Primitive Warrior (5e Class)
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A wild hunter runs towards its prey, restlessly and with break-necking speed, walking trough tree branches. He locks its vision on the dire wolf, running trough the woods, confused, not accustomed to be the prey on a hunt. He grabs his spear with both hands and jump towards the wolf, piercing his skull and taking his life with a merciful strike. The hunter will wear the hide of the wolf to honor the worthy opponent.
A warrior wearing scaled armor made out of some big lizard stares at the young and arrogant red dragon. The dragon breaths fire towards him, and the warrior doesn't move. When the flames disappear, a grin appear on the face of the warrior, and for the first time, the great wyrm becomes apprehensive. The warrior pulls an axe, made out of bone, and then the dragon finally recognize the materials used on the armor and the weapon of the warrior. But it is too late.
A huntress carefully walks trough the woods, searching for the stronger tree branches, strong bones of deceased animals and strong tree branches. After some hours of search, and more hours of work, a masterfully crafted bow is built, with only the natural materials of the region. She hears a mighty roar behind her, the sound of a terrible predator, the owlbear. But she is not frightened but instead excited. Finally a target for her new craft, and food for the week.
The Wild Masters
Primitive warriors are masters of the wild environments. Used to live without easy access to resource, they are great gatherers, hunters and crafters , using these skills to create tools they need to survive on harsh environment and dangerous places. They are capable warriors and unstoppable hunters, since not killing a beast can be the difference between life or death by starvation.
Using their honed instincts and natural physical capabilities, they can fight on equal foot against creatures far powerful and bigger than themselves, absorbing strikes that would kill any other being, enduring harsh climates and perilous conditions and delivering blows capable to shatter bones of even the most dangerous predators. They have a notorious physical strength, that can be used to both transverse the environment and to kill monsters and enemies whatever they may find them.
Primal warriors often live in the edge of civilizations, but this doesn't necessary means they are barbaric or uncivilized. Some actually live in groups of communities with a fairly advanced culture, not organized to being centered on commerce like most medieval fantasy settings, but to survive on the most extreme regions of the world. This some times can demand even more organization, since the lack of unity weakens the group, and the primitive technology used by them can be actually an advantage, since time and resources spent on more complex tools could be time and resource taken from more pressing matters, such as survive an imminent attack.
Creating a Primitive Warrior
The primitive warrior draw their power from their instincts and from the nature around them. From were did you come from? How did you learn to live in your primitive manner? Did you learned by fending for yourself on the wild, or are you part of a hidden civilization on a dangerous and forgotten land? Or maybe are you part of a group of hunters that patrol the outskirts of the realm, keeping the border safe from monsters. Who did you learn to craft, gather and hunt? It is a natural instinct, strengthened by the lack of resources, of a skill taught you from a elder or master, passed ahead trough generations?
Primitive warriors are hunters and killers by nature, not doing this for pleasure, but to survive and thrive. Defeating enemies is both a matter for proud and for need, since the biggest enemies also give the best resources. Most primitive warriors tend to be neutral, lacking the patience for complex moral dilemmas, treating people in the same manner they are treated by them, and bonding with whoever allows them to survive.
- Quick Build
You can make a primitive warrior quickly by following these suggestions. First, Strength should be your highest ability score, followed by Constitution. Second, choose the Outlander background. Third, choose Hide Armor, a Spear and a shield, and an Explorer's Pack.
As a Primitive Warrior you gain the following class features.
- Hit Points
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Saving Throws: Strength, Constitution
Skills: Choose two from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival
You start with the following equipment, in addition to the equipment granted by your background:
- (a) leather armor or (b) hide armor
- (a) a spear and a handaxe or (b) two simple weapons or (c) a simple weapon and a martial weapon
- (a) a dungeoneer's pack or (b) an explorer's pack
|1st||+2||Primitive Technology, Unarmed Combat, Brutal Rhythm||-|
|2nd||+2||Savage Wrath, Dense Hide||6|
|4th||+2||Ability Score Improvement||9|
|5th||+3||Extra Attack, Honed Instincts||9|
|6th||+3||Rending Strikes, Relentless Pursuer||12|
|7th||+3||Primal Path Feature, Ranged Hunter||12|
|8th||+3||Ability Score Improvement||12|
|11th||+4||Primal Path Feature||15|
|12th||+4||Ability Score Improvement||15|
|15th||+5||Primal Path Feature||18|
|16th||+5||Ability Score Improvement||18|
|19th||+6||Ability Score Improvement||21|
Starting at 1st level, you can make the most out of simplistic tools and weapons.
- Primitive Tools
Whenever you kill a creature, you can harvest for body parts and craft new tools with it. You can craft weapons made out bones and armor made out of hide.
To do so, you must have a set of primitive tools on you. The primitive tools kit works as a both a leatherworker's tools, a carpenter's tools, a woodcarver tools and a smith tools, for the purpose of crafting primitive technology, but you add only half your proficiency bonus in checks with it.
If you ever loose your primitive tools, you can build another by spending 1 hour.
- Gathering Materials
You can craft out of the following creature types: Beasts, Giants, Dragons, Monstrosities, and Plants. When you reduce a creature from these types to 0 hit points, you can gather a number of crafting points equal to the creature hit dice. Each point counts as 10 gp for the purposes of crafting primitive weapons and primitive armor, and you must spend 1 hour harvesting for each hit die. Crafting a primitive weapon or armor costs you 1 hour for each 10 gp worth of materials spent.
Alternatively, you can try to gather the materials on the nature, by performing a survival check. Make a survival check with a DC of 10. You gather 10 gp of materials on a success, plus 10 gp worth of materials for each 5 points of success you have above 10. You must spend 1 hour for each 10 gp worth of materials gathered.
- Crafting Primitive Technology
- Primitive Equipment. You can craft any type of non-magical adventuring gear by using the materials you have harvested. You must spend an amount of materials equal to the cost of the object. The item created have the same properties, but it is less durable, lasting 24 hours for each 10 gp worth of materials spent on it. You can spend more materials than the object is worth, to cause it to last longer.
- Primitive Weapons. You can craft any simple weapon as a Primitive Weapon. When you craft a primitive weapon, you can choose the damage type that the weapon will have: either slashing, piercing or bludgeoning.
- Whenever you use a simple weapon you have crafted, you roll a die of 1 size higher on the damage (a d4 becomes a d6, a d6 becomes a d8 and a d8 becomes a d10).
- A primitive weapon has a durability die, which is a d6. Whenever you make an attack roll with it, roll the die. On a 1, the weapon loses durability and the die is reduced to a d4. Rolling a 1 on the d4 causes the weapon to be destroyed. In addition, a 1 on the d20 automatically reduces the durability in one die.
- The durability die increases as you gain levels in this class: d8 at 5th level, d10 at 11th level and d12 at 17th level.
- Primitive Armor. You can craft any suit of light, medium or heavy armor or a shield with your primitive technology, but you have special bonuses by using the Hide armor.
- While wearing a Hide Armor you have crafted, you add your proficiency bonus to your AC. In addition, if the creature you harvested have resistance to a damage type, the Hide armor made out of it will give you 1 point of damage reduction to the damage type that creature is resistant to. If the creature is immune to a damage type, you gain 2 points of damage reduction against that damage type.
- A primitive armor has a durability die, which is a d6. Whenever you take damage while wearing it, roll the die. On a 1, the armor loses durability and the die is reduced to a d4. Rolling a 1 on the d4 causes the weapon to be destroyed. In addition, a critical hit automatically reduces the durability in one die.
- The durability die increases as you gain levels in this class: d8 at 5th level, d10 at 11th level and d12 at 17th level.
At 1st level, you learn how to fight like an animal, slamming your fists onto your opponents. You roll a d6 for your unarmed strikes, and whenever you have at least one hand free and are not wielding a shield or a two-handed weapon, you can raise your hands to parry incoming strikes, adding 1 to your AC. You can attack using two-hands with versatile weapons and get this benefits.
In addition, you can add half your proficiency bonus on attacks made with improvised weapons.
At 1st level, the stronger you hit a creature the more accurate you get. Whenever you score a critical hit with a melee weapon using Strength, you gain advantage on your next attack roll against that creature until the end of your next turn.
At 2nd level, you can use your bonus action to unleash your wrath awakening fear on your enemies or boosting your own power. You have a number of Wrath Points shown on the Primitive Warrior table, and regain your Wrath Points when you finish a long rest.
Your Primitive Warrior save DC is 8 + your proficiency bonus + your Constitution modifier.
Brutal Strike. As a bonus action, you can spend 1 wrath point to make wide swings with a melee weapon. Until the end of your next turn, the next time you hit with a melee weapon with a Strength modifier, it deals an additional 2d6 bludgeoning damage. In addition, the creature must succeed on a Strength saving throw or be thrown 10 feet back and knocked prone.
A hit with a brutal strike automatically reduces the durability of your Primitive Weapon in one die. A non-magical weapon not crafted by your primitive technology is automatically broken. A magical weapon loses its magical properties after this attack for 1 minute.
Lynx Speed. As a bonus action, you can spend 1 wrath point boost your reflexes, gaining the benefits of the Dash and Disengage action on this turn, and as a bonus action on your next turn.
Hunter Senses. As a bonus action, you can spend 1 wrath point target a creature and pursue it. Until the end of your next turn, you can give yourself advantage on your attack rolls and Wisdom checks, and gain blindsense up to 30 feet until the end of your next turn. In addition, you can sense the general location a creature you have seen within 24 hours, if the creature is within 1 mile, or to sense the presence of any source of drinkable water, on the same area.
Starting at 2nd level, when you are wearing a hide armor you have crafted, you can use your reaction to reduce any damage you take by an amount equal to a d4.
At 5th level, you add your Constitution modifier to the number rolled.
This die increases to a d6 at 7th level, a d8 at 9th level, and a d10 at 11th level.
You can use this feature a number of times equal to your Constitution modifier, and regain your uses after finishing a long rest.
At 3rd level you must choose a path, which are described below. You gain a primitive path feature at 3rd level, 7th level, 11th level and at 15th level.
At 5th level, you learn how to use your animal instincts to become hyper aware of your surroundings. You gain proficiency in Perception, and use double your proficiency bonus for Wisdom (Perception) checks.
If you are already proficient in Wisdom (Perception), you can choose one of the following skills: Survival, Animal Handling, Stealth or Athletics.
At 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Starting at 6th level, your attacks with primitive weapons (as per Primitive Tool feature) and unarmed strikes are considered magical for the purposes of overcoming resistances and immunity to nonmagical damage.
Starting at 6th level, whenever you are within 10 feet of a creature or closer, you can move additional 5 feet towards it.
In addition, whenever you make an opportunity attack against a creature, you can move up to your movement speed as part of the same reaction, as long as this movement puts you closer to the creature than when you began the movement.
At 7th level, you become trained in the use of projectile to defeat your foes. Any melee weapon your wield is considered to have the thrown property, with the ranges depending on the properties: light (30/60), heavy (15/30) or neither of those (20/40). If a weapon already has the thrown property, you add 15 feet to both of the weapon ranges.
In addition, whenever you use a ranged weapon attack, you can add your Strength modifier as a bonus to the damage rolls.
Starting at 9th level, you have advantage on all your saving throws against diseases and exhaustion, and on saving throws against the following conditions: poisoned, stunned, prone, grappled and restrained.
At 10th level, whenever you hit a creature, you can try to shove it as a bonus action. In addition, you are considered to be one size larger for the purposes of taking the shove action.
Starting at 13th level, whenever you hit a creature with your mighty strikes and successfully shove a creature, you roll the damage die of the attack twice, instead of once, and choose the highest value between them.
In addition, you can shove with ranged attacks from primitive melee weapons.
Starting at 14th level, you can empower your attacks when wielding melee primitive weapons in two hands. You can increase the damage die of the primitive simple weapon to 2d8, but using only half your proficiency bonus on the attack roll.
In addition, you can use weapons that have versatile property in only one hand, but using the versatile die, without penalties.
Starting at 17th level, whenever you score a critical hit on an attack with a primitive weapon, you deal the maximum damage for that attack.
In addition, when calculating the damage dealt on a critical hit, you multiply the damage, rather than the dice.
Starting at 18th level, whenever you are reduced to 0 hit points, you are automatically stabilized. In addition, whenever you roll hit die to recover hit points, you add your proficiency modifier to the amount of hit points you regain.
At 20th level, you can become an avatar of pure animal wrath. As a bonus action, you gain the following benefits for 1 minute:
- You have advantage on all your Strength and Dexterity checks.
- Once on each of your turns when you make a weapon attack with a primitive weapon, you can cause that attack to be a critical hit.
- If you fail a saving throw, you can use your reaction to reroll it. You must use this new roll.
Once you use this feature, you can’t use it again until you finish a long rest, or unless you spend 7 wrath points to use it again.
By tapping into their inner fury, these Primitive Warriors can use these sentiments of anger to become more powerful, capable of destroying even the strongest of enemies.
Starting at 3rd level, you can use a bonus action to enter in a furious state, and gain the following benefits for 1 minute:
- You are considered one sizer larger for carrying, dragging and lifting weight and for Strength checks.
- You have advantage on Strength checks and Strength
- You deal an additional 1d4 on your damage rolls with weapon attacks.
You can use this feature twice, regaining the ability to do so when you finish a long rest.
In addition, whenever you are frightened by a creature, you gain the benefits of the Fury for the duration of the condition.
- Powerful Build
Starting at 7th level, you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift even when you are not in fury.
In addition, whenever you make a short rest, you regain one use of your Fury feature.
- Reckless Strikes
Starting at 11th level, once in each of your turns when you hit a creature with a melee weapon attack if you have advantage on the attack, that attack is a critical hit.
Also, you can use your bonus action to increase your damage by one size of dice (A d4 goes to a d6, a d6 goes to a d8, if you reach a d12 it shall move to 2d8) until the end of your turn. Doing so will cause all attacks made against you until the start of your next turn to have advantage.
In addition, you gain 1 additional use of your Fury feature.
- Ancestral Fury
At 15th level, you can use a bonus action and spend 2 uses of your Fury feature to unleash your primal rage, gaining the following benefits, in addition to the fury benefits:
- You ignore size categories when using the Shove action
- Your extra damage from your fury feature grows to a d8.
- You gain 5 feet of extra movement in each of your turns. You can also use your reaction in each of your turns to move additional 10 feet.
Feral primitive warriors let their instincts govern their actions, fighting like cornered animals and letting these primal sentiments guide their strikes in combat.
- Savage Rebuke
Starting at 3rd level, whenever you take the Dodge action, you deal damage equal to your Strength modifier to the first creature that misses a melee attack against you.
In addition, whenever you are frightened by a hostile creature, you can take the Dodge action as a bonus action on your turn.
- Wild Runner
Starting at 7th level, when you complete a long rest, you are considered to be under the effects of the Long Strider spell. The effects last until your next rest.
In addition, whenever you use your Lynx Speed from your Savage Wrath feature, you gain the benefits of the Freedom of Movement spell for the same duration of the Lynx Speed.
- Reactive Bite
Starting at 11th level, whenever a creature misses you with a melee attack when you take the Dodge action, you can attack that creature twice as a reaction.
- Instinctive Evasion
Starting at 15th level, whenever you suffer damage that would reduce you to 0 hit points, you can make a Dexterity saving throw against the attack roll or save DC of the effect (as appropriated) as a reaction. On a success, you avoid the damage entirely.
Living in the wilds is a dangerous lifestyle, and having companions can help with fighting stronger opponents or hunting bigger sources of food. Pack Hunters are primitive warriors focused on fighting in bands, wearing down their targets with combined tactics.
- Pack Tactic
Starting at 3rd level, you can coordinate attacks with nearby allies. While within 5 feet of you, any allied creature gets a bonus equal to +2 to attacks and damage rolls on attacks with weapons, as long as they attack a creature previously attacked by you. Also, any creature within 5 feet also gets a bonus equal to +2 on Dexterity saving throws against the chosen target.
In addition, as a bonus action, you can use the Help action to help a creature within 5 feet of you. If you help an allied creature with an attack against a creature within 5 feet, your ally deals additional damage on a hit equal to your proficiency bonus. At 7th level, you can also apply this bonus to ranged attacks, as long as you use a simple weapon and the opponent is within 30 feet.
- Dreadful Band
At 7th level, whenever you make a Charisma (Intimidation), Strength (Athletics) or Wisdom (Survival) check when you have creatures within 5 feet of you, you gain +1 bonus to the check for each creature within range.
In addition, you gain proficiency in Intimidation, and can use your Strength modifier, instead of Charisma, for checks with it. If you are already proficient with it, you can choose any other Primitive Warrior skill.
- Combined Attack
Starting at 11th level, whenever you hit a creature with an attack, you can command up to two willing creatures within 5 feet to also make a weapon attack against it, as a reaction. This attack uses the creature's reaction.
- Alpha Leader
Starting at 15th level, whenever you use a Savage Wrath feature, you can choose one willing allied creature within 30 feet to also benefit from it. The effects take place on the start of the target's next turn.
Being far from civilization and deep on isolated places gives one a lot of time for introspection and to connect with the nature and, eventually, with other planes. The shaman is a primitive warrior that can contact with the spirits, learning spiritual magic by draining powers from that plane.
- Shamanic charm
Starting at 3rd level, you can craft a shamanic charm using your Primitive Technology feature. Your shamanic charm can assume the form of any simple weapon you want. You can use your shamanic charm to summon spirits to attack a creature within 30 feet, by using one of your attacks. The creature must succeed on a Constitution saving throw, or take damage equal to 1d6 + your proficiency bonus. The damage is either necrotic or radiant.
- Sympathetic Magic
Starting at 3rd level, you can forge a deep spiritual connection with a creature you can see within 30 feet, granting you the ability to share your feelings and experiences. You can use this connection to lose an amount of hit points equal to 1d10 + your Constitution modifier. When you do so, you can choose to either restore the same amount of hit points you loose to a creature, or to cause one unwillingly creature to lose this amount of hit points. This doesn't require a saving throw, and you can use this ability as a bonus action on your turn.
Starting at 7th level, you gain proficiency with the Herbalist kit. You can use the Herbalist Kit with your Primitive Technology feature to convert the materials gathered with your Survival checks into Potions of Healing. You can drink or administer a potion of healing as a bonus action on your turn
In addition, you get advantage on Survival checks to gather materials for potions of healing, and in Nature checks to discern beneficial properties of plants.
- Protective Charm
Starting at 11th level, you summon a guardian spirit as a bonus action, that assumes a spectral form hovering around you. The spirit is translucent and have any form you want. Regardless of form, its effects cover an area of 30-foot radius around the charm it grants you the following benefits:
- Any creature of your choice inside the charm gain resistance to bludgeoning, piercing and slashing damage from non-magical weapons.
- Whenever you or one of your allies are attacked while inside the aura, the spirit violently avenge the attack. The target of the attack, while inside the area, can use its reaction to deal damage to the attacker equal to your proficiency bonus. The damage is necrotic or radiant, but you must choose the damage type when you summon the spirit.
Once you use this feature, you can't use it again until you finish a long rest, unless you spend 4 wrath points to do so.
- Spectral Army
Starting at 15th level, you can summon an spiritual army to guard you. You can cast Spirit Guardians with your protective charm, without using any components and without requiring concentration. In addition, any allied creature in the area can use its action to recover 1d6 + your proficiency bonus hit points. When you do so, you can't do it again until you finish a long rest.
Proficiencies. When you multiclass into the Primitive Warrior class, you gain the following proficiencies: simple weapons, light armor and medium armor