Primal Fighter (5e Class)

Primal Fighter

Primal fighters 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 Fighter

Think about why your character went down this path, did they grow up in the wild, did they break and go feral, or something else?. Why would they choose to have no form of combat, and instead rely on their own body's natural abilities? Is it to prove that you better than those with formal training, or is it because it comes natural to you?

Quick Build

You can make a primal fighter 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.

Class Features

As a Primal Fighter you gain the following class features.

Hit Points

Hit Dice: 1d12 per Primal Fighter level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Primal Fighter level after 1st

Proficiencies

Armor: Light armor
Weapons: Simple weapons, simple ranged weapons, longbow, and 3 martial weapons
Tools: None
Saving Throws: Strength and Dexterity/Constitution (Choose between one)
Skills: Chose 2 from the following list: Acrobatics, Animal Handling, Athletics, Nature, Perception, Sleight of Hand, Stealth, Survival.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

Table: The Primal Fighter

LevelProficiency
Bonus
FeaturesRage DamageRages
1st+2Unarmored Defense, Primal Rage+22
2nd+2Rage Enhancement+22
3rd+2Path of the Animal+23
4th+2Ability Score Improvement+23
5th+3Extra Attack+23
6th+3Primal Attacks+24
7th+3Endurable+24
8th+3Ability Score Improvement+24
9th+4Path of the Animal Feature+34
10th+4Rush of Battle+34
11th+4Rage Enhancement+34
12th+4Ability Score Improvement+35
13th+5Path of the Animal Feature+35
14th+5Remarkable Athlete+35
15th+5Primal Wrath+35
16th+5Ability Score Improvement+45
17th+6Rage Enhancement+46
18th+6Primal Aura+46
19th+6Ability Score Improvement+46
20th+6Path of the Animal Feature+4Unlimited

Unarmored Defense

When you reach 1st level, while you are not wearing armor or shield, your Armor Class is equal to 10 + your Dexterity modifier + 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.

Primal Rage

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 checks and Strength 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 primal fighter, as shown in the Rage Damage column of the Primal Fighter table. All other weapon attacks only gain half of this bonus rounded up.

• 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 primal fighter level in the Rages column of the Primal Fighter table, you must finish a long rest before you can rage again.

Rage Enhancement

When you reach 2nd level, and again at levels 11 and 17, your rage takes on a unique form. You gain an additional effect from raging chosen from any of the following choices below:

Assault

When you kill or get a critical hit on an creature, you may move up to half your movement speed towards another creature.

Blank Mind

You have advantage on Wisdom saving throws when raging.

Primal Fury

On the turn when you enter a rage, your first attack roll is made with advantage. If chosen again, you make both your attack rolls with advantage on the turn when you enter a rage.

Resilience

You gain resistance to another damage type of your choice while raging. Once chosen the damage type can not be changed.

Savage Attacks

Your simple melee weapons and simple ranged weapons deal 2 additional damage while raging.

Ability Score Improvement

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.

Extra Attack

When you reach 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn.

Primal Attacks

When you reach 6th level, your instincts have become so honed that you are more able to take advantage of enemies' weaknesses. You now critical on 19 and 20.

Endurable

When you reach 7th level, 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. In addition, when you are reduced to 0 hit points, you may go back up to 1 hit point and gain a number of temporary hit points equal to your Constitution modifier plus your primal fighter level. You regain use of this feature once you complete a long rest.

Rush of Battle

When you reach 10th level, your instincts are so honed that you have advantage on initiative rolls.

Additionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.

Remarkable Athlete

When you reach 14th level, you can add half your proficiency bonus rounded down to Athletics and Acrobatics skill checks you make even if you are already proficient with them. In addition, you can jump extra feet equal to your Strength modifier on high jumps and extra distance equal to Strength score on long jumps.

Primal Wrath

When you reach 15th level, your attacks now critical at 18, 19, and 20

Primal Aura

When you reach 18th level, your battle instincts and expertise have become that of legend. As a bonus action, you may inspire creatures of your choice around you in a 20 foot radius to extreme levels. They gain advantage on attack rolls against enemies, deal additional damage equal to their proficiency bonus on weapon attacks, and have advantage on effects that make them frightened until the start of your next turn. You regain use of this feature after you finish a short or long rest.

Way of the Wolf

Following the ways of the wolf, you are a hunter of the land. Stalk your prey along side your pack, and get the jump on your enemies with your quickness.

Maneuverability

When you reach 3rd level, you may take the Dash or Disengage action as a bonus action. You may also take the Dodge action as a bonus action, but may only do so once. You regain use of this feature after you finish a short or long rest.

Speed of the Hound

When you reach 9th level, when you take the Dash, Disengage, or Dodge action, you have advantage on all Dexterity saving throws until the start of your next turn.

Hunter of Nature

When you reach 13th level, you gain proficiency in Stealth skill, if you already have proficiency in it, you can double your proficiency bonus.

Pack Animal

When you reach 20th level, you gain advantage on attack rolls as long as you have an ally within 5 feet of the target.

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 Resilience

When you reach 3rd level, your Constitution score increases by 1. Your Constitution can not go above 20 with this feature. You also have advantage on Constitution saving throws while raging.

Larger is Better

When you reach 9th level, you are considered to be one size larger for the purposes of resisting shoves and grapples. You also gain proficiency in the Intimidation skill, if you already have proficiency in it, you can double your proficiency bonus.

Pain Fighter

When you reach 13th level, you deal an additional 1d6 damage with all attacks if you took damage since your last turn.

Bear's Fortitude

When you reach 20th level, 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 effect twice and you regain all uses of this feature 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

When you reach 3rd level, you can use your Constitution score instead of Wisdom for your Animal Handling, Perception, Insight, and Survival skill checks.

Eagle Vision

When you reach 9th level, you may increase any vision effects and your normal vision by 10 feet times your proficiency bonus. You gain proficiency in the Perception skill, if you already have proficiency in it, you can double your proficiency bonus.

Light Weight

When you reach 13th level, your base move speed increases by 10 feet.

Lock Down

When you reach 20th level, whenever a creature moves within 5 feet of you or moves out of your reach on their turn, you may use your reaction to make make an opportunity attack against them. If this attack lands their movement speed becomes 0 until the start of your next turn.

Way Of The Dragon

Following the ways of the dragon, you are a destroyer of the land. Burn all those who would stand before you.

Dragon Soul

When you reach 3rd level, while you are raging, your first weapon attack against a creature on your turn deals additional fire damage equal to your proficiency bonus.

Leathery Skin

When you reach 9th level, you gain resistance to fire damage and are immune to the effect of hot weather.

Fire Breath

When you reach 13th level, you may use an action to activate your breath weapon in a 15 ft. cone, each creature in the area of the exhalation must make a Dexterity saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 4d8 fire damage on failed save and half as much on a successful one, with this damage increasing to 5d8 at level 17. You regain use of this feature after you finish a short or long rest.

Dragon Soul

When you reach 20th level, an essence of the mighty flame dragon wraps around you. You may use an action to make all creatures except you within 30 feet of you must make a Dexterity saving throw to take half damage with the DC for this saving throw equaling 8 + your Constitution modifier + your proficiency bonus. On a failed save you deal 8d8 fire damage. You regain use of this feature after you finish a short or long rest.

Multiclassing

Prerequisites. To qualify for multiclassing into the primal fighter class, you must meet these prerequisites: Strength or Dexterity of 13 and Constitution of 13.

Proficiencies. When you multiclass into the primal fighter class, you gain the following proficiencies: light armor and martial melee weapons.



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