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Primordian

A cackling goblin dressed in his finest rags recoils slightly as he hurls a roiling orb of white fire at an unfortunate foe, his fingers scorched by the overloaded magic he wields. at the edge of battle, an elderly Primordian treats the primordial energies under his command as if they were clay, keeping allies safe from his hazardous magic while dealing with threats as needed. A volatile spark wades through an ambush, the brigands quickly brought down with savage bolts of magic as the elven noble is protected by a coat of violently discharging electricity.
hit dice: 1d6
hit points at 1st level: 6+ Constitution Modifier
hit points at higher levels: 1d6 (or 4) +Constitution Modifier beyond 1st level
armor proficiencies: None
weapon proficiencies: Daggers, Darts, Slings, Quarter staffs, Light Crossbow
tools: None
saving throws: Intelligence, Wisdom
skills: Choose two from Arcana, History, Insight, Investigation, Medicine, Religion
starting equipment:
1. A quarterstaff or dagger
2. Primordial Tome & Components Pouch
3. A Scholars pack or Exploders pack
spellcasting:
As a devotee of primordial magic, you have a Primordial Tome containing spells that show the first glimmerings of your true power. See Spells Rules for the general rules of spellcasting and the Spells Listing for the Primordian spell list. Cantrips At 1st level, you know three cantrips of your choice from the Primordian spell list. You learn additional Primordian cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Primordian table.   Primordial Tome
At 1st level, you have a Primordial Tome containing six 1st-level Primordian spells of your choice. Your Primordial Tome acts as a minor doorway to the plane you draw your power from, allowing the spells recorded within to be cast without knowing the spell by memory. Spells that are generated from the realm your Primordial Tome is attuned to do not count towards your prepared spells (A Primordian attuned to the plane of fire does not need to prepare their Fireball Spell).   This tome also serves as your spellcasting focus.   Preparing and Casting Spells
The Primordian table shows how many spell slots you have to cast your Primordian spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.   Non-attuned spells in your Primordial Tome must be prepared as normal, the amount of spells you can prepare in this manner is equal to your Spellcasting level + your Intelligence Modifier.   For example, if you’re a 3rd-level Primordian, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your Primordial Tome. If you prepare the 1st-level spell magic missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.   You can change your list of prepared spells when you finish a long rest. Preparing a new list of Primordian spells requires time spent studying your Primordial Tome and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.   Spellcasting Ability
Intelligence is your spellcasting ability for your Primordian spells, since you learn your spells through dedicated study and comprehension of the elemental forces. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Primordian spell you cast and when making an attack roll with one.   Spell save DC = 8 + your proficiency bonus + your Intelligence modifier   Spell attack modifier = your proficiency bonus + your Intelligence modifier   Ritual Casting
You can cast a Primordian spell as a ritual if that spell has the ritual tag and you have the spell in your Primordial Tome. You don’t need to have the spell prepared.   Learning Spells of 1st Level and Higher
Each time you gain a Primodian level, you can add two Primordian spells of your alignment and one outside of your attunement, of your choice to your Primordial Tome. Each of these spells must be of a level for which you have spell slots, as shown on the Primordian table.
class features:
Elemental Recovery
You have learned to regain some of your magical energy by drawing power from your Primordial Tome. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your Primordian level (rounded up), and none of the slots can be 6th level or higher.   For example, if you’re a 4th-level Primordian, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.   Attunement
At 1st level you dedicate yourself to a singular plane of power, attuning your Primordial tome to one of the elemental planes, choosing one from the list below. you cannot pick the same element twice, even if you get to pick again. Fire, Water, Earth, Air.   At 2nd level you may choose your subclass, picking between Conduit, Adept or Binder.   Deep Attunement
Reaching 6th level allows a Primordian to draw on an additional plane, selecting a second choice from the Attunement feature. With deepening knowledge of the elemental forces, each time you cast a spell using a levelled spell slot, you may cast a Cantrip that turn as a free action.   Elemental Savant
At 10th level you devise a way to combine spells attuned to your Primordial Tome, creating a much more powerful spell. Select up to two spells you already know which have a combined spell level no higher than your current highest spell slot level. the resulting spell follows the following laws.
1. The first spell dictates the attributes granted including if it is a spell attack, range, area of effect, the action required and if it requires concentration.
2. The second spell determines the damage type and what die type the spell deals damage as (d4, d6, d8, d10, d12).
3. Spell level of the created spell is calculated by adding both spell's spell levels together and then halving the result, rounding up.
4. The resulting spells deals a number of damage die equal to twice the total spell level counting up from 1. Cantrips are considered level 1 spells for this purpose
5. This spell can only be cast at its lowest spell slot.
  For example a 5th level spell combined from Hellish Rebuke and Storm Sphere would be cast as a reaction to damage, have a range of 60ft., impose a Dexterity save, deal 10d6 Lightning damage and deal half of that on a successful save.
subclass options:

Conduit

Amplify
From 2nd level you begin to force the doorway bound to your Primordial Tome open further, allowing you to amplify a number of your spells with the greater flow of power. You gain a pool of Amplify die equal to 2d12 per Primordial level, you may spend any amount of dice and add the resulting roll to your spell attacks, spell save DC or spell damage.
After rolling your Amplify die, you take damage equal to half of the result, the damage type is the same as the spell they were spent on.   Quash
Upon reaching 6th level your control over elemental magic improves, being able to collapse a spell into a high damage, short range blast that can repel foes. As a bonus action you may expend a spell slot and eject a blast of elemental energy from your attuned plane, engulfing you and all creatures within 10ft. with a violent wave of force. Creatures caught in this area must make a Strength Saving Throw against your Spell Save DC or take 2d10 damage and be thrown 10ft. per spell slot level used. creatures that fail this save are also knocked prone. you take 1d6 damage per spell slot used this way and may move up to 10ft in a single direction of your choice.   Excess Power At 14th level and beyond when you cast a non-concentration spell at higher levels you may cast that spell again without the use of a spell slot or components. casting a second spell in this manner casts it at its lowest level and deals half damage.   Cataclysm
At 18th level by wrenching the doorway in your Primordial Tome open, you let the volatile energies pour through, allowing the spells stored in your tome to take on a semi sentience akin to the elementals you draw from. When you gain this feature, select up to one level 2 spell or two level 1 spells that are attuned to your Primordial Tome. These spells become semi-sentient and gain advantage to hit and impose disadvantage to Saving Throws against their effects.   Once per long rest, as an action, you unbind the planar doorway contained within your Tome. for up to 1 minute you may cast one level 2 spell or two level one spells without the use of a spell slot or components as a free action separate from your turn on an initiative of 20, losing initiative ties.  

Adept

Mould Magic
From 2nd level and beyond you begin to learn how to alter the nature of the spells attuned to your Primordial Tome. Any spell you cast that has an area of effect can be turned into a different type of area of effect. spells that are altered in this manner obey the following rules: 1. A spell with an effect cone can become a Sphere effect with a radius equal to half of the original spell's length, rounded up to the nearest 5ft. interval. Spells with Cone areas of effect can also be moulded into a Line spell that has a width of 5ft. and a length equal to twice the original spells length. 2. Spells with a Spherical area of effect can become cones with a length equal to the original spell's diameter. 3. Spells that possess a Cylinder area of effect can become a Cube with dimensions equal to the radius or length, which ever is smaller. Spells that create a Cube area of effect can become Cylinders with a radius equal to half of the original spells dimensions and a length equal to twice that number.   Exclusion Zone
From 6th level onwards you control over the shape of your magic increases, your Spell Save Modifier increasing by 2 and allowing you to designate safe spaces in your fields of magic for spells attuned to your Primordial Tome. when you cast an attuned spell that has an area of effect you may designate an amount of creatures equal to 1 + the spells level that no longer are effected by the spell. Additionally, you gain the ability to shape your spells into specific shapes, these shapes do not alter the characteristics of the spell.   Free Forming
As you reach 14th level your mastery over the shape of spells extends to that of spells cast around you. As a reaction you attempt to alter the shape or location of any spell that shares attunement with a plane attuned to your Primordial Tome. To do so, roll against their Spell Save DC using your Spell Attack Modifier. on a success you may move the centre of the spell up to 30ft., alter the shape of the spell following the rules of Mould Magic or apply Exclusion Zone as if you cast the spell.   In addition, attuned spells you cast that are single target may be changed to be a line spell instead, imposing a Dexterity save to all creatures within a 5ft radius with a length equal to the spells range.   Persistent Spells
From 18th level and beyond you master the art of maintaining a spell for longer that its intended purpose. Attuned Spells that have an area of effect and are instantaneous linger for 1 round or until the start of your next turn, dealing half of their damage die to any creature that begins their turn in the spells space. Spells that last longer that 1 action have their duration doubled and can be moved up to 15ft. as a reaction on the end of any other creatures turn.  

Binder

Primordial Cloak
At 2nd level you learn how to cloak yourself in the raw energy available through your Primordial Tome. as an action you may spend a spell slot to cover yourself in an elemental cloak from your attuned plane, gaining an amount of temporary hit points equal to 10x the spell slot level spent on this ability. while cloaked in this way you may spend a bonus action to make a melee spell attack that deals 1d8 damage with a damage type equal to your attuned plane.
this effect lasts for 1 minute or until the temporary hit points are removed.   Elemental Surge
At 6th level you learn how to draw scraps of power through your Primordial Tome to bolster your abilities. Spell Attacks you make deal an additional amount of damage equal to your Intelligence Modifier and as an action you may make an amount of attacks with your Primordial Cloak equal to your Proficiency Modifier. In addition you may spend a reaction in response to damage that would destroy your Primordial Cloak, adding an additional amount of Temporary hit points to your current amount equal to your Proficiency bonus +Intelligence modifier.   Protective Elements
From 14th level and beyond, your Primordial Cloak offers even greater protection. While your Primordial Cloak is active you restore an amount of hit points to your Primordial Cloak equal to your Proficiency +Intelligence Modifier at the start of your turn. Additionally, while your Primordial Cloak is active you gain varying forms of protection from the elements. Earth - Bludgeoning, Slashing and Piercing Resistance Fire - Fire Immunity Water - Cold Immunity Air - Lightning Immunity, Thunder Resistance   Primordial Maelstrom
At 18th level and beyond you become skilled enough to completely dominate the energies called forth by your Primordial Cloak. Once per short or long rest you may spend a bonus action to turn your Primordial Cloak into a Primordial Maelstrom, granting the ability to cast up to one spell per turn as a reaction when you deal damage with your Primordial Cloak.
LevelProficiency BonusFeaturesCantrips KnownSpellslots per spell level
1st2nd3rd4th5th6th7th8th9th
1+2Elemental Recovery, Attunement
2+2Attunement Feature
3+2
4+2
5+3
6+3Deeper Attunement, Attunement Feature
7+3
8+3
9+4
10+4Elemental Savant
11+4
12+4
13+5
14+5Attunement Feature
15+5
16+5
17+6
18+6Attunement Feature
19+6
20+6

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Torquask.

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