Primordial Arcane (5e Class)

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This content deviates from 5th standards. Its use could dramatically alter campaigns, take extreme care.
Caution - Here there be monsters!
This content intends to provide a different experience, or goes beyond the scope of the anticipated subjects and situations, than the 5th rules were intended to handle. Some portions of the content below may not be what you expect from traditional game content. When implementing this content, DMs and Players should read over all the information carefully, and consider the following specific notes of interest:
Designed for high powered campaign settings.

Primordial Arcane

Stepping towards an approaching army, a human clad in simple cloth raises his arms. As he summons devastation across the battlefield, he lifts above the field. When he settles back the the ground, the army lies scattered around him.

An assassin runs from a palace. A few moments later, the building is engulfed in a ball of lightning. No survivors are found. The assassin dissapears into the night.

Primordial Arcanes draw on pure magic, relying totally on their spell casting. At their most powerful manipulating magic equaling that of gods, Primordial Arcanes forge their own destinies from the weave of the cosmos. With greater power than the comprehension of most spellcasters, Primordial Arcanes live and breath magic and the arcane.

Notes on Power Level

This class gains access to spell slots beyond 9th level. In most situations, these spell slots break the fundamental rules of modern D&D lore. This class can only really exist in a high magic setting, as an NPC, or in a campaign with a high average power level. Overextend is the primary source of this class's power. Before creating a Primordial Arcane, you must speak with your DM on account of balancing the DC for Overextend and the general difficulty of the world. Additionally, this class is very fragile. A d4 hit die offers very little in the way of defense so take care to get consent of your party because they will be responsible for your unconscious body for many low levels.

Creating a Primordial Arcane

Unlike other spellcasting classes, creating a Primordial Arcane is not reliant on a single event or a gift of birth. A Primordial Arcane must live, breath, and always feel magic. Without an innate powerful connection to magic, the forces wielded by a Primordial Arcane would tear their body from the weave. Were you granted a gift from a god of magic? Did you stumble across a bond that linked you to the powers of an ancient titan? Maybe you are a manifestation of the power of a god, or loose magic from a far land. With power beyond the strength of any fellow, what did your Primordial Arcane do. Were they driven to madness in the pursuit of power? Did they seek revenge on the power that cursed them with these magic? Did they seek out a normal life? Did they seek to learn to channel their power? Were they recruited to fight for a country or army?

Quick Build

You can make a Primordial Arcane quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Intelligence. Second, choose the Sage background. Third, choose the Mage Hand, Light, and Firebolt Cantrips, along with 1st level spells shield and magic missile.

Class Features

As a Primordial Arcane you gain the following class features.

Hit Points

Hit Dice: 1d4 per Primordial Arcane level
Hit Points at 1st Level: 4 + Constitution modifier
Hit Points at Higher Levels: 1d4 (or 3) + Constitution modifier per Primordial Arcane level after 1st

Proficiencies

Armor: none
Weapons: Daggers, Quarterstaffs, Light Crossbows
Tools: None
Saving Throws: Charisma, Intelligence
Skills: Arcana. Choose one from History, Persuasion, Religion, or Nature

Equipment

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

  • Any simple weapon
  • (a) An arcane focus or (b) A component pouch
  • (a) An explorer's pack or (b) A scholar's pack
  • A dagger
  • If you are using starting wealth, you have 3d4 x 10gp in funds.

Table: The Primordial Arcane

LevelProficiency
Bonus
FeaturesMaximum Spell Level KnownCantrips KnownSpells KnownOverextension max level—Spell Slots per Spell Level—
1st2nd3rd4th5th6th7th8th9th
1st+2Spellcasting132-2
2nd+2Overextension13423
3rd+2246342
4th+2Ability Score Improvement248443
5th+335105432
6th+335126433
7th+3461474331
8th+3Ability Score Improvement461684332
9th+45718943331
10th+4Arcane Opportunity57201043332
11th+4682111433321
12th+4Ability Score Improvement682212433321
13th+57923134333211
14th+5Arcane Opportunity7924144333211
15th+5810251543332111
16th+5Ability Score Improvement810261643332111
17th+69102717433321111
18th+69102818433331111
19th+6Ability Score Improvement9102819433332111
20th+6Signature Spell9102919433332211

Spellcasting

Drawing on the innate connection to the arcane powers of the world, you can cast spells to shape the world around you. See chapter 10 of the PHB for the general rules of spellcasting and below to view the Primordial Arcane spell list.

Spell Slots

The table below shows how many spell slots you have. You regain all expended spell slots when you finish a long rest.

Spells Known of 1st Level or Higher

You know four 1st level spells of your choice from the Primordial Arcane spell list below. When you gain a level in this class, you can choose to replace one Primordial Arcane spell you know for a Primordial Arcane spell of a spell level you can cast.

Spellcasting Ability

Charisma is your spellcasting ability for Primordial Arcane spells. Your magic comes from your raw, innate connection to the arcane world. Through you, it does its will. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when the saving throw DC for a Primordial Arcane spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your charisma modifier Spell attack modifier = your proficiency bonus + your charisma modifier

Ritual Casting

You may cast any Primordial Arcane spell you know as a ritual if that spell has the ritual tag.

Spellcasting Focus

You may use an arcane focus as a spellcasting focus for your Primordial Arcane spells.

Overextension

At 2nd level you gain spell slots above that of the maximum spell level you know. At 2nd level, you gain 1 2nd level spell slot. At 3rd level, you gain 1 3rd level spell slot. At 4th level, you gain 1 4th level spell slot. At 5th level, you gain 1 5th level spell slot. At 6th level, you gain 1 6th level spell slot. At 7th level, you gain 1 7th level spell slot. At 8th level, you gain 1 8th level spell slot. At 9th level, you gain 1 9th level spell slot. At 10th level, you gain 1 10th level spell slot. At 11th level, you gain 1 11th level spell slot. At 12th level, you gain 1 12th level spell slot. At 13th level, you gain 1 13th level spell slot. At 14th level, you gain 1 14th level spell slot. At 15th level, you gain 1 15th level spell slot. At 16th level, you gain 1 16th level spell slot. At 17th level, you gain 1 17th level spell slot. At 18th level, you gain 1 18th level spell slot. At 19th level, you gain 1 19th level spell slot. You regain all expended spell slots when you finish a long rest. To cast a spell using a slot of a level higher than your Maximum Spell Level Known, you must succeed on an Intelligence check (DC equal to 15+ the difference between the spell slot you are attempting to cast with and your Maximum Spell Level Known. For example, a 5th level Primordial Arcane attempting to cast a spell at 5th level must make an Intelligence check with a DC of 17 (15+ 5 (spell level attempting to cast with) - 3 (Maximum Spell Level Known)). The Intelligence check is made prior to the spell attempting to be cast. Failing the check does not waste your action, bonus action, or reaction. You may only attempt to cast using Overextension once per Turn.

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.

Arcane Opportunity

At 10th level you have learned to draw on openings from your opponents. You have found strength where other casters lack ability. You may chose the Opening of Concurrence, the Opening of Flash, or the Opening of Repetition detailed at the end of the class description. Your Chosen Opening grants you features at 10th and 14th level.

Signature Spell

At 20th level you have gained mastery over the most powerful spells available. You may design your own custom spell from a list of possibilities (see below). This spell is always available to you. You may cast this spell using a spell slot of 10th level or higher. You may perform a 4 hour ritual to change the effects of your signature spell. During this ritual, you choose the effects for the spell when cast at 10th, 13th, 16th, or 19th level. You may have different effects for each casting level.

The Signature Spell

You may pick 2 choices from the list of options below. You may select an option more than once. When cast with a 13th, 16th, or 19th level spell slot, you may chose an additional effect.

Any number of targets within range (10 ft. radius sphere with a range of 100ft, 45 ft. cone, 75 ft. line the range and size of the breath of the spell grows each time you take ie. if you take the 10 ft. radius sphere 3 times the the size of the sphere is increased 3 times) must make a saving throw or take 5d6 damage (Dexterity Saving Throw- Fire, Radiant, Acid, Lightning, or Force damage. Constitution Saving Throw- Cold, Necrotic, Poison, or Thunder Damage. Wisdom Saving Throw- Psychic Damage.).
You may decrease one ability score of one target to 1. Duration- 1 hour.
You may increase one ability score of one target to 20. Duration- 1 hour.
Conjure one creature of CR 2 or lower. For each additional time this is taken, the CR increases by 2. The summoned creature is friendly to you and your companions for the duration. It obeys any verbal commands you give. Concentration. Duration- 30 min
You may change the form of one creature to that of one with a CR equal to half of its CR, or half of its Level. When this choice is taken a second time, the CR becomes equal to its CR or level. Concentration. Duration- 1 hour. When cast at 19th level, the duration becomes "Until Dispelled".
End any number of debilitating effects (Greater Restoration) on up to 6 willing targets.
Heal up to 200 hit points across any number of targets.
Move up to 6 willing targets to any point. (This includes other planes)
Create one object no more than 5 feet in any directions and worth no more than 5,000gp. For each additional time this is taken, the dimensions increase by 5 feet and the value increases by 5,000gp.
Gain resistance to any number of target damage types. When this is taken a second time, you gain immunity to those damage types. Concentration. Duration- 1 min.
Move one target to a random location. (This includes the inner planes, the outer planes, and the far realms)(The exact location is the DM's choice)
Replicate the effect of any 5th level or lower spell. When this is taken a second time, you may replicate the effect of any 9th level or lower spell.

The Opening of Concurrence

The Opening of Concurrence draws on the continuous complications of battle. A little mistake here, a little mistake there. To an concurrent opportunist, little mistakes add up to vulnerabilities. This opening is for those caster who sustain on and on, dealing with opponents slowly but steadily.

Unrivaled Concentration

At 10th level you have learned to split your mind. By splitting your focus between the hemispheres of your mind, you may manipulate multiple magical sources at once. You can now concentrate on two spells at once. You make seperate concentration saving throws for each spell. You make these saving throws with disadvantage. (The war caster feat does not provide advantage on these saving throws). At 14th level, the number of sources you can concentrate on becomes 3.

The Opening of Flash

The Opening of Flash draws upon the openings left by the gaping, careless mistakes of your opponents. Flash opportunists take a small mistake and make it battle ending. This opening is for those who wish to end foes quickly, but often they expend much to deal with that one foe.

Rebound

At 10th level you have learned to bring back what you spend. Burning through spells every battle, you have learned to stretch some around to a second cast. When you cast a spell with an Instantaneous duration, you may spend your bonus action rebounding that spell. At the beginning of your next turn, you may cast that spell as a reaction without spending a spell slot. You may not rebound a spell of 6th or greater level. At 14th level, you may cast an additional copy of the spell without spending a spell slot at the end of your turn.

The Opening of Repetition

The Opening of Repetition draws upon the improvement taken by practice. Performing an action many times does lead to different things, and Repetitive opportunists improve themselves with experience.

Hardened Psyche

At 10th level you have learned through overextension. You have taxed and trained your psyche and now your mind strengthens. You may add half your proficiency modifier (rounded down) to intelligence ability checks. At 14th level you may add you proficiency modifier to intelligence ability checks.

Primordial Arcane Spell List

You know all of the spells on the basic wizard and sorcerer spell lists.

Multiclassing


Prerequisites. To qualify for multiclassing into the Primordial Arcane class, you must meet these prerequisites: Charisma 15, Intelligence 13

Proficiencies. When you multiclass into the Primordial Arcane class, you gain the following proficiencies: None



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