Partisan
A single half-elf races across the windswept plains, traveling at prodigious speed. He hardly breaks a sweat as he hurtles towards the city on the horizon.
As she faces down the charging ogre, shadows pour out of the half-orc’s chest to wreath her in a menacing aura.
Kneeling down next to his fallen friend, a wisp of ethereal mist envelopes the gnome’s hands, sealing his companion’s wounds.
Though it manifests in different ways, each of these warriors house a similar otherworldly power in their bodies. Known as partisans, they have entwined their spirit with a supernatural being that fortifies their physical body to incredible strength.
Symbiotic Soul
By virtue of their situation, a partisan must live a life beyond the ordinary. Whatever existence the partisan had before the Merging is now split between two distinct entities. Aspirations, hopes, even daily decisions become a compromise between a partisan and their soulbound ally. Much of the partisan’s new life is defined by the relationship between host and spirit.
When the two souls become bound together, their personalities remain distinct. The conjoining is not necessarily desired or planned, nor will it always be a peaceful union. Some partisans struggle against their ethereal partner, some strive towards a common goal, and some have found a grudging middle ground. It is precisely this dichotomy that makes a partisan unique.
Vitality for Power
There are many ways two souls can become joined, but the strain of the process often leads to death. Few can survive the Merging, but those who do find themselves brimming with unnatural vitality. The outpouring of these spiritual energies can, through disciplined practice, be converted into physical prowess. By burning through their own life force, partisans push their bodies far beyond their natural capabilities
This burning of vitality in exchange for power puts extreme strain on the partisan’s physical being, resulting in a dramatic decrease in their life expectancy. Due to their fiercely burning yet fleeting lives, many partisans are drawn to the fast-paced experience of adventuring. Their incessant drive for action can have many origins. Some partisans attempt to make the most of their limited time, while others seek a reversal of the Merging in a bid to save their own soul. Regardless of motivation, all partisans live fast and most die young.
Creating a Partisan As you make your partisan character, first think of what event led to the Merging for your character. Were you used as a sacrifice in some dark occult ritual gone wrong? Did you seek out and instigate your own Merging willingly? What actions of yours led you down this fateful path? Perhaps you are a kalashtar, and the Merging is a part of your heritage. Once you have an idea of how your Merging came about, take some time to think of the spirit itself that you will share your life with.
Work together with your DM to determine specific aspects of the spirit that has Merged with you, and the relationship you have with it. Do you have a common goal, or are you both working in opposition to each other? Are you in constant communication, does the spirit remain silent, or does it speak to you in dreams and visions? No matter the relationship you have with this soulbound ally, you are irrevocably melded together.
Quick Build
You can make a partisan quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Strength. Second, choose the outlander background.
Class Features
As a partisan, you gain the following class features.
Hit Points
- Hit Dice: 1d8 per partisan level
- Hit Points at 1st Level: 8 + your Constitution modifier
- Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per partisan level after 1st
Proficiencies
- Armor: Light armour, medium armour, shields
- Weapons: Simple weapons, martial weapons
- Tools: tools
- Saving Throws: Strength, Constitution
- Skills: Choose two from Acrobatics, Athletics, Intimidation, Medicine, Stealth, or Survival.
The Partisan
Level | Proficiency Bonus | Features | Hit Dice |
---|---|---|---|
1st | +2 | Soulbound Ally, Vital Convergence (1) | d8 |
2nd | +2 | Martial Spirit, Rapid Regeneration | d8 |
3rd | +2 | Ally Feature | d8 |
4th | +2 | Ability Score Improvement | d8 |
5th | +3 | Extra Attack | d8 |
6th | +3 | Supernatural Ward | d8 |
7th | +3 | Ally Feature | d8 |
8th | +3 | Ability Score Improvement | d8 |
9th | +4 | Dynamic Evolution (d10), Vital Convergence (2) | d10 |
10th | +4 | Ally Feature | d10 |
11th | +4 | Physical Peak | d10 |
12th | +4 | Ability Score Improvement | d10 |
13th | +5 | Burst of Vigour | d10 |
14th | +5 | Ally Feature | d10 |
15th | +5 | Dynamic Evolution (d12), Convalescence | d12 |
16th | +5 | Ability Score Improvement | d12 |
17th | +6 | Vital Convergence (3) | d12 |
18th | +6 | Unstoppable Spirit | d12 |
19th | +6 | Ability Score Improvement | d12 |
20th | +6 | Overload | d12 |
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a martial weapon and a shield, or (b) two martial weapons
- (a) a simple melee weapon, or (b) a longbow and 20 arrows
- (a) leather armour, or (b) a chain shirt
- an explorer's pack and your soulbound emblem
Alternatively, you can purchase your starting equipment with a starting wealth of 5d4 x 10gp.
Soulbound Ally
Partisans and their abilities are defined by the type of spirit that they have become merged with, and gain additional powers accordingly.
Choose one type of spirit that you have allowed to inhabit your body; ancestral, celestial, ethereal, fiendish, or primordial. The choice grants you additional features at 1st, 3rd, 7th, 10th, and 14th levels.
Vital Convergence
At 1st level, you have learned to tap into the spirit within to harness its powers. You gain one additional hit dice that can be used either in a short rest to regain hit points, or to fuel your other partisan features. All hit dice gained from this feature are regained after completing a long rest.
Starting at 9th level, you gain two hit dice in this way, and at 17th level you gain three.
Martial Spirit
Starting at 2nd level, you learned to bolster your martial expertise with the strength of your spirit. You may expend a hit dice as a bonus action to make a single weapon attack againts a creature within range. This attack roll gains a bonus equal to the number rolled, and deals additional damage equal to your Constitution modifier.
Rapid Regeneration
Also at 2nd level, you have learned to channel your conjoined spirit in such a way that it helps you regenerate your vigor much faster than a regular individual. When you complete a long rest, you regain all expended hit dice, instead of half your maximum.
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
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Supernatural Ward
Starting at 6th level, when you are hit with an attack or you fail a saving throw, you can use your reaction to roll a hit die, expending it. You may add the result to your AC for that attack, or add it to the result of the saving throw.
Soulbound Emblem
Similar to a spellcaster, partisans require a soulbound emblem to use most of their features. This emblem can take many forms, from a necklace, a ring, a blade hilt, a metal tooth. Even a trinket from the trinket table could fit the bill.
Whilst they need not hold the emblem to use their partisan features, it does need to be on their person. If lost, a new item can be marked as your soulbound emblem in an 8 hour ritual costing 10 gp worth of supplies.
Without the emblem, any partisan feature that involves hit dice in any way does not function.
Dynamic Evolution
Beginning at 9th level, the spirit within you evolves in power, growing in strength and constitution. Partisan hit dice gained from this level and onwards are gained as d10s. This change also applies to the hit points gained each level, as well as your partisan features.
When you reach 15th level, your spirit evolves again. All partisan hit dice gained from 15th level and beyond are d12s.
Physical Peak
By 11th level, you gain proficiency in Dexterity saving throws. In addition, you are immune to disease and the poisoned condition.
Burst of Vigor
Starting at 13th level, you can draw upon the spirit within you, increasing your power and durability. As a bonus action, you may roll and expend a hit die. For a number of rounds equal to the result + your Constitution modifier, you gain the following effects:
- Your speed and jump distance increase by a number of feet equal to 5 x your Constitution modifier.
- You have advantage on the first weapon attack you make each turn.
- You regain hit points equal to a quarter of your partisan level at the start of each of your turns.
When this ability ends, you gain one level of exhaustion.
Convalescence
By 15th level, you have honed the art of physical recovery beyond the natural. When you take a short rest, you can opt to spend no hit dice for recovering hit points. If you do, you may instead regain all expended hit dice gained from your Vital Convergence feature, as well as regain hit dice equal to your Constitution modifier.
Once you have used this feature, you cannot do so again until you complete a long rest.
Unstoppable Spirit
Beginning at 18th level, whenever you drop to 0 hit points and are not killed outright, you can choose to roll and expend all of your hit dice, adding half your Constitution modifier for each hit dice expended. You regain hit points equal to the result.
Overload
At 20th level, you have nearly become one with your spiritual ally, working together in perfect harmony. Any time you would roll a hit die, you can instead use the maximum value for that die.
Soulbound Allies
The merging of one’s soul with another entity is a painful and sometimes deadly process. Whether through a misguided experiment, an agreement for the sake of a common goal, or a subjugation of the body for the machinations of the spirit, a symbiotic relationship between the adventurer’s body and a powerful being is reached. The event that causes this meshing of souls is often what starts an adventurer on their journey. Depending on the nature of the spirit, be it peaceable and helpful or twisted and scheming, the adventurer is changed forever from this bond.
Decide what type of relationship you have with the spirit residing within you. Work with your DM to come to an agreement as to how this will play out in game, as it can open up many opportunities. Base your relationship on an event from your character’s story, or roll on the table below.
d6 | Ally Relationship |
---|---|
1 | The spirit does not speak to you, only urges you in a direction through feelings and visions. |
2 | Both you and the spirit have a common goal, and are working cordially or begrudgingly towards it. |
3 | At times you are not sure who you are, as the second soul within you vies for control of your personality. |
4 | The being within you treats you as a puppet, unhappy with the circumstance yet using you for its own ends. |
5 | As a child, you were blessed with the protective spirit now bound to your soul forever. |
6 | Due to some dark ritual, you and this being were forcibly merged, and both of you are just trying to figure this out together. |
Ancestral Ally
Your soul has been fused with a member of your ancestry, be it an ancient hero, a dark sorcerer, the ruler of a long forgotten kingdom, or perhaps even a close relative that was recently deceased, such as a sibling, or parent.
Ancestral Knowledge
Starting when you a bound to this ally at 1st level, you can tap into your ancestor's knowledge of old to gain new skills. You gain a bonus to Intelligence (History) checks equal to your Constitution modifier.
Additionally, when you complete a long rest, your ancestor lectures you on two skills of your choice. When they do so, until you next complete a long rest, you add half your proficiency bonus to checks made with that skill. The number of skills that your ancestor lectures you on increases by 1 at 7th and 14th levels.
Spirit Shield
At 3rd level, you can channel your conjoined ancestor into a shield of spirits. As an action you can expend, and roll a hit dice, targeting a creature that you can see within 30 feet. The target gains temporary hit points equal to the number rolled on the hit dice, plus your partisan level. These temporary hit points last for 1 minute, or until depleted.
Channel Wisdom
At 7th level, your connection to your ancestor has allowed you to channel your vitality with greater efficiency. When you expend a hit dice to power one of your partisan features, you can roll twice, but must use the second result.
You cannot use this feature to reroll hit dice expended during a short rest to restore hit points to yourself.
You can use this feature a number of times equal to your Constitution modifier, and regain all expended uses when you complete a long rest.
Greater Spirit Shield
At 10th level, the shield of energy granted by your ancestral ally has strengthened. Whenever you grant a creature your spirit shield, that creature regains hit points equal to your Constitution modifier.
Additionally, creature's who have temporary hit points from your spirit shield gains resistance to one of the following damage types of your choice: acid, cold, fire, force, lightning, thunder. This type is chosen when you grant the spirit shield.
Ancestral Transformation
At 14th level, you gain the ability to let the spirit within you take over your physical form temporarily, aiding you in battle. As an action, you conjure the spirit of your ancestor to manifest and fight along side you, creating a wave of warding energy to wash over your allies. A number of creatures up to the number of hit dice set aside that you choose within 30 feet gain the benefits of your spirit shield until this feature ends.
As long as you have these hit dice set aside, you regain hit points equal to your Constitution modifier at the start of each of your turns. Your manifested ancestor, who has no hit points and is completely incorporeal, can move up to 30 feet and make an attack roll against a creature within 5 feet of it. This attack roll has a bonus to hit equal to your proficiency bonus + your Constitution modifier, and on a hit, deals force damage equal to the number rolled on the hit dice + your Constitution modifier.
The hit dice set aside return to your normal dice pool after 1 minute if not used. After the last die is used or they return to your normal pool in this way, you immediately gain one point of exhaustion.
Celestial Ally
You have been blessed with the divine grace of a spirit from the Celestial realms. Be it the soul of a planetar or a manifestation of good, a protective aura now dwells within you.
Soul of Good
Starting when you a bound to this ally at 1st level, you can speak, read, and write Celestial, and you gain a bonus to Wisdom (Medicine) checks equal to your Constitution modifier.
Additionally, whenever you are healed by another creature, you regain additional hit points equal to your Constitution modifier.
Restoring Touch
By 3rd level, you have learned how to extend your spirit to others, curing and healing them. As an action, you can touch a creature and roll a number of hit dice up to your Constitution modifier (minimum 1), expending them. That creature regains hit points equal to the result + your Constitution modifier (minimum 0).
If you used four or more hit dice, at 6th level this action also has the effect of the lesser restoration spell, and at 10th level it has the effect of greater restoration.
Warding Aura
At 7th level, you can expand the range of the protective spirit harbored within you. You can grant the effects of your Supernatural Ward when an ally within 10 feet of you is hit by an attack or must attempt a saving throw, using your reaction. The range of this ability extends to 30 feet at 17th level.
Radiant Renewal
At 10th level, you can forgo the benefits of a short rest to bolster your allies instead. At the end of a short rest, if you did not use any hit dice, roll and expend one of your hit dice. Up to 5 other creatures within 30 feet of you gain temporary hit points equal to the result + your Constitution modifier. These hit points fade the next time they take a short or long rest.
Angelic Transformation
At 14th level, you gain the ability to let the spirit within you take over your physical form temporarily, aiding you in battle. As an action, you sprout angelic wings and cause a blinding light to envelop you, setting aside a number of your hit dice up to 1 + your Constitution modifier. Each creature you choose within 30 feet must succeed a Constitution saving throw or be blinded until the end of your next turn. The DC of this saving throw is equal to 8 + your proficiency bonus + the number of hit dice you set aside.
As long as you have these hit dice set aside, you are resistant to radiant damage and have a flying speed of 30 feet. At the start of each of your turns, you may roll and expend one of these hit dice. Up to 5 allies you choose within 20 feet of you gain hit points equal to the result of the roll + your Constitution modifier (minimum 1).
The hit dice set aside return to your normal dice pool after 1 minute if not used. After the last die is used or they return to your normal pool in this way, you immediately gain one point of exhaustion.
Ethereal Ally
Your spirit has been fused with one trapped on this plane. A ghostly being that likely died many years ago. Now it has been bound to one of the living, and must lend its ethereal power to this mortal creature's coil.
Dead Senses
Starting when you a bound to this ally at 1st level, you gain darkvision out to a range of 60 feet, and you gain a bonus to Dexterity (Stealth) checks equal to your Constitution modifier.
Additionally, you can use your action to determine the presence of recent death within an area around you. You can sense the presence of any undead creatures within 30 feet of you, as well as sense if a living creature has died in the area in the past 24 hours.
Phasing Strike
At 3rd level, you ghostly spirit allows you to channel energy into your weapons. When you make a weapon attack, you can expend a number of hit dice up to a quarter of your partisan level (rounded up) to perform a phasing strike. On a hit, roll all expended hit dice. The attack deals additional force damage equal to the the total.
Additionally, you can make another attack roll against a creature of your choice that is with 10 feet of your original target, but also within range of your weapon attacks. On a hit, that creature takes the same force damage that the original target took, but no weapon damage.
Learn from the Dead
At 7th level, you can tap into the deceased to learn of their secrets. You can expend three hit dice to cast either last moments, or speak with dead without the need for spell components.
Shadow Walk
Upon reaching 10th level, you can channel your spirit within to enter a form of ghostly shadows. As an action, you can expend any number of hit dice. For a number of minutes equal to 10 x the number of expended hit dice, you become invisible and can see into the ethereal plane up to 60 feet away.
Whilst invisible in this way, your speed increases by 10 feet, you can fit through spaces as narrow as one foot without squeezing, and your first weapon attack deals additional necrotic damage equal to the number of expended hit dice + your Constitution modifier, whilst ending your shadow walk early. You regain hit points equal to the necrotic damage dealt by this feature.
Ethereal Transformation
At 14th level, you gain the ability to let the spirit within you take over your physical form temporarily, aiding you in battle. As an action, you become partially incorporeal, setting aside a number of your hit dice up to 1 + your Constitution modifier. Roll each hit dice that was set aside, each creature you choose within 30 feet must succeed a Constitution saving throw, on a failed save they take additional necrotic damage equal to the total. The DC of this saving throw is equal to 8 + your proficiency bonus + the number of hit dice you set aside.
As long as you have this hit dice set aside, you have resistance to non-magical damage and can't have your hit point maximum reduced. At the start of each of your turns, you may roll and expend one of these hit dice. Gaining the benefits of your shadow walk feature as if you had expended one hit dice to use it until the start of your next turn, or until you make a weapon attack.
The hit dice set aside return to your normal dice pool after 1 minute if not used. After the last die is used or they return to your normal pool in this way, you immediately gain one point of exhaustion.
Fiendish Ally
The being you have been bound to is a spirit of dark intentions. Demons, devils and other such monstrosities may lend their strength to a partisan, providing incredible power, but often at a price.
Diabolical Form
Starting when you a bound to this ally at 1st level, you can speak, read, and write Abyssal, and you gain a bonus to Charisma (Intimidation) checks equal to your Constitution modifier.
Additionally, you gain resistance to fire damage.
Capture Vitality
At 3rd level, you have become more attuned to the spirits of other creatures, allowing you to store some of their strength within you. When a creature dies within 30 feet of you, you can use your reaction to gain one temporary hit die of whatever type the creature has.
The amount of these temporary hit dice you can have at once increases to 2 at level 10, and increases to 3 at level 14.
These temporary hit dice last until you use them or complete a long rest. If you use this ability while you still have temporary hit dice, you may replace one of the dice you have with the new hit die.
Overwhelm
At 7th level, you learn to focus energy into your swings at crucial moments. When you have advantage on an attack, you deal extra damage equal to your Constitution modifier.
Dread Strike
Beginning at 10th level, you have learned to channel your inner spirit into your attacks, turning them into devastating strikes. When you hit a creature with a weapon attack, you can roll and expend a number of your hit dice up to your Constitution modifier (minimum 1) and deal additional necrotic damage equal to the number rolled. You regain hit points equal to half the total damage dealt by the attack.
Fiendish Transformation
At 14th level, you gain the ability to let the spirit within you take over your physical form temporarily, aiding you in battle. As an action, you wreathe yourself in a mantle of shadows, setting aside a number of your hit dice up to 1 + your Constitution modifier. Each creature you choose within 30 feet must succeed a Wisdom saving throw or be frightened of you until the end of your next turn. The DC of this saving throw is equal to 8 + your proficiency bonus + the number of hit dice you set aside.
As long as you have these hit dice set aside, you are resistant to necrotic damage, gain darkvision to 60 feet if you didn’t have it, and the area within 10 feet of you becomes darkness. Whenever you attack a creature, you may expend one of these hit dice, adding the result to the attack roll. If this attack hits, the target takes extra damage equal to half your partisan level.
The hit dice set aside return to your normal dice pool after 1 minute if not used. After the last die is used or they return to your normal pool in this way, you immediately gain one point of exhaustion.
Primordial Ally
A raging force of nature, ancient and powerful, dwells within you. Some elemental being of pure energy lends you its strength, granting you incredible power over the world and its elements.
Ancient Might
At 1st level, you can speak, read, and write Primordial, and you gain a bonus to Intelligence (Nature) checks equal to your Constitution modifier.
Additionally, when you damage a creature, you learn immediately if that creature is resistant, immune, or vulnerable to any type of damage that you deal.
Spellcasting
When you reach 3rd level, you gain the ability to cast spells.
Cantrips. You learn two cantrips of your choice from the cantrips available to the warden's prime elements. You learn an additional warden cantrip of your choice at 10th level.
Primordial Ally Spellcasting
Level | Cantrips Known | Spells Known | Primal Points | Max Spell Level |
---|---|---|---|---|
3rd | 2 | 3 | 4 | 1st |
4th | 2 | 4 | 6 | 1st |
5th | 2 | 4 | 6 | 1st |
6th | 2 | 4 | 6 | 1st |
7th | 2 | 5 | 14 | 2nd |
8th | 2 | 6 | 14 | 2nd |
9th | 2 | 6 | 14 | 2nd |
10th | 3 | 7 | 17 | 2nd |
11th | 3 | 8 | 17 | 2nd |
12th | 3 | 8 | 17 | 2nd |
13th | 3 | 9 | 27 | 3rd |
14th | 3 | 10 | 27 | 3rd |
15th | 3 | 10 | 27 | 3rd |
16th | 3 | 11 | 32 | 3rd |
17th | 3 | 11 | 32 | 3rd |
18th | 3 | 11 | 32 | 3rd |
19th | 3 | 12 | 38 | 4th |
20th | 3 | 13 | 38 | 4th |
Primal Points. The Primordial Ally table shows how many primal points you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend primal points of the spell's level or higher. You regain all expended primal points when you finish a long rest.
For example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot.
The primal point cost of each spell level is displayed on the table below:
Spell Level | Point Cost |
---|---|
1st | 2 |
2nd | 3 |
Spell Level | Point Cost |
---|---|
3rd | 5 |
4th | 6 |
Spells Known of 1st-Level and Higher. You know three 1st-level warden spells of your choice, two of which you must choose from the evocation & transmutation spells on the warden spell list.
The Spells Known column of the Primordial Ally Spellcasting table shows when you learn more warden spells of 1st level or higher. Each of these spells must be an evocation or transmutation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
The spells you learn at 8th, 14th. and 20th level can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the warden spells you know with another spell of your choice from the warden spell list. The new spell must be of a level for which you have spell slots, and it must he an abjuration or evocation spell, unless you're replacing the spell you gained at 8th, 14th. or 20th level.
Spellcasting Ability. Wisdom is your spellcasting ability for your warden spells, since you learn your spells through the atunement with your inner spirit. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a warden spell you cast and when making an attack roll with one.
- Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
- Spell attack modifier = your proficiency bonus + your Wisdom modifier
Elemental Charge
Also at 3rd level, you can channel your inner spirit to bring elemental power to your weapon. As a bonus action on your turn, you can expend and roll a hit dice to augment the next successful weapon attack you make until the end of your next turn.
The attack deals additional damage equal to the number rolled, plus your Constitution modifier. The damage dealt is one of the following damage types, chosen when the hit dice is expended: acid, cold, fire, or lightning.
Primordial Infusion
At 7th level, your weaker spells transfer some of their power into your Martial Spirit. When you cast a damaging cantrip as an action, and you then use your bonus action to use your Martial Spirit, if your attack hits, it deals bonus damage equal to your Constitution modifier, this damage is of the same type as the cantrips.
Syphon Resistances
When you reach 10th level, you can channel your spirit to drain a creature's resistance to certain damages. As an action on your turn, you can expend and roll a hit dice, targeting a creature that you can see within 30 feet. That creature must succeed on a Constitution saving throw against your Primordial Ally spell save DC. On a failed save, they lose a resistance of your choice that you are aware of for 1 minute.
In addition, you gain the stolen resistance for the duration, and you gain temporary hit points equal to the total rolled on your hit dice, plus your Constitution modifier.
Primordial Transformation
At 14th level, you gain the ability to let the spirit within you take over your physical form temporarily, aiding you in battle. As an action, you wreathe yourself in swirling elemental energy, setting aside a number of your hit dice up to 1 + your Constitution modifier.
Each creature you choose within 30 feet must succeed a Constitution saving throw or lose any resistances to magic damage it has, as well as have any immunities to magic damage it has become resistances until the end of your next turn. The DC of this saving throw is equal to 8 + your proficiency bonus + the number of hit dice you set aside.
As long as you have these hit dice set aside, you have advantage on saving throws against spells and magical effects. When you cast a spell, you can expend one of these hit dice to gain the benefits of casting the spell at one level higher than the level you spend primal points for.
The hit dice set aside return to your normal dice pool after 1 minute if not used. After the last die is used or they return to your normal pool in this way, you immediately gain one point of exhaustion.
Multiclassing
- Ability Score Minimum. Strength 13 or Dexterity 13, Wisdom 13
- Proficiencies Gained. Light armour, medium armour, shields, simple weapons, martial weapons
Jack Weighill's
Homebrew
Compendium
Hello players and GM Binder devs! You've found the back page of a class from my class compendium. Not all of this work is mine, in fact, most of it isn't! It is simply here for ease of access for the players, and isn't shared elsewhere.
This class is another example of an /r/UnearthedArcana post that I took one look at and immediately loved, from both a conceptual and mechanical standpoint!
Created by /u/LittleBreadLoaf, this class was a winner from the start, with only a few balance changes that I myself wanted to make. One of the subclasses, Loaf's version of the Primordial Ally didn't make the cut, and was changed to the 3rd casting elemental caster it is now.
Otherwise, this class is super awesome, and provides a similarly interesting dynamic to how the warlock and it's patron functions.