Primitive Warrior (5e Class)
From D&D Wiki
- 1 Primitive Warrior
- 2 Primitive Warrior
- 3 Creating a Primitive Warrior
- 4 Class Features
- 4.1 Table: The Primitive Warrior
- 4.2 Rage
- 4.3 Unarmored Defense
- 4.4 Survival of the Fittest
- 4.5 Sharpened Instincts
- 4.6 Ability Score Increase
- 4.7 Extra Attack
- 4.8 Fast Movement
- 4.9 Primal Fortification
- 4.10 Primal Strength
- 4.11 Barbaric Critical
- 4.12 Feral Instincts
- 4.13 Primal Juggernaut
- 4.14 Endless Rage
- 4.15 Primal Wrath
- 4.16 Intimidating Physique
- 4.17 Indomitable Might
- 4.18 Primal Warlord
- 5 Path of the Ancestors
- 6 Path of the Blooded
- 7 Multiclassing
The Primitive Warrior is a primal warrior who prefers to charge in to engage foes in melee. They have a simple understand of the ways of combat, relying on strength and brute force to overcome their foes. Some follow the path of the ancestors; these warriors believe in fighting to honor the fallen ancestors drawing strength from them. Others follow the path of the blooded, these warriors fight for the trill and glory of battle drawing strength from bloodlust. No matter the Path they chose Battle is their home and they rather be fighting to preserve their lives then live them. An honorable death in combat is the end they long for.
Where the Fighter depends on discipline and steel, the Primitive warrior depends on instinct and Brute Strength.
Creating a Primitive Warrior
A Primitive Warrior main power is their strength and the beliefs the hold. When a Primitive Warrior enter a state of rage they are stronger and can shrug off powerful attacks.
- Quick Build
You can make a Primitive Warrior quickly by following these suggestions. First, Strength should be your highest ability score, followed by Constitution. Dexterity or Charisma should be considered as a tertiary score. Second, choose the outlander background. Finally, your starting equipment is as follows: a Greatmaul/Greataxe , a handaxe, a Buckler and an explorer's pack.
As a Primitive Warrior you gain the following class features.
- Hit Points
Armor: light, medium, shields
Weapons: Simple weapons
Saving Throws: Strength, Constitution
Skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival
You start with the following equipment, in addition to the equipment granted by your background:
|1st||+2||Rage, Unarmored Defense,||2||+2|
|2nd||+2||Sharpened Instincts, Survival of the Fittest||2||+2|
|4th||+2||Ability Score Improvement||3||+2|
|5th||+3||Extra Attack, Fast Movement||3||+2|
|6th||+3||Primal Fortification, Primal Strength, Primal Path Feature||4||+2|
|7th||+3||Barbaric Critical, Feral Instinct||4||+2|
|8th||+3||Ability Score Improvement||4||+2|
|10th||+4||Feral Instincts, Primal Fortification||4||+3|
|11th||+4||Extra Attack, Primal Path Feature||4||+3|
|12th||+4||Ability Score Improvement||5||+3|
|13th||+5||Endless Rage,Primal Wrath||5||+3|
|14th||+5||Barbaric Critical,Primal Strength||5||+3|
|15th||+5||Intimidating Physique, Primal Path Feature||5||+3|
|16th||+5||Ability Score Improvement||5||+4|
|19th||+6||Ability Score Improvement||6||+4|
In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.
While raging, you gain the following benefits if you aren't wearing heavy armor:
- You have advantage on Strength and Dexterity checks and saving throws.
- When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
- You have resistance to bludgeoning, piercing, and slashing damage.
If you are able to cast spells, you can't cast them or concentrate on them while raging.
Your rage 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 rage on your turn as a bonus action.
Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.
Your instincts allow you to deflect attacks which would otherwise hurt you. While you aren't wearing armor you calculate your AC as 10 + your Dexterity modifier + your Constitution modifier.
Survival of the Fittest
Starting at 2nd level, beasts and monstrosities have disadvantage on all attack rolls against you, and you only take half damage from their attacks. You also gain resistances to poison damage and the poisoned condition.
At 2nd level you gain Expertise in Investigation and Perception, and you gain darkvision to a radius of 60 feet. If you already have darkvision the radius of your darkvision doubles.
You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Beginning at 5th level you can make two attacks whenever you take the Attack action on your turn. Once you reach 11th level you may make three attacks instead.
At 5th level your speed increases by 10 feet and you gain a climb speed equal to your base speed.
At 6th level and again at 10th level, your Strength, Dexterity, and Constitutions scores increase by 2 along with your maximums for those scores.
Starting with 6th level your attacks deal an additional damage dice. At 14th level you add another an additional damage dice
Beginning at 7th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.
This increases to two additional dice at 14th level and three additional dice at 17th level.
By 7th level, your instincts are so honed that you have advantage on initiative rolls.
Additionally,you gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.
You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.
Once you reach 9th level you unlock the ability to transform into a hulking juggernaut. During combat you can use your bonus action to transform into your primal self for up to 10 minutes. Once you've used this feature, you can't use it again until you've finished a long rest. While Primeval Juggernaut is active, you gain the following benefits:
- Your Size increases by one category, and your reach increases by 5 feet.
- You are immune to psychic damage as well as charm or fear type attacks.
- You have immunity to nonmagical physical attacks.
- Your melee attacks deal an additional 2d6 damage and are magical.
- Creatures that have sight of you must succeed a DC 15 Wisdom saving throw or be frightened of you while you remain in their line of sight. Creatures frightened this way can use their action to try to shake the fear with a DC 15 Wisdom Saving throw. Creatures that save against this effect are immune to it for 24 hours.
Starting at 13th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead. After combat you can only use this ability after you finish a short or long rest.
Beginning at 13th level, your attacks now critical at 18, 19, and 20
Starting at 15th, You have developed into a powerful figure, earning a strong aura of dread and fear around you. you gain advantage on all intimidation checks made against anyone whose strength sore is lower the yours, and your intimidation modifier doubles. you gain proficiency in Intimidation or double the proficiency bonus if you are already proficient in intimidation. In addition, you can use your Strength modifier instead of Charisma modifier on all intimidation checks.
Beginning at 17th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.
At 20th level, you embody the power of the wilds. your Strength, Dexterity, and Constitutions scores increase by 4. Your maximum for those scores is increase by 4 as well.
Path of the Ancestors
You’re a Primitive Warrior who follows the Path of the Ancestors. You were raised from a young age to revere your Ancestors. You may go as far as tattooing Ancestral marking all over yourself. Your beliefs center around honoring your fallen Ancestors in combat by fighting with honor. You draw strength from your Ancestors, calling on them as protector, and inspiration. In battle, Your Ancestor fill you with supernatural might, adding magical fuel to your barbarian rage.
- Ancestral Resilience
The spirits of your Ancestors make you tough enough to stand up to any punishment. You call on your Ancestors to fortifying your body with their spirits granting you magic Resilience. Beginning at 3rd level, while raging you have resistance to all damage types.
- Avenging Strike
You hate see allies fall in battle, there for honor demands you to take action. You draw strength from your Ancestors to avenge your fallen ally. Beginning at 6th level, if an enemy in melee range drops an ally to 0 hit points, you can take an attack with a +5 to both the attack roll and damage roll against that enemy.
- Honor Challenge
You taunt you enemies Challenging their honor. Beginning at 11th level, as a bonus action you can Challenge the honor all enemies within 10 ft, these enemy must make a wisdom saving throw of a DC is equal to 8 + your Strength modifier + your proficiency bonus or has disadvantage on attack rolls against targets other than you or another character with this feature. This effect last for 1 minute or until you are unconscious. An enemy is immune to this effect if it can't see or hear you or if it can't be frightened.
- Ancestral Regeneration
Your Ancestors give you the power of Regeneration; you draw on their spirits to keep fighting after being grievously wounded. Beginning at 15th level, whenever you dropped below 1 quarter of max hit points rounded up, gain 1 third of your max hit points back rounded up. You can only this ability again after you take a short or long rest. This ability will happen automatically if you are dropped bellow 0 hit points without dying outright but it will require a long rest before you can use it again. whenever you take a short rest you automatically recover a number of hit points equal to twice your level.
Path of the Blooded
You’re a Primitive Warrior who follows the Path of the Blooded. You were raised from a young age to love the joy battle. You may even go as far as tattoo yourself with battle marking. Your beliefs center around combat; fighting for honor and glory. You draw your strength from the thrill in the chaos of battle. In battle, your untrammeled fury and disregard for your own health or well-being gives you power while raging.
- Embrace Pain
Your rage is so fierce that they draw strength from their pain. Beginning at 3rd level, while raging you for every 5 damage you take you get +1 to all damage roll.
- Punish Cowards
You have deep hatred of cowards and ruthlessly attack anyone how runs from battle. Beginning at 6th level, while raging if an enemy in melee range takes a disengages action, you can use your reaction to take an opportunity attack against that enemy, but it you must take it at disadvantage.
- Primal Howl
You yell all enemies in front of you striking fear into them. Beginning at 11th level, as a bonus action you can yell at all enemies within a 15 ft cone; they all must make a wisdom saving throw of the DC is equal to 8 + your Strength modifier + your proficiency bonus or those enemies will be frightened of you for 1 minute or until you are unconscious. An enemy is immune to this effect if it can't see or hear you or if it can't be frightened.
- Unrelenting Assault
When You rage you loss yourself in battle to the point where you become a killing machine. Beginning at 15th level, while raging you do one extra die of damage. Whenever you take a creature to zero hit points with attack, you may make one additional attack with it against another creature within reach.
Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:
Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies: