect yourself and your allies. Whenever you or an allied creature within 30 ft. of you takes acid, force, lightning, poison, or thunder damage, you can use your reaction to expend a focus die and reduce the damage.
Starting at 7th level, you are able to utilize your natural magics to fire a mighty barrage of projectiles. As an action, you can fire your weapon in a 30-foot cone. All creatures within that cone must succeed on a Dexterity saving throw (DC = 8 + your proficiency bonus + your Wisdom modifier). Roll your weapon's damage roll three times, then add the results together. On a failed save, the creature takes the damage you just rolled, and half as much on a successful one. You can use this feature twice per long rest.
Upon reaching 11th level, you gain one of the following:
Thundering Arrows : You are able to channel the fury of the skies into your bolt. When you use your Ensnaring Strike feature, you can choose to make the extra damage you deal lightning damage instead of piercing damage. If you do so, rather than restraining the target, the target suffers disadvantage on all attack rolls and saving throws, and cannot take reactions.
Chilling Bolts : You are able to channel the cold power of the arctic north. When you use your Ensnaring Strike feature, you can choose to make the extra damage you deal cold damage instead of piercing damage. If you do so, rather than restraining the target, the target can only take an action or a bonus action (not both), and have their movement speed halved.
At 15th level, you are able to masterfully hone your natural magic to make your attacks as swift as the wind. As a bonus action, you can enhance your weapon for the next minute. While enhanced, you can perform two attacks with the weapon, regardless of whether the weapon itself has the reload property. You can perform this feature a number of times equal to your Wisdom modifier (minimum of 1) and regain all uses on a long rest.