User:Zhenra-Khal/Primordial (5e Class)

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Author: Zhenra-Khal (talk)
Date Created: 12-4-2019
Status: In progress
Editing: Clarity edits only please
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Primordial[edit]

An elf levitates into the air, arrows ripped from flight and shredded to dust by the orb of wind roaring around her. Rings of stone, water and fire rotate around her, shifting with every movement as she rains the power of the elements down on the orcs invading her village.

A half-orc draws water from his flask and crystallizes it, forming an icy shield against the red dragon's breath. As the steam clears, the dragon gloats, only for its words to be cut short by its own body moving againsts its will, blood freezing within its mangled veins.

A tiefling dances among human soldiers, deflecting blades and melting armor with blasts of flame they can only assume are infernal, but to much surprise, he begins changing his tactics, shifting to blasts of raw light, before everything goes dark, as if the light of the torches has been swallowed.

Since the dawn of time, the elements have been the building blocks of reality. Occasionally in the cycle of rebirth, some can be born with their spirit attuned to one of the elements - Keeping the balance in the material world much like the elementals used to in previous ages.


Essence of the World[edit]

Primordials shape their surroundings to fight and build, nothing without the elements they shape. Earthbound Primordials are useless among the clouds, just as Sunfire Primordials are powerless under the sea - They can only use their power if they have both the resources at their disposal to do so, and an environment that can facilitate their power rather than nullify it.

Masters of the Elements[edit]

From the moment a Primordial realizes they have power, it becomes an uphill battle for them, to hone their skill and put it to use.

Creating a Primordial[edit]

When creating a Primordial, it is important to remember that their power is a part of them. Were they born and raised with it, or did they discover it by accident later in life and have to change their way of living in order to cope? After all, being able to ignite things with a touch is very different if you discovered this capability mid-sneeze than if you had been practicing since you were a child.

Having this in mind, the next thing to consider is why they want to hone their power over their element. Is it to do good in the world, or to make their own life easier? Is it about the power, perhaps to hide a fear of helplessness, or is it a spiritual thing, a sacred art for them to perfect and teach to the next generation?

The personal goals of a Primordial are almost always as ongoing as the dance of the elements themselves, always evolving, changing, and growing, so remember to always set your next milestone ahead of time, lest your Primordial become lost within themselves, devoid of purpose. After all, still rock wears away, unstirred air and water become stagnant, and unfed fire burns out - The world is full of cycles propelled by the four elements, from the weather to the seasons and everything in between.


Quick Build[edit]

<- quick character build choices ->

Class Features[edit]

As a Primordial, you gain the following class features.

Hit Points[edit]

Hit Dice: 1d8 per Primordial level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Primordial level after first

Proficiencies[edit]

Armor: Varies
Weapons: Varies
Tools: Choose one type of Artisan's Tools.
Saving Throws: Varies
Skills: Choose Two from Template:5ed.

Equipment[edit]

You start with the following equipment, in addition to the equipment granted by your background:

  • <- equipment line 1 ->
  • <- equipment line 2 ->
  • <- equipment line 3, add additional "*"s on new lines for each additional equipment line ->


The Primordial

Level Proficiency
Bonus
Features Martial
Arts
Gifts
Known
1st +2 Elemental Gifts, Elemental Affinity - 2
2nd +2 Martial Arts 1d4 3
3rd +2 Primordial Spirit 1d4 4
4th +2 Ability Score Improvement 1d4 5
5th +3 Extra Attack 1d4 5
6th +3 Improved Primal Gift 1d4 6
7th +3 Evasion, Spirit Feature 1d4 7
8th +3 Ability Score Improvement 1d6 8
9th +4 1d6 8
10th +4 1d6 9
11th +4 1d6 10
12th +4 Ability Score Improvement 1d6 11
13th +5 Spirit Feature 1d6 11
14th +5 1d8 12
15th +5 1d8 13
16th +5 Ability Score Improvement 1d8 14
17th +6 1d8 14
18th +6 Spirit Feature 1d8 15
19th +6 Ability Score Improvement 1d8 16
20th +6 1d10 17

Elemental Affinity[edit]

At first level, you gain the ability to speak, read, and write Primordial, the language of the elementals. Additionally, you must choose what type of Primordial you are. This determines your proficiencies for this class, as well as which list of Gifts you have access to.

Earthbinder[edit]

Element: Earth
Saves: Strength, Constitution
Skills: Choose two from: Athletics, History, Investigation, Nature, Survival.
Tools: Choose proficiency in an additional set of Artisan's Tools.
Armor: All armor, shields.
Weapons: Simple weapons.
Gift Save Difficulty: 8 + Proficiency + Constitution Modifier.

Stubborn builders, inventors and historians, Earthbinders construct great cities out of earth and rock, shaping the terrain as they please. This skill is carried onto the battlefield, allowing them to construct walls, bridges, and other forms of cover at a moment's notice.


Flamekeeper[edit]

Element: Fire
Saves: Strength, Wisdom
Skills: Choose two from: Athletics, Acrobatics, Intimidation, Performance, Persuasion.
Tools: None.
Armor: Light and Medium armor, shields.
Weapons: Simple weapons, martial weapons.
Gift Save Difficulty: 8 + Proficiency + Strength Modifier.

Proud, honorable, and warlike, Flamekeepers embrace both the life-giving warmth of their element, and its destructive power, creating devastation blasts of fire to overwhelm their opposition.


Tidewalker[edit]

Element: Water
Saves: Wisdom, Charisma
Skills: Choose two from: Athletics, Nature, Insight, Medicine, Survival.
Tools: Choose proficiency with the Herbalism Kit or Navigator's Tools.
Armor: Light armor.
Weapons: Simple weapons.
Gift Save Difficulty: 8 + Proficiency + Wisdom Modifier.

Peaceful healers and sailors, Tidewalkers can turn water into ice or steam, repair a broken body, and wear away at the enemy' defenses like the tide against the shore.


Windsinger[edit]

Element: Air
Saves: Dexterity, Charisma
Skills: Choose two from: Acrobatics, Insight, Performance, Perception, Persuasion.
Tools: Choose proficiency in one musical instrument.
Armor: None.
Weapons: Simple weapons.
Gift Save Difficulty: 8 + Proficiency + Charisma Modifier.

Traditionally nomadic and nonviolent, Windsingers use their power over air to move objects and creatures, amplify and alter sound, and sense their surroundings more keenly.


Elemental Gifts[edit]

The main ability of the Primordial is to invoke their elemental abilities, known as Gifts. Gifts function in many ways like spells - Including concentration, but rather than using spell slots, Gifts can be used at any time as long as you have the stamina to keep channeling your power. Rather than a caster level, your Gifts rely on your current level of Aptitude; Each Gift has a minimum Aptitude level at which it can be learned and invoked, and most Gifts grow in power based on your (Current) Aptitude level.

Your maximum Aptitude level at any given time is equal to half your Primordial class level (Rounded up), plus your proficiency modifier. When you invoke a Gift, your Aptitude is lowered by a specific amount detailed in the Gift's decription, which may prevent you from invoking some of your other Gifts. For every two rounds spent not invoking a Gift, you regain one point of expended Aptitude, as your body and spirit bounce back from the strain.

The save difficulty for your Gifts, as well of the list of Gifts you can learn, is determined by which type of Primordial you are, as shown above. All Gifts have Somatic components (Broad arm and leg movements), unless otherwise specified. Some Gifts allow what is known as a Trap Save; A Trap Save is simply a normal saving throw, with the exception that targets within more than half of their maximum health remaining will automatically succeed the save with no roll required.

The number of Gifts you can learn and use is limited by your level, as shown on the table above. At each Primordial level, you may trade one known Gift for another Gift you meet the prerequisites for, just like a Sorcerer trades old spells for new ones.

In addition to the Gifts each Primordial learns, every Primordial also has a Primal Gift, which is a flexible and basic ability to manipulate their element, that facilitates their ability to use other Gifts. These Primal Gifts cost no Aptitude to use, and can be used indefinitely as long as you have a single point of Aptitude available.

Primal Gift of The Earth[edit]

This Primal Gift allows a Primordial to lift, move and shape up to one contiguous 5ft cube of earth or rock by touch, as an action. No part of that earth or rock my be moved more than 5ft in this way. You can continue to move the earth at 5ft per round by concentrating each round; This counts as concentrating on a spell, and concentration can be maintained indefinitely. The maximum range from yourself at which you can continue to move and manipulate this earth and rock is equal to 5ft per point of your current Aptitude. This gift allows you to build barriers and

At 6th level, this Gift improves; The Primordial can move twice as much material at once, can move it at a rate of 5ft per point of Aptitude per round, rather than merely 5ft per round, and the range of the Gift doubles, to 10ft per point of Aptitude. Finally, they no longer need to touch the earth they're moving, but must still touch part of the earth that they're drawing it from - Thus allowing them to rip up a different section of the ground they're standing on, pull down the roof of a stonework building they're standing in, or etc, so long as there is an unbroken line of various types of earth and rock between themselves and the target area within range.


Primal Gift of The Flame[edit]

This Primal Gift allows a Primordial to heat and ignite objects with a touch. Heating an object allows for cookingIgniting an object is done as if using a tinderbox. Additionally, they can produce a small flame in one or both hands as a bonus action, anywhere from the size of a candle's flame to that of a torch, which can be maintained indefinitely, but counts as concentrating on a spell, and counts as a held object. Finally, the Primordial can manipulate any single nonmagical flame within 5ft of them per point of Aptitude; As a bonus action, they can double or halve the brightness of the flame, and as an action, they can extinguish the flame, or cause it to erupt, consuming all of its remaining fuel and dealing 1d4 Fire damage in a 5ft-radius sphere. This explosion allows a Dexterity Trap Save to reduce the explosion's damage by half.

At 6th level, this Gift improves; Igniting especially flammable objects like a torch can now be done as a bonus action, while igniting other fires is now an action rather than taking 1 minute, and you can now heat and ignite objects within 5ft of you per Aptitude point, rather than by touch. When you manipulate nonmagical flames, the range at which you can do so is doubled, to 10ft per point of Aptitude, and you may manipulate a number of flames with the same action up to your current number of Aptitude points. Additionally, manipulating flames can be done as a bonu action or reaction, and finally, you no add your current Aptitude value to the Fire damage dealt by causing a nonmagical flame to erupt.

Like all Fire Gifts, the Primal Gift of The Flame is affected both by the Ecliptic Failure and Flamecaller's Comet, as detailed in the list of Fire Gifts.


Primal Gift of The Tide[edit]

This Primal Gift allows a Primordial to lift and move up to 50 pounds (Roughly 6 gallons) of water per point of Aptitude currently available, moving the water up to 10ft per round. The water must remain within 5ft of the Primordial per point of Aptitude, and keeping the water held counts as concentrating on a spell, but concentration may be maintained indefinitely. As a bonus action, the Primordial can freeze the water into solid ice, or thaw ice back into water. When freezing water, it takes roughly 300 pounds of water to create 5 cubic feet of ice.

At 6th level, this Gift improves; The amount of water a Primordial can move at once is doubled to 100 pounds (12 gallons) per point of Aptitudes, as is the range, to 10ft per point of Aptitude.

Like all Water Gifts, the Primal Gift of The Tide is affected by Lunar Influence, as detailed in the list of Water Gifts.

Primal Gift of The Wind[edit]

This Primal Gift allows a Primordial to


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Primordial Spirit[edit]

{{#set: Features=Primordial Spirit <- subclass introduction ->

Primordial Spirits[edit]

(0 official and unofficial Primordial Spirits.)
None created yet! Why don't you add your own?


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