Primordial Specialist (5e Subclass)

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Primordial Specialist[edit]

Fighter Archetype

Fighters in this archetype enhance their martial prowess with the power of the elements. Some lace their attacks with flames, others boost their movement with wind, and yet others will become walls of muscle as tough as rock. These are just a few examples of what a Primordial Warrior can accomplish.

Elemental Discipline

Starting at 3rd level, you learn an elemental fighting technique. Your elemental fighting technique give you certain benefits as shown below:

Discipline Cantrip. You learn the cantrip associated to your discipline, and you can cast this cantrip using a bonus action.
Discipline Spells. You gain a discipline spell at 3rd level and gain more as you gain levels in this class, as shown on the discipline spell table for your chosen discipline. You can cast each discipline spell you know twice, at their lowest level, regaining the ability to do so after finishing a long rest.
Discipline Strike

Also at 3rd level, once per turn when you hit a creature with a melee weapon attack, you gain the ability to infuse the attack with primordial energy. The attack causes the damage of your Primordial Strike option, and have its additional effects.

Also, all attacks made on a turn you have taken an Action Surge gain the benefits of a Primordial Strike.

Elemental Strider

At 7th level, you gain a movement speed and special benefits depending on your discipline. You gain a swimming speed of 30 feet and the ability to breathe underwater (water); the ability to Dash using your bonus action (fire); a burrowing speed equal to half your movement and climb speed equal to your movement (earth); or jump height and distance tripled, as well as the ability to reduce the fall damage by 5 x your fighter level as a reaction (air).

Channel Aspect

At 10th level, you can use your Channel Aspect option from your chosen Elemental Discipline. Once you use Channel Aspect, you can't do it again until you finish a short or a long rest.

Elemental Shield

At 15th level, you can raise an elemental shield that protect you from harm. You can use your reaction to reduce any damage you take by half.

You can use this feature a number of times equal to your proficiency bonus, regaining the ability to do so after a long rest.

Elemental Form

At 18th level, you can assume an elemental form. You can, as a bonus action, cast investiture of wind (air), investiture of ice (water), investiture of stone (earth) or investiture of flame (fire).

This spell doesn't require concentration and the Action granted by the spell can be used as a bonus action instead. Once you use this feature, you can't do it again until you finish a long rest.

Elemental Disciplines[edit]

Earth Discipline
Aspect Cantrip. mold earth
Discipline Strike:Earthen Strike. You deal bludgeoning damage with this strike. In addition, the target is pushed 10 feet back.
Channel Aspect:Skin of Stone. As a reaction when you are hit by an attack, you gain a to your AC equal to your proficiency bonus and you gain resistance to bludgeoning, slashing and piercing damage. The benefit lasts until the end of your next turn. This bonus applies against the triggering attack.
Earth Spells
Fighter Level Spells
3rd catapult
7th earthen grasp
10th erupting earth
15th stone shape
18th wall of stone
Air Discipline
Aspect Cantrip. gust
Discipline Strike:Forceful Gale. The damage type is thunder. In addition, you can use your palm at a range of 10 feet.
Channel Aspect:Wind Rider. As a bonus action, you can fly up to 10 feet x your proficiency bonus. In addition, you gain the benefits of feather fall until the end of your next turn.
Air Spells
Fighter Level Spells
3rd thunderous smite
7th gust of wind
10th fly
15th storm sphere
18th control winds
Water Disciplines
Aspect Cantrip. shape water
Discipline Strike:Frozen Touch. The damage type of your palm is cold. In addition, the movement speed of the target is reduced in 10 feet.
Channel Aspect:Water Whip. As a bonus action, you unleash a jet of water in a line that is 30 feet long and 5 feet wide. Each creature in the line must make a Strength saving throw, taking 1d6 x your proficiency bonus bludgeoning damage on a failed save, or half as much damage on a successful save. In addition, you can move each target that fails its saving throw to any unoccupied space touching the line.
Water Spells
Fighter Level Spells
3rd armor of agathys
7th snowball swarm
10th wall of water
15th watery sphere
18th cone of cold
Fire Discipline
Aspect Cantrip. control flames
Discipline Strike:Cinder Strike. The target take fire damage on a hit. In addition, you can choose a creature within 5 feet of your target to make a Dexterity saving throw, or take the same damage
Channel Aspect:Immolation. When you hit a creature with your cinder strike, you can cause that creature to combust in flames. The target takes additional 1d6 x your proficiency bonus fire damage. The creature also 1d6 fire damage again at the end of each of its turns, for 1 minute, unless it uses an action to extinguish the flames.
Fire Spells
Fighter Level Spells
3rd searing smite
7th scorching ray
10th fireball
15th wall of fire
18th immolation
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