User:Quincy/Primal Assassin (5e Class)
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- 1 Primal Assassin
- 1.1 Creating a Primal Assassin
- 1.2 Class Features
- 1.2.1 Table: The Primal Assassin
- 1.2.2 Unarmored Defense
- 1.2.3 Rage
- 1.2.4 Instinctive Perception
- 1.2.5 Primal Action
- 1.2.6 Sneak Attack
- 1.2.7 Ability Score Increase
- 1.2.8 Endurable
- 1.2.9 Rush of Battle
- 1.2.10 Extra Attack
- 1.2.11 Primal Attacks
- 1.2.12 Remarkable Athlete
- 1.2.13 Evasion
- 1.2.14 Indomitable
- 1.2.15 Sixth Sense
- 1.2.16 Nature's Healing
- 1.2.17 Primal Aura
- 1.2.18 Primal Wrath
- 1.2.19 Rush of Battle Improvement
- 1.3 Way of the Wolf
- 1.4 Way of the Bear
- 1.5 Way of the Eagle
- 1.6 Way Of The Dragon
- 1.7 Multiclassing
Primal assassins are fierce warriors who have gathered their training from nature and experience. Instead of using technique and form as normal fighters, they use their highly refined instincts in combat to guide them. "Stop thinking so much, just go with the flow."
Creating a Primal Assassin
Think about why your character went down this path. Why would they study no form of combat, and would instead rely on their own body's natural abilities.
- Quick Build
You can make a Primal Assassin quickly by following these suggestions. First, Strength/Dexterity should be your highest ability score, followed by Constitution. Second, choose the Outlander background. Third, don't worry about equipment for you should be worrying about self improvement.
As a Primal Assassin you gain the following class features.
- Hit Points
Armor: Light Armor.
Weapons: All simple and martial.
Saving Throws: Strength/Dexterity (Choose between one) and Constitution
Skills: Chose 3 from the following list: Acrobatics, Animal Handling, Athletics, Nature, Perception, Sleight of Hand, Stealth, Survival.
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Two simple weapons or (b) one Martial weapon
- (a) explorer's pack or (b) dungeoneer's pack
- (a) A longbow and a quiver with 20 arrows or (b) 2 daggers
- studded leather armor
|1st||+2||Unarmored Defense, Rage, Sneak Attack||1d6|
|2nd||+2||Instinctive Perception, Primal Action||1d6|
|3rd||+2||Path of the Animal||1d6|
|4th||+2||Ability Score Improvement, Endurable||2d6|
|5th||+3||Extra Attack, Rush of Battle||2d6|
|7th||+3||Remarkable Athlete, Evasion||3d6|
|8th||+3||Ability Score Improvement, Path of the Animal Feature||3d6|
|12th||+4||Ability Score Improvement||5d6|
|13th||+5||Path of the Animal Feature||5d6|
|16th||+5||Ability Score Improvement||7d6|
|18th||+6||Rush of Battle Improvement||7d6|
|19th||+6||Ability Score Improvement, Path of the Animal Feature||8d6|
At level 1, while you are not wearing armor or shield, your Armor Class is equal to 10 + your Dexterity or Strength Modifier (Whichever you chose as you get this feature) + your Constitution Modifier. This cannot be used in tandem (doesn't stack) with any other unarmored defense from other classes such as Monk or Barbarian that also have this feature.
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 dexterity checks and dexterity 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 tim es shown for your barbarian level in the Rages column of the you must finish a long rest before you can rage again.
At level 2, your senses have become more advanced than those of normal people. You no longer need to think or consider your senses, they are apart of your anatomy. Use your Constitution instead of Wisdom when interaction with your Perception Skill.
At level 2, you have learned to carefully judge when to act and when to wait for your moment to strike. When you take the ready action, you no longer need to specify specific requirements. Instead, you target a being or area, and whenever something in that area or your target acts, you may hear or know what they are going to do, and act based on the information gained. This is because your body naturally took in their body movement, and decided the course of action before they could act upon their turn. This also allows you to take the Ready action as a bonus action.
Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll. The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Primal Assassin table.
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.
At level 4, you can survive extra days without food, water, sleep, or anything else that normally you would need to spend time every day to do, equal to your Constitution Modifier. You don't enter death saving throws either until you reach -X hit points, where X is your Constitution ability score. This -X acts like everyone else 0 hit point abilities.
Rush of Battle
At level 5, you move faster than normal people. As such, you can perform an additional action in the heat of battle. However, this can only be utilized if you are unarmored. You can use this feature once in between long rests.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn. The number of attacks increases by another one when you reach 11th level in this class, and another one at 20th level.
At level 6, your instincts have become so honed that you are more able to take advantage of enemies' weaknesses. You now critical on 19 and 20.
At level 7, add half your proficiency bonus rounded down to all Strength, Dexterity, and Constitution checks you make. In addition, you can jump extra feet equal to your Strength modifier in both height and distance on the jump.
At level 7, your instinctive agility lets you dodge out of the way of certain area of effects. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you pass and half damage if you fail.
At level 9, you can re-roll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this again till you finish a short or long rest.
At level 10, you can make Perception checks with DC equal to target passive dexterity (stealth) score to have the ability to know who they will attack if anyone at all, and whether or not they are hostile towards you and/or your allies. You gain proficiency with perception, or if you already have proficiency in it, you can double your proficiency bonus.
At level 14, At some points in the heat of battle, your instincts just tell you to embrace the healing advances that nature provides to you. As a bonus action, you can regain hit points equal to 1d10 plus your level as a primal fighter once. You regain use of this trait after you finish a long rest.
At level 15, your battle instincts and expertise have become that of legend. You may inspire those around you (20ft radius) to extreme levels once. They now gain advantage on attack rolls against enemies and also gain advantage against being frightened. This lasts for a turn, and you regain use of this trait after you finish a long rest.
At level 17, your attacks now critical at 18, 19, and 20
Rush of Battle Improvement
At level 18, you may now use Rush of Battle twice between long rests. However, both uses cannot be used on the same turn.
Way of the Wolf
Following the ways of the wolf, you are a hunter of the land. Stalk your pray along side your pack, and get the jump on your enemies.
At level 3, your nails have become sharpened, so your unarmed strikes now deal 1d6 slashing damage.
- Speed of the Hound
At level 8, your dash actions add on another bonus in movement equal to your base movement speed when dashing on all 4 limbs like a wolf would.
- Hunter of Nature
You gain proficiency in Stealth skill, if you already have proficiency in it, you can double your proficiency bonus.
- Pack Animal
At level 19, you gain advantage on attack rolls as long as you have an ally within 5 ft of you.
Way of the Bear
Following the ways of the bear, you are a protector of the land. Defend your territory from all predators that cross your path.
- Bear Strength
At level 3, increase your Strength score by 2. Your strength maximum also raises to 22.
- Larger is Better
At level 8, your Size increases by 1 size tier, bulking out your body over time. You gain proficiency in the Intimidation skill, if you already have proficiency in it, you can double your proficiency bonus.
- Pain Fighter
At level 13, you deal an additional 1d6 damage with all attacks if you took damage since your last turn.
- Bear's Fortitude
At level 19, after being hit by an attack and taking damage, you may make a reaction to make it so that no damage is done. You may use this twice and regain uses of this trait after you finish a long rest.
Way of the Eagle
Following the ways of the eagle, you are a watcher of the land. Know your environment and watch from above.
- Instinctive Wisdom
At level 3, you can use your Constitution score instead of Wisdom for your Animal handling, Insight, and Survival skills.
- Eagle Vision
At level 8, you may increase any vision effects and your normal vision by 10 ft times your proficiency bonus.
- Speech of Movement
At level 13, as an action, you can roll an Insight check against your opponents DC=10 + the target's Dexterity modifier+ the target's Charisma modifier, if you are successful you gain insight into what your target is thinking and will likely do.
- Almost Flight
At level 19, though you cannot sprout wings and fly, you can get close. You jump height and distance is increased by your proficiency bonus, additionally when you roll an athletics or acrobatics check, your jump distance is increased by a number of feat equal to your roll.
Way Of The Dragon
- Dragon's eyes
At level 3, until the start of your next turn, your eyes turn a bright yellow. All attacks this turn deal an additional 1d6 points of fire damage in addition to your normal damage. You regain use of this trait after you finish a short rest.
- Heat skin
At level 8, you gain advantage on Constitution saving throws. You gain resistance to fire damage.
- Fire Breath
At level 13, you spew a 30 foot cone of fire from your mouth and deals a 6d6 fire damage, this damage increases to 8d6 at level 16. You regain use of this trait after you finish a short rest.
- Dragon Soul
At level 19, an essence of the mighty flame dragon wraps around you, all creatures except you within 30 feet of you must make a dexterity saving throw to take half damage. On a failed save you deal 10d6 fire damage. You regain use of this trait after you finish a long rest.
Prerequisites. To qualify for multiclassing into the Primal Assassin class, you must meet these prerequisites: Strength or Dexterity of 13 and Constitution of 13.
Proficiencies. When you multiclass into the Primal Assassin class, you gain the following proficiencies: Light Armor and one martial melee weapon.