Portalist's Primer to the Chaos Planes
A glimpse into the foundations of the universe
and those bold enough to venture there.
Archmage Jamben Mago
Credits
Written by Espressobeans.
Very Special Thanks to
Raisinbrawn for being a sounding board for gameplay, balance, and mechanics and
Lazorra for being my editor, wife, and alpha tester.
*Artists: EspressoBeans, Dr Grizscald, John Anthony Di Giovanni, Tomasz Jedruszek, Aleski Briclot, TomTC, Igor Kieryluk, chasestone, David Escalante, James Hall, tnounsy, Matthew Stewart, Conor Burke, Henry Peters, Bethesda Legends, Conor Burke, Aaron Miller, Cat Couch, Adam Frank, Bethesda Legends, Colorbind, Abe Taraky, Cynthia Sheppard, ChristianAC, Danimallada, Y-mir, Justin Usher, Guerreiro, Grafit-Art, Woo Chul Lee, InXile, Anna Podedworna, Tianhua Xu.
Primer
to the
Chaos Planes
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6 Introduction
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7 Character Options
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19 Primalist
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20 Class Intro
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21Primalist Class Table
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22Class Features
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26Elemental Callings
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33Ancestral Callings
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39Primal Rites
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39Primal Rites by Level
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40Primal Rite Descriptions
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46Primalist Spell List
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47Multiclassing
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47 Elemental Influence on the World
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48 Troubadour
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49 Class Intro
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50Troubadour Class Table
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50Class Features
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53Battle Cants
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56Vocations
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60Troubadour Spell List
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61Magic of the Chaos Planes
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75 Character Creation Variants
Lillian,
Where to begin?
As you know, my compatriots and I have recently completed another of our escapades, witnessed the death of a few deities, and the ascension of a new lord of the Nine Hells. While I try not to second guess my decisions as a general rule, avoiding deification certainly qualifies as the exception.
Needless to say, I was ready for a slight reprieve and thought I’d get away to clear my head. It would be nice to travel without my sole itinerary being ”save the world,” for once. The role of archmage is not all it’s cracked up to be, let me tell you!
Now anyone who knows me is aware I’m not much for conventional travel. After just one casting of misty step as a young wizard, it was abundantly clear there are immensely better ways to get around. However, after years of near daily use of translocation magics, (not to mention creating and testing a few new teleportation spells myself) I had already seen most of what the material realms have to offer.
So I began studying the known planes I could escape to where I could get a slight reprieve from the constant prating of, “Jamben help with this”, or, “Archmage Mago we need that.” I furiously dove into research, my homunculus retrieving and sorting books on the subject, while simulacrum skimmed through them for any tidbits I had missed. It only took about a week to repeat this process at each of the libraries on the material plane and develop my itinerary.
First stop, the elemental planes! What better place to start? By all accounts it would be a quick and interesting stop. Whole planes filled with predictable elements and a lack of intrusive deities or bothersome denizens should get me prepared to delve into some of the more intriguing venues the universe had to offer.
Now Lillian, the tone of this letter has likely betrayed my current embarrassing predicament: an archmage trapped in a hasty casting of Leomund’s Tiny Hut, waiting on my power’s to recharge, while magma slowly flows over my refuge and I dictate this letter to my homunculus.
Prepare your things. I will be back at the tower soon, and you will be returning to these planes with me. Yet again the material plane has need of our help: to be saved from incomplete and wildly inaccurate information!
Our creation can be called the Portalist’s Primer to the Chaos Planes!
Artificer Specialist: Aeronaut
Humanity has long been enthralled with the mystery and promise of flight. Aeronauts make this interest their life's work, throwing caution to the wind as they test prototype after prototype from increasingly dangerous heights. Using a dizzying array of mechanisms and magics, they strive to take a permanent place in the skies.
Tool Proficiency
When you adopt this specialization at 3rd level, you gain proficiency with smith's tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.
Aeronaut Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Aeronaut Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Artificer Level | Spells |
---|---|
3 | expeditious retreat, feather fall |
5 | dust devil, heat metal |
9 | fly, lightning bolt |
13 | resilient sphere, storm sphere |
17 | animate objects, conjure volley |
Aerial Combatant
When you reach 3rd level, your combat training and your experiments with magic have paid off in two ways:
- You gain proficiency with martial weapons.
- When you attack with a magic weapon or arcane net, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls.
If your apprentice wants to test out his creation in the plane of air that's a risk he will need to take on his own.
That said I did't send him away empty handed. He's sporting a shiny new Ring of Feather Falling.
Now don't be upset, I also secretly added a contingency: if he's severely wounded he'll be immediately teleported back to your workshop. Hopefully being unaware of this safety net will make him a little less reckless, but either way you'll get the prototype back!
— Jamben Mago
Letter to the Mechanomancer, Kipper Glittergem
Aeronautic Contraption
Your reckless pursuit of flight has led to your greatest creation: a contraption that allows limited flight. This invention can take many forms, such as a wind magic infused "jetpack", thunder powered thrusters, or even semi-autonomous wings. As an action, you can don your creation, or attach them to a piece of armor you are wearing, provided you have smith’s or tinker's tools in hand.
You gain the following benefits while the Aeronautic Contraption is equipped:
- You gain a flying speed of 40 feet. If you don’t land at the end of this flight, you fall as if under the effects of the feather fall spell, unless you have another means of staying aloft.
- Your Aeronautic Contraption draws in excess power generated by your spells. When you cast a spell, your contraption gains the power to hold you aloft for a number of rounds equal to two times the spell's level.
Innovative Payload
At 5th level, you have developed a net launching apparatus perfect for airborne utility and combat to attach to your Aeronautic Contraption.
As a bonus action you can make a ranged spell attack, launching an Arcane Net at the target. An arcane net has a range of 15 feet, and this attack automatically hits a willing target. A Large or smaller creature hit by an arcane net is Restrained or Tethered (your choice) until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a Strength check against your spell save DC, freeing itself or another creature within its reach on a success.
While a creature is Tethered they are considered grappled by your Aeronautic Contraption, your speed is halved, and you can carry the tethered creature with you. You can only have one creature grappled in this manner. If you choose to release the tether or attempt to tether a new creature, the grappled condition immediately ends on the creature.
You can maintain a number of nets equal to your Intelligence modifier. After retrieving a used net, you can use an action to reload it into your Aeronautic Contraption. At the end of a long rest, you can replace any lost arcane nets if you have your tinker’s tools with you.
Slipstream
Starting at 9th level, your ability to manuever in the air is peerless. Your movement doesn’t provoke attacks of opportunity while using your Aeronautic Contraption.
In addition, the spells you cast further empower your contraption. When you cast a spell, your contraption gains the power to hold you aloft for a number of rounds equal to three times the spell's level and your flying speed is doubled for the duration.
Conductive Payload
At 15th level, your arcane nets can easily conduct the magical energy of your spells and can now affect huge or smaller creatures.
When you cast a spell of 1st level or higher, a creature tethered by your arcane net takes lightning damage or gains temporary hit points (your choice) equal to the spell's level + your Intelligence modifier.
In addition, the spells you cast further empower your contraption. When you cast a spell, your contraption gains the power to hold you aloft for a number of rounds equal to four times the spell's level, and your flying speed is tripled for the duration.
We’re headed to find a river in the mountains to the north that reportedly feeds into an endless underground sea! It’s even rumored a group of barbarians guard the entrance that can cast magic?! Jamben thinks it must be some magic item they stumbled upon, but what if it’s something more!
I do love field research!
— Lillian Goldflower
Journal of the Horizon Walker
Barbarian Primal Path:
Path of the Chaos Planes
The fury within a barbarian is often described as primitive, crude, or even uncivilized. While this may be partly true, these would not be the first words coming to mind after one witnesses the spectacle of a barbarian following the Path of the Chaos Planes. Their strength is seated in the chaotic birthplace of the world itself, a boundless source of unhinged power. At the height of their fury these barbarians look more like a rift to an elemental plane than a man, as the elements surge through their body into the world around them.
Born of Chaos
Starting at 3rd level, you may choose which elemental plane gives birth to your fury. Choose either the elemental plane of Air, Earth, Fire, Life, Void, or Water. Your choice determines which Primalist cantrip manifests while you are raging. For the duration of your rage you can cast your cantrip as an action.
Element | Primalist Cantrip |
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Air | Galewind |
Earth | Explosive Bulwark |
Fire | Wildfire |
Life | Unfettered Radiance |
Void | Leaching Grip |
Water | Frigid Deluge |
If your Primalist Cantrip requires a saving throw or spell attack roll, it equals 8 + your proficiency bonus + your Constitution modifier.
Fury of the Elements
In addition, you can choose to harm yourself to more recklessly unleash the elements. When you rage, you can spend one hit dice, and take necrotic damage equal to the number rolled. If you do so, for the duration of your rage you can cast your cantrip as a bonus action on each of your turns after this one.
Chaotic Resolve
At 6th level, you have grown accustomed to the elements flowing through you. You have resistance to the damage type of your cantrip.
Planestrider's Wake
At 10th level, the primal planes call to you even while resting. You can draw both your own spirit and that of your companions into the space between planes to travel quickly. Once per long rest you can cast the Spiritual Journey spell without using a spell slot or material components.
Unbridled Power
Starting at 14th level, your rage nearly consumes your physical form. Once per turn you can add your Rage damage bonus to the damage dealt by your cantrip.
In addition, you can choose to end your rage early by releasing all of your stored elemental energy in a destructive burst. When you take damage while under the effects of Fury of the Elements you can use your reaction to cast your cantrip once for every 10 points of damage dealt by the triggering effect (minimum of twice) and your rage immediately ends.
Once you use this feature, you can’t do so again until you finish a long rest.
barbarian tribes are delightful! Sure they weren't the most gentle bunch I've ever met, but they were kind and welcoming to say the least. They even gave us some tips for navigating to the ice caves on the far side of the underground sea. Jamben says my sample size is too small though...
...We made it to the ice caves, but given their scale there is no way we are still in the mountains. This was most certainly a natural portal to the Inner Planes!
As much as I want to document this we need to keep our eyes peeled, Bruvak warned his tribe doesn't guard the underground sea from outsiders, but instead protect the outside world from the white dragons that try to make their way out!
— Lillian Goldflower
Journal of the Horizon Walker
Druid Circle:
Circle of the Shapeless Scavenger
Amorphous Form
Many consider oozes and slimes to be the unnatural or demonic off shoots of the Faceless One. Yet even if their origins were solely demonic, their current place in nature is undeniable, digesting and removing the excess of creation. These creatures can even be found in the boundless swamps at the border of the plane of earth and water. The Circle of the Shapeless Scavenger sees slimes and oozes as an integral part of maintaining balance.
At 2nd level, your role as a countermeasure against the excesses of nature has had peculiar effects on your ability to shape shift.
Your beast shapes gain the Amorphous trait, allowing you to move through a space as narrow as 1 inch wide without squeezing.
In addition, as long as your beast shape is active, you can use your bonus action to transform into a new form, as long as the new form is of a lower challenge rating than your current one.
Amebic Projection
At 6th level, you can make an ooze-like extension of yourself.
As an action, you can expend one use of your Wild Shape feature to create an amebic projection, rather than assuming a beast form yourself. You can also choose to create an amebic projection any time you use your amorphous form feature, causing you to revert to your normal form while your projection appears in an unoccupied space next to you.
Your projection coalesces in the form of your beast shape in an unoccupied space you touch.
Your projection has the statistics of the chosen beast shape, but uses your Intelligence, Wisdom, and Charisma scores.
It also shares all of your skill and saving throw proficiencies, in addition to gaining those of the beast shape. If the creature has any legendary or lair actions, it can’t use them.
Your projection shares your initiative, and is considered an ooze instead of its normal type. If you are knocked unconscious, your projection harmlessly disperses.
Regenerative Slime
At 10th level, your own form has become both amorphous and strangely indelible. When you take bludgeoning, piercing, or slashing damage you can use your reaction to gain temporary hit points equal to half the triggering damage. After 10 minutes any remaining temporary hit points you have from your regenerative slime are lost, and you regain hit points equal to the remaining temporary hit points.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.
In addition, you naturally regenerate missing limbs over the course of a long rest.
Consumption
You have wholly mastered the utility of decay and rebirth.
Beginning at 14th level, you can spend one minute to touch and absorb the essence of a dead creature with a challenge rating equal to or less than your level in this class.
You gain a number of temporary hit points equal to the challenge rating of the creature, and the next time you use your wild shape feature you can choose to assume the form of the absorbed creature.
In addition to the normal restrictions of your wild shape feature, if the creature has the spell casting trait, you can’t use it.
If used on a celestial, construct, or elemental creature this feature has no effect.
Druid Circle:
Circle of the White Wyrm
True Cold
At 2nd level, the touch of the White Wyrm on your soul has manifested. There is an icy chill at the core of your being that seeks release. You have a pool of frozen energy called True Cold represented by a number of charges equal to your druid level. Features that spend True Cold charges can be also performed while using Wild Shape.
You regain all expended charges of True Cold when you finish a long rest.
Devouring Frost
You can use your action to spend a number of True Cold charges up to your maximum and exhale an icy blast of hail in a 15-foot cone. Roll 1d6 for each charge spent and add them together. Each creature in that area must make a Constitution saving throw, taking cold damage equal to the total on a failed save, or half as much damage on a successful one.
Hedging Ice
You can use your action to spend a number of True Cold charges up to your maximum and create an opaque panel of ice on a solid surface you can see within 5 feet. You create a number of contiguous panels equal to the number of charges spent. Each panel is 1 foot thick and up to a 10 feet high, and 10 feet long.
If the wall cuts through a creature’s space when it appears, the creature is pushed to one side of the wall (your choice which side).
The wall is an object that can be damaged and thus breached. It has AC 12 and 30 hit points per 10-foot section, and it is vulnerable to fire damage. Reducing a 10-foot section of wall to 0 hit points destroys it. Otherwise, the wall melts away after 1 minute.
Touch of Rime
You can use a bonus action to spend a number of True Cold charges up to your maximum and touch a creature to imbue them with the fury of the White Wyrm. Roll 1d4 for each charge spent and add them together. The creature adds an extra 1d4 cold damage to their damage rolls for a number of rounds equal to the number rolled.
Winter's Embrace
At 6th level, bitter cold and inclement conditions no longer hinder you. You have resistance to cold damage and ignore the effects of extreme cold and extreme heat. In addition, creatures affected by Touch of Rime gain resistance to cold damage for its duration.
Freezing Aether
At 10th level, the frozen energy coursing through you is strong enough to halt magic itself. When a creature within 30 feet of you casts a spell, you can use your reaction to lash out with True Cold and interrupt the spell. Spend a number of charges up to your maximum. If the number of charges spent is greater than or equal to 2 times the spell’s level, the spell is frozen and falls to the ground as a glowing piece of ice next to the target of the spell.
While holding a frozen spell in your hand, you can use your action to thaw and cast the spell. The spell uses the spell level, spell save DC, spell Attack bonus, and spell casting ability of the original caster, but is otherwise treated as if you cast the spell.
The spell otherwise remains frozen for 24 hours, after which it thaws and is cast at a random creature or object within 30 feet.
Visage of the White Wyrm
Starting at 14th level, you can truly harness the chilling forces at the heart of your power. When you use your wild shape feature, you can spend a number of charges up to your maximum to transform into a young white dragon. Roll 1d10 for every charge spent and add them together. This form has a number of hit points equal to the amount rolled.
After using the breath attack, you must roll a 5 or a 6 on a d6 at the beginning of your turn while in this form to use it again. The breath attack recharges automatically after completing a short or long rest.
Watch for the subtle changes in landscape. For example, if the fire is becoming more intense and bright, you are headed to the Plane of Positive Energy. If it is dulling to embers, the plane of Negative Energy will soon be on the horizon. Not that either is any safer mind you.
If you are trying to escape, look for the lava flows. I’ve found numerous routes back to the material plane where the plane of earth collides with the plane of fire.
That said, if navigating the seas of magma prove impossible for you, I did notice an oddly human looking citadel sillhouetted by the plane of ash which I should investigate further. Yet for the time being I’ll stick with the predictable dangers of lava.
— Jamben Mago
Dictations to a Homunculus
Fighter Martial Archtype:
Abyss Watcher
At the lowest depths of the inner planes is a horizon seen by only a handful of mortals. This horizon doesn't give way to the sun, or stars, or clouds, or light however. No, witnessing this skyline is to see the end of all things. It is here at the edge of reality, that the prime elemental planes endlessly spill into the plane of negative energy. Ever feeding, yet never satisfied, the void plane twists the elements along this border into their most entropic states. Earth to dust, water to salt, air to vacuum, and fire to ash.
It is along these planes that the Whispered One built his citadels to guard his machinations inside the plane of void. Although long dead, his lingering magics still hold these fortresses in place as the energy of the planes dissipate into oblivion past them.
Here in these bleak expanses, members of the Hollow Guard are forged, blessed (or perhaps cursed) by the same magics that grant their fortresses the unnatural strength to stand against the weight of the collapsing elements. Long freed from their service to the dark lord, this group now protects hapless travelers and stands as a bulwark against the horrors that are borne of the void. Liches, wraiths, and a myriad of other monstrosities are among the denizens that try to crawl out of the abyss.
Their ranks are filled by outcasts and wayward souls; manning outposts at the furthest fringes of civilization. Small numbers of this order can also be met far from these bleak regions. The Hollow Guard can be found standing watch anywhere the void has overstepped its bounds into another plane.
Edge Keeper's Grasp
Your grip has been touched by the same magics that allow your order's citadels to defy the immense gravity of the void.
When you choose this archetype at 3rd level, you ignore the Two-Handed property of weapons.
Dying Light
Starting at 3rd level, your experience at the precipice of the abyss has steeled you against trauma. You have advantage on death saving throws, and damage taken while you have 0 hit points does not cause an automatic failure of a death saving throw, but instead forces you to roll another death saving throw.
In addition, you can use an action to touch and stabilize an unconscious creature.
Negation
At 7th level, you can dampen the energy of harmful effects by diverting them away from yourself into the maw of the Hungering Plane. All damage you take except psychic is reduced by an amount equal to your Constitution modifier (minimum of 1).
Dissipate
At 10th level, your proximity to the disintegration of the elements has altered your physical form.
As a bonus action, you transform into a cloud of ash until the start of your next turn. The effect ends early if you drop to 0 hit points. You can also choose to end the effect early.
While in this form, your only method of movement is a flying speed of 60 feet. You can enter and occupy the space of another creature. You have resistance to nonmagical damage, and advantage on Strength, Dexterity, and Constitution saving throws. You can pass through small holes, narrow openings, and even mere cracks, though you treat liquids as though they were solid surfaces. You can’t fall and remain hovering in the air even when stunned or otherwise incapacitated.
While in this form, you can’t talk or manipulate objects, and any objects you were carrying or holding can’t be dropped, used, or otherwise interacted with. You also can’t attack or cast spells.
You can use this feature a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.
Resolute Gaze
Starting at 15th level, nothing escapes your vigil. You cannot be surprised, and you gain proficiency in the Perception skill. If you are already proficient in it, you instead gain double proficiency.
In addition, if you fail a saving throw against a Necromancy spell or a harmful Effect originating from an Undead creature, you can use your Reaction to expend 1 hit dice and turn the failed save into a successful one.
Oblivion's Edge
At 18th level, your strikes do more than physical harm: they tear at the essence of the target's physical form.
After a successful attack, if the target creature has a number of hit points remaining that are less than or equal to two times your fighter level, it is immediately reduced to 0 hit points.
Lillian, while incredibly gifted, is constantly rambling on with her all too enthusiastic voice. And this alone I could tolerate, but of all things paladins seem to have wormed their way in to these regions! Apparently, the laws of the elements lend themselves to the Tennets of one of their orders. I would be more impressed with their resourcefulness in this inhospitable place if it was less coupled with their overly charismatic nature.
But for the sake of this guide I will play the part of anthropologist and see what makes them tick! Their proclivity for elemental magics is most curious indeed.
— Jamben Mago
Miscellaneous Ruminations
Paladin Sacred Oath:
Oath of the Primeval
The Oath of the Primeval is rooted in the birth of the cosmos, and the awesome forces that shaped them. Each elemental plane is a roiling chaotic place, but this chaos is bound by the immutable laws governing each element. Incredibly, it's on this knife's edge of the universe that life has emerged and flourished. An adherent to the tenets of the primeval is vividly aware of the miracle that is the material plane.
Knights of this order are often identified by their flare for the elements, sporting colorful regalia reminiscent of the particular element taken as their Cardinal. They often only join with others of their creed while training, knowing that real growth and order lies at the border between competing ideas and diverse talents. This keen eye means a Knight of the Great Wheel always knows how to draw on the element best suited to complement their allies.
TENETS OF THE PRIMEVAL
The tenets of the Oath of the Primeval are carved in the foundations of the material plane. This oath seeks to maintain the balance of chaos and to preserve the spark of life formed at its center. Its central principles are simple.
In Chaos, Clarity. While the world is embroiled in turmoil and pain, it is not your duty to blindly rail against it. The laws of the universe dicatate each action has an equal reaction, and when necessary you will be the embodiment of it.
In Adversity, Growth. Just as a tree needs water to thrive, it also needs wind to encourage its roots to grow deep. While peace breeds opportunity, adversity begets resilience.
In Time, Change. Nothing will last forever, nor should it. Natural change and growth is healthy, and should be embraced.
In Unity, Strength. The planes are sources of chaotic power, but the rigid laws governing each plane allow chaos to coexist with order. There is no dissension: flames are not cold, and water is not dry. People aren't your's to change, but their differences and dispositions can be used to your advantage.
Oath Spells
You gain oath spells at the paladin levels listed.
Paladin Level |
Spells |
---|---|
3rd | Refreshing Spring, Singularity |
5th | Azer Warhammer, Intercessory Spirit |
9th | Frost Shock, Stone Stride |
13th | Earth Shield, Conjure Minor Elementals |
17th | Contact Other Plane, Swarm of Motes |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Employ Elements. As an action, the paladin targets one elemental creature he or she can see within 30 feet of him or her. The target must make a Wisdom saving throw. On a failed save, the target must obey the paladin’s commands for the next 24 hours, or until the paladin uses this Channel Divinity option again. An elemental whose challenge rating is equal to or greater than the paladin’s level is immune to this effect.
Grounding Presence. You can use your Channel Divinity to counter the effects of any element that would rise against you or your allies. When a creature within 30 feet of you would take damage associated with an elemental plane, you can use your reaction to grant them immunity against that damage type until the start of your next turn by protecting them with the effects of a contradictory element.
Immunity types for each plane are Earth (bludgeoning, piercing, or slashing), Water (fire), Air (lightning or thunder), Fire (cold), Positive Energy (necrotic), or Negative Energy (radiant).
Aura of the Inner Planes
Starting at 7th level, the paladin can alter the flow of the elements in the area around them.
When a spell or effect that would cause bludgeoning, cold, fire, lightning, necrotic, piercing, radiant, slashing, or thunder damage targets a creature within 10 feet of you or passes within 10 feet of you, you can use your reaction to substitute that damage type with one other type from the list.
As part of this reaction, you can also use your Grounding Presence channel divinity feature to shield any number of creatures you can see within 10 feet against the damage dealt by the triggering effect.
At 18th level, the range of this aura increases to 30 feet.
Planewalker's Resolve
At 15th level, you have advantage on saving throws against spells and effects that would cause bludgeoning, cold, fire, lightning, necrotic, piercing, radiant, slashing, or thunder damage.
Genesis
At 20th level, you gain the ability to embody the forces that gave rise to existance itself. As an action, you can magically become an avatar of the primal planes, gaining the following benefits for 1 minute:
- You choose to be under the effects of either the Investiture of Flame, Ice, Life, Shadow, Stone, or Wind spells.
- You can use the active ability of the Investiture effect as a bonus action.
- As a bonus action, you can change which element you are imbued with to another of your choice.
Once you use this feature, you can’t use it again until you finish a long rest.
We had just started to feel alone again in the wastes of the planes of salt, when we ran into something most unexpected. There, all alone, was a spritely fox, made entirely of water! Before we could get a good look at it though, it vanished! Jamben seems to think we need to drink more water, but even if we were both thirsty why would we see the same mirage...
— Lillian Goldflower
Journal of the Horizon Walker
Ranger Archtype: Far Strider
While rangers of every background have ample experience outside of civilization, Far Striders are those who have walked the literal edges of the Material Plane. On these outer reaches of the world the elemental planes frequently bleed into the material world, bringing with them elemental incursion and instability. In order to survive in such a hostile environment a ranger must use every tool at their disposal, including the elements themselves. Sometimes referred to as Plane Touched, these individuals are left with an indelible tie to the elemental planes.
Far Strider Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Far Strider Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
Ranger Level |
Spells |
---|---|
3rd | Fury of Earth |
5th | Elemental Beam |
9th | Stone Stride |
13th | Sundering Touch |
17th | Witherlight |
Elemental Sprite
At 3rd level, you gain the ability to summon a small elemental sprite of a type that you choose: Fire, Water, Air, Earth, Positive Energy or Negative Energy.
The sprite is tiny in size and you choose its appearance and elemental type when you summon it. A Far Strider's sprite often coalesces in the form of an animal, mephit, or wisp. Your sprite stays at your side and grants you various benefits related to its element type.
You can summon a sprite as an action, and can change it's elemental type or dismiss it as a bonus action. It lasts for 1 hour, or until you are knocked unconscious.
Plane Touched Strikes
At 3rd level, the elemental forces at your side strike out in tandem with you. When you hit a creature with a weapon attack, your sprite empowers the attack and the creature takes an extra 1d4 damage.
The type of damage depends on the type of sprite you have summoned: Earth (bludgeoning, slashing, or piercing), Water (cold), Air (lightning or thunder), Fire (fire), Positive Energy (radiant), or Negative Energy (necrotic).
You can deal this extra damage only once per turn.
Elemental Cunning
Beginning at 3rd level, you can use the attributes of each elemental plane to your advantage. While your sprite is summoned, you gain one of the following benefits depending on its type:
Element | Feature |
---|---|
Air | You have a flying speed of 15 feet. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft. |
Earth | You have advantage on Athletics checks and Saving throws. |
Fire | Your sprite casts bright light out to 15 feet and you have advantage on Perception checks that rely on sight. |
Negative | You have advantage on Stealth checks. |
Positive | You can use an action to spend 1 hit dice. |
Water | Your swim speed is doubled and you can breath underwater. |
Warding Sprites
At 7th level, your sprite grants you added resilience against the elements by partially absorbing harmful effects. You gain resistance to certain damage types while your sprite is active. Resistance types for each plane are Earth (bludgeoning, piercing, or slashing), Water (fire), Air (lightning or thunder), Fire (cold), Positive Energy (necrotic), or Negative Energy (radiant).
Pierce the Veil
At 11th level, while you can use a bonus action to momentarily empower your summoned Elemental Sprite. The next time you deal damage with a Plane Touched Strike the damage is increased by 2d6 and the target creature also explodes with a burst of elemental energy.
Each creature within 15 feet must succeed on a Dexterity saving throw or take 2d6 damage, or half as much on a success. The damage type depends on the type of sprite you have summoned.
Boundless Elements
Beginning at 15th level, your practice subduing the untamed elements has given way to unparalleled mastery.
As part of the action used to summon a sprite, you can instead assign it to aid an ally within 60 feet of you. The target creature instead gains the benefits and can use the features associated with the sprite for the duration, or until they move more than 60 feet away from you at which point the sprite returns to your side.
You can also change the creature your sprite is assisting to another creature of your choice within 60 feet as a bonus action.
Elemental Swarm
When you summon a sprite, you can choose to summon an additional number of sprites equal to your Wisdom modifier (minimum of 1). You gain the benefits of each additional sprite's Plane Touched Strikes, Elemental Cunning, Warding Sprites, and Pierce the Veil features for the duration.
Once you’ve used this feature, you can’t use it again until you finish a long rest or until you expend a spell slot of 4th level or higher to use it again.
But first I must hunt down the lead he gave me. Apparently there is a woman in the plane of water who's power swells with the tides. He said she frequently travels to other planes herself, but not by any conventional means!
— Jamben Mago
A letter to Lazorra, the Dragon's Bane
Warlock Eldritch Invocations
Breath of Oblivion
Prerequisite: poison spray cantrip
When you cast poison spray, it can affect all creatures within range, but it's range is reduced to 5 feet.
Gaze of Ogrémoch
Prerequisite: 15th level
You can cast Eye of the Elements at will, without expending a spell slot.
Olhydra's Chains
Prerequisite: Magic Stone cantrip
When you cast magic stone, it's damage type changes to cold. In addition, creatures hit with the stones have their speed reduced by 25 feet until the end of their next turn.
Scorching Darkness
Prerequisite: 5th level
Magical darkness you create is infused with the fiery power of Imix. Creatures that start their turn within a magical area of darkness you create take fire damage equal to your Charisma modifier (minimum of 1).
You can also cast darkness once without expending a spell slot. You regain the ability to do so when you finish a long rest.
Void's Embrace
Prerequisite: hand of the void or leaching grip cantrip
When you cast either hand of the void or leaching grip, you gain temporary hit points equal to your Charisma modifier on a hit.
Ward of the Abyss
Prerequisite: 5th level
You can cast Infuse Shield: Void as a 2nd level spell at will, without expending a spell slot or material components.
Out in the Swamps of Oblivion we met that smelly little hermit. Blind as a bat, but he could somehow see everything, and his breath reeked! If every warlock looked like that, I'd have no trouble seeing through their ruses.
— Lillian Goldflower
Journal of the Horizon Walker
Wizard Arcane Tradition: Portalist
There are a number of memorable "firsts" over the course of a wizard's education that are shared almost universally between their various specialties. The first time they light a candle with a snap of their fingers, harmlessly leap from a roof using slow fall, or the exhilarating heat from a novice fireball.
One other such memory must be the first time they move between two points unfettered by physical laws. Some wizards are so affected by the sensation that they never stop chasing that feeling.
Portalists are wizards that seek to push the magical manipulation of ones location to new extremes. Whether moving across the room or across the universe, a portalist's true calling is not in the destination, but the journey.
Portalist's Acumen
Starting at 2nd level, your understanding of arcane travel circumvents the need for arbitrary items to focus the effects of the spell. When you cast a teleportation spell you can ignore the material components normally required.
Transitive Magics
At 2nd level, while casting a spell you have learned to follow the energy you direct along the weave. When you cast a 1st level spell as an action, you can use your bonus action to teleport up to 10 feet to a point you can see. The range increases by 10 feet for every spell slot level above 1st.
Strategic Shift
Starting at 6th level, your familiarity with the space between planes gives you further insight into their traversal. You can use your transitive magic feature on any willing creature you can see within 60 feet.
Flicker
Beginning at 10th level, you can use your reaction to quickly reposition a willing creature that is targeted by an attack or forced to make a saving throw.
With a brief flicker of their physical form, a target you can see within 60 feet is teleported to an unoccupied space of your choice that you can see within 30 feet of their original location. That space must be on the ground or on a floor.
If the movement would cause an attack or spell targeted at the creature to fail, the attacker must choose a new target or lose the attack or spell.
Once you’ve used this feature, you can’t use it again until you finish a long rest or until you expend a spell slot of 2nd level or higher to use it again.
Hostile Displacement
At 14th level, your transitive magics are no longer bounded by a target's will. An unwilling creature must succeed on a Wisdom saving throw to resist this effect.
Primalist
Digging his feet into the ground as the air sparks around him, a smile lights across a human wanderer's face as his eyes glow momentarily with primordial energy. Lightning cracks from his hands arcing across the sandy dunes towards his would be assailants.
A timid halfling finishes carving an intricate talisman of oak, blowing off the flecks of wood shavings before standing up to leave with her friends for the day. She stops momentarily to close her eyes, quickly infusing it with restorative magic before handing it to her goliath friend who is busy picking up his shield.
A blow bound for his head is halted as a piece of stone erupts from the earth intercepting the blow meant for the stocky dwarf. He looks towards his attacker and sweat glistens from his brow as flecks of lava begin to drip from his hand axes.
The primalist is a bridge to the other side; their existence inexplicably tied to the ebb and flow of the primal energies of the elemental planes and the ethereal realms between them. Some are inevitably wanderers as the destructive nature of their abilities are often difficult to control. However, other cultures embrace them as healers, religious leaders, or mighty warriors.
Through a Glass Darkly
A primalist's abilities stem from their innate perception of the realm just beyond what mortal eyes can see. This ethereal space between realms is the route by which the elements, spirits, and magic itself suffuses the physical world, suspended in the Weave as it flows between the planes. For example, while most creatures recognize the awesome power of a waterfall, a primalist can perceive the actual flow of power spilling from the elemental plane of water into the material plane.
This gift is more than simple awareness, it allows a primalist to act as a conduit, channeling the flow of these chaotic energies to fuel their peculiar magics and spiritual rites. This connection also means they are able to communicate with spirits who are often not easily heard on the material plane. This contact can take many forms and may or may not be at the discretion of the primalist themselves.
Some religiously yield to the souls of their forbearers, taking up the mantle of furthering a collective goal each had in life. Others have found ways to ward and bind the material plane from incursion using powerful rites to protect their allies and the greater good. There are even those who instead willingly yield to the call of the Primordial planes, giving the chaotic forces a direct path into the material plane.
The path they choose will largely impact the way a primalist is received by the world around them. Some may be found in remote villages creating totems to ward homes plagued by incursions from the Shadowfel.
Others may be outcasts themselves as the chaotic nature of their gifts unsettle commoners. Or perhaps the primalist finds themselves adventuring to see the goals of their spiritual predecessor fulfilled.
Whatever the reason, primalists of all types find themselves uniquely qualified to join any would be adventuring party.
Harnessing the Elements
Power comes from a wide variety of sources in D&D. Wizards from study, warlocks from their patrons, and druids from nature itself. While many other casters can utilize or manipulate certain base elements in their spellcasting, a primalist’s very being is closely linked to their planar source. Each primalist is a conduit to one of the primal planes: Fire, Water, Air, Earth, Positive Energy and Negative Energy. The magics they invoke are extensions of this connection. Primalists must closely regulate their tie to this raw unfettered power as their physical body can only withstand so much.
While all primalists are more than capable with the use of each of the elements, the nuance and attention needed to master any one is staggering. Fire is ephemeral, destructive, and consuming. Water is ambiguous, its traits and nature contradict even itself. Earth, conversely, is stable, concrete, and solid making manipulating this rigidity a task to itself. Air is aloof and all encompassing; its true nature remains unseen until it culminates into a rustling in the leaves, or the crack of thunder and lightning. Life is chaotic, overwhelming, and unknowable. Void on the other hand is
cold, empty, and all devouring. The
only trait each shares is
boundless power.
Primalist
Level | Proficiency Bonus |
Features | Rites Known |
1st Level Spell Slots |
Maximum Spell Level |
---|---|---|---|---|---|
1st | +2 | Planar Spellcasting, Primal Rites |
2 | 2 | 1 |
2nd | +2 | Cantrip Mastery, Elemental Calling |
3 | 3 | 1 |
3rd | +2 | Ancestral Calling, Elemental Overload |
3 | 5 | 2 |
4th | +2 | Ability Score Improvement | 3 | 6 | 2 |
5th | +3 | Harmony of the Elements, Ancestral Favor |
4 | 8 | 3 |
6th | +3 | Flash of Power | 4 | 9 | 3 |
7th | +3 | Ancestral Favor, Elemental Calling Feature | 4 | 11 | 4 |
8th | +3 | Ability Score Improvement | 4 | 12 | 4 |
9th | +4 | Elemental Calling Feature | 5 | 13 | 5 |
10th | +4 | Far Seer | 5 | 14 | 5 |
11th | +4 | 5 | 15 | 6 | |
12th | +4 | Ability Score Improvement | 5 | 16 | 6 |
13th | +5 | Elemental Calling Feature | 6 | 17 | 7 |
14th | +5 | Ancestral Favor | 6 | 18 | 7 |
15th | +5 | 6 | 19 | 8 | |
16th | +5 | Ability Score Improvement | 6 | 20 | 8 |
17th | +6 | Elemental Calling Feature | 7 | 21 | 9 |
18th | +6 | Unchained Power | 7 | 22 | 9 |
19th | +6 | Ability Score Improvement | 7 | 23 | 9 |
20th | +6 | Crown of the Elements | 7 | 24 | 9 |
Creating a Primalist
A primalist’s past will inevitably shape their future. First, how did their link to the ethereal manifest or occur? Perhaps a birthright, a childhood trauma, or exposure to powerful magics brought about this heightened awareness and sensitivity. Were you heralded when these powers emerged or exiled? Whatever your story, it will inevitably tie in to the mission of your character, giving you a springboard for how you will interact with the world and the people around you.
Quick Build
You can make a primalist quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Constitution. Second, choose the folk hero or hermit background. Third, choose the Primal Rites Restful Flame and Buffeting Winds Totem along with the 1st-level spells Absorb Elements and Fury of Earth.
Class Features
As a primalist, you gain the following class features.
Hit Points
- Hit Dice: 1d8 per primalist level
- Hit Points at 1st Level: 8 + your Constitution modifier
- Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per primalist level after 1st
Proficiencies
- Armor: Light
- Weapons: Simple weapons
- Tools: Choose one from Woodcarver’s, Potter's, or Glassblower's tools
- Languages: Primordial
- Saving Throws: Strength, Wisdom
- Skills: Choose two from Arcana, Athletics, History, Insight, Nature, Religion, or Persuasion
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a light crossbow and 20 bolts or (b) any simple weapon
- (a) a dungeoneer’s pack or (b) an explorer’s pack
- Two handaxes, component pouch, leather armor, and a herbalism kit
Planar Spellcasting
At some point your spirit has been forever intertwined with the power coursing between planes. This source of magic, whatever its origin, fuels your spells. See chapter 10 of the Player‘s Handbook for the general rules of spellcasting or consult this guide for the primalist spell list.
Elemental Source
The first sign of a primalist's connection to another plane is their innate ability to use materials around them to focus and channel their energies.
To cast a spell or cantrip associated with an elemental plane a primalist must have an elemental source on which to focus within 10 feet. Because of this limitation many primalists have been known to adorn themselves with baubles and trinkets to make the process easier regardless of their surroundings.
At higher levels, you can ignore the need for an elemental source when casting spells associated with the planes you select for your Elemental Calling and Harmony of the Elements class features.
She appeared to have an uncanny mastery over water and earth: she wasn't so much casting spells as she was simply willing them along. That said as evening came she lit a fire by gently raising the ember she had so carefully stored earlier and a meager flame wafted to the wood she had prepared. I could have easily done the same with a simple flick of the wrist.
Lillian insightfully offered her a torch enchanted with continual flame, which I believe opened a door for us to find out more about these peculiar magics, as the primalist eagerly accepted it.
— Jamben Mago
Missive to The Weave Watchers
Cantrips
At 1st level, you gain the Conflux cantrip. At higher levels, you gain additional cantrips based on your choice of Elemental Calling and Harmony of the Elements class features.
Conflux
Evocation Cantrip
- Casting Time: 1 action
- Range: 60 feet
- Components: S, M (an elemental source)
- Duration: Instantaneous
You coalesce the energies of one of the primal planes in your outstretched hand and hurl it at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d6 damage of the type you choose.
You may choose any available element within 10 feet which dictates the damage type of the attack: Earth (bludgeoning or piercing), Water (cold), Air (lightning or thunder), Fire (fire), Positive Energy (radiant), or Negative Energy (necrotic).
This spell's damage increases by 1d6 at 5th (2d6), 11th level (3d6), and 17th level (4d6).
Spell Slots
The Primalist table shows how many spell slots you have to cast your primalist spells of 1st level. To cast one of these primalist spells, you must expend a first level spell slot. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st level spell fog cloud, have a 1st-level spell slot available, and have a source of water within 10 feet of you or the target you can cast fog cloud.
To cast spells of 2nd level or higher you must expend a first level spell slot in addition to charges of Elemental Overload, as detailed in the "Elemental Overload" section of this guide.
Spells Known of 1st Level and Higher
You prepare the list of primalist spells that are available for you to cast, choosing from the primalist spell list. When you do so, choose a number of primalist spells equal to your Wisdom modifier + your primalist level (minimum of one spell). The spells must be of a level for which you have access via Elemental Overload as shown on the class table.
For example, as a 3rd level primalist with a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it at 1st level by expending a 1st-level spell slot, or also expend two charges of Elemental Overload to cast it at 2nd level.
You can also change your list of prepared spells when you finish a long rest. Preparing a new list of primalist spells requires time spent meditating and communing with the elements: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability
Wisdom is your spellcasting ability for your primalist spells, since the power of your magic relies on your ability to project your will into the world. 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 primalist 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
Spellcasting Focus
A primalist is the conduit for their spells, but for spells associated with a plane they have not mastered through their Elemental Calling or Harmony of the Elements class features they require an elemental source within 10 feet of themselves or the target to cast spells or cantrips.
— Lillian Goldflower
Journal of the Horizon Walker
Primal Rites
In your work warding both yourself and those around you against the tempestuous planar energy flowing through you, you have gained experience navigating the border between the material plane and what lies beyond. You have learned a number of peculiar magics, or Rites, and how to create the curios needed to perform them.
Pick two primal rites to learn, choosing from the “Primal Rites” section at the end of the class’s description. You learn additional rites of your choice when you reach certain levels in this class, as shown in the Rites Known column of the Primalist table.
Whenever you gain a level in this class, you can replace one of the primal rites you learned with a new one for which you meet the requirements.
Cantrip Mastery
Beginning at 2nd level, you further hone your control of the elements. When you cast a primalist cantrip as an action, you can add your Wisdom modifier to the damage or temporary hit points rolled.
Elemental Callings
At 2nd level, you choose one primal energy on which to focus your efforts in mastering: earth, water, air, fire, life, or void. The Earthwarder, Tidecaller, Stormkeeper, Emberspeaker, Voidwalker, or Dawnseeker. Your choice grants you features at 2nd level and again at 5th, 9th, 13th, and 17th level as detailed at the end of the class description.
Elemental Calling Spells
Each calling has a list of spells — its Elemental Calling spells — that you gain at the primalist levels noted in the calling description. Once you gain an Elemental Calling spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day.
Primalist Cantrips
You can now do more than simply concentrate the essence of your favorite element using the Conflux cantrip. You can freely tap into the unique properties of that element in exciting new ways.
You learn two cantrips based on which Elemental Calling you choose. See the Elemental Calling section at the end of this guide for more details.
Primal Boon
Your connection to a specific elemental plane also allows you to easily manipulate its properties. You can cast spells associated with your elemental calling without an elemental source, and can cast an associated cantrip as a bonus action.
Elemental Overload
Starting at 3rd level, you store a portion of the elemental energy that surges through your body when in danger to cast even stronger spells. You generate 2 charges of Elemental Overload at the end of your turn during a round of combat. The number of charges that are generated in combat increases by 1 at 7th (3), 9th (4), 13th level (5), and 15th level (6).
Casting a 1st level spell or performing a rite outside of combat generates two charges of Elemental Overload, unless otherwise stated in the rite description.
You can store a number of charges equal to your level in the class. These charges dissipate at the end of a short or long rest.
To cast a spell of 2nd level or higher you must spend a 1st level spell slot and a number of charges of Elemental Overload equal to the spell level you are attempting to cast. You can only cast a spell at a level lower than or equal to your maximum as shown in the Maximum Spell Level column of the Primalist table.
For instance, as a 7th level primalist, you can cast spells of up to 4th level and can store up to 7 charges of Elemental Overload. To cast a spell at 4th level, you would expend one 1st level primalist spell slot and 4 charges of Elemental Overload.
Utilizing your full power is physically taxing: you do not generate elemental overload on a turn if you cast a spell at your maximum spell level.
Ancestral Callings
Beginning at 3rd level, you have sufficiently quelled the chaos of the elements within to hear and possibly heed your greater calling.
You gain one of the following features of your choice: Astral Eye, Hand of the Ancients, Speaker of the Elements, or Totembearer. Your choice grants you features at 3rd level and again at 5th, 7th, 12th, and 14th level as detailed at the end of the class description.
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.
Harmony of the Elements
When you reach 5th level, your experience with your Elemental Calling has grown to the point where you can safely begin to weave in the effects of another primal plane.
You choose one additional elemental plane and gain access to its Primal Boon and cantrips.
Elemental Weaving
Having mastered your primary element you now can easily layer those effects with other spells and abilities.
You can cast primalist cantrips as a bonus action.
Flash of Power
When you reach 6th level, you have learned to push your mortal frame to the brink in order to channel and store the power of the elemental planes.
Whenever you hit with a primalist cantrip, you can spend a number of hit dice up to your proficiency modifier. You take 1d8 necrotic damage for each hit dice spent, that can't be reduced in any way, and your hit point maximum is reduced by the amount rolled until you finish a long rest. Your attack deals an additional 1d8 damage for each hit dice expended in this manner. Additionally, you gain one charge of Elemental Overload.
The number of hit dice expended must be chosen and rolled together, and if the damage from this feature brings you to 0 hit points you die. If this feature is used outside of combat you take an additional 1d8 necrotic damage for each hit dice expended.
were the archmage's exact words when Byrra tried to explain how she casts spells. A magical torch really spiced up the conversation!
With traditional spell casting we pull energy from the weave directly into the effect we are trying to create. A primalist, as she explains it, just inserts themselves directly into the currents of elemental and spiritual energy coursing through the planes?!
While she assured Jamben and I it's completely safe if done properly, her eyes certainly betrayed there was a steep price for over extending.
The archmage asked for a demonstration, and for the first time in a long time I witnessed a bewildered look on his face! It started off subtly enough: a flare from one of her necklaces, then some churning waters at her feet gave way to jagged ice. Suddenly every hair on my neck stood up as I witnessed her tear open a rift to the Frostfell itself! The surface of the endless sea must have been frozen solid for thousands of feet in every direction.
I have a feeling Jamben will be giving her more attention than those paladins!
— Lillian Goldflower
Journal of the Horizon Walker
Far Seer
When you reach 10th level, your familiarity with the space between planes allows you to explore their secrets in your dreams. Your rests refresh you in an otherworldly manner, and the insights gained allow you to prepare for even the most obscure contingencies.
When you finish a long rest you regain all spent hit dice, and you can replace one of the primal rites you learned with a new one for which you meet the requirements.
Unchained Power
When you reach 18th level, you can yield yourself to the powers within, charging Elemental Overload at the cost of your life force. Once per long rest as a bonus action, you can gain a number of charges of Elemental Overload up to your maximum, but you take 3d6 force damage that cannot be mitigated for every point you generate in this manner. You roll the damage for each charge incrementally and you can choose to stop only before rolling the next set of damage. If the damage of this ability reduces you to 0 hit points you die.
Crown of the Elements
When you reach 20th level, your mastery over the elements allows you to invite the most chaotic forms of each of the elements into your mortal frame, and survive.
You can now also use your Flash of Power feature when you deal damage with a spell, and your hit point maximum is no longer reduced by the damage taken.
Elemental
Callings
Dawnseeker
The Dawnseeker is energetic, intense, and brash. Primalists of the Positive Energy plane are brimming with vitality and volatility. Marked with a permanent glow to their eyes, some may confuse them as being of a divine calling. While their power doesn't come from a deity it is the same life giving chaos from which many deities emerged. Regardless, the morale of any group is immediately bolstered when a Dawnseeker joins them.
Bonus Proficiencies
When you choose this calling at 2nd level, you gain proficiency with shields.
Radiant Initiative When you roll initiative, you may give one creature a bonus to their roll equal to your wisdom modifier.
Primalist Level | Dawnseeker Spells |
---|---|
2nd | Color Spray, Spirit Shock |
3rd | Aid |
5th | Gaseous Form |
7th | Antilife Shell |
9th | Circle of Power |
Dawnseeker Primal Boon
You gain the Light cantrip, which can be cast as a bonus action. In addition, you ignore the need for an elemental source when casting spells and effects associated with the positive energy plane.
Dawnseeker Cantrips
Mote of Life
Conjuration Cantrip
- Casting Time: 1 Action
- Range: Self
- Components: V, S
- Duration: 1 minute.
You create three palpable motes of radiance in the palm of your hand. As a bonus action you or someone else can make a ranged spell attack with one of the motes by throwing it. If thrown, it has a range of 60 feet. If someone else attacks with the mote, that attacker adds your spellcasting ability modifier, not the attacker’s, to the attack roll. On a hit, the target takes radiant damage equal to 1d4 + your spellcasting ability modifier. Hit or miss, the mote fades away after being thrown.
Additionally, as an action a mote can be ingested by a creature to regain 1d4+1 hit points. A creature can only benefit from this effect once per short rest.
If you cast this spell again, the spell ends early on any motes previously created by it.
This spell's damage and healing increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Unfettered Radiance
Evocation Cantrip
- Casting Time: 1 action
- Range: 90 feet
- Components: V, S
- Duration: Instantaneous
A pulse of chaotic radiance floods over a creature you can see within range and arcs wildly. The target must succeed on a Wisdom saving throw. On a failed save it takes 1d8 radiant damage or gains 1d8 temporary hit points until the start of your next turn, your choice.
In addition, energy arcs from the target to a different creature of your choice that you can see within 15 feet causing radiant damage or granting temporary hit points until the start of your next turn equal to half of the original amount.
The spell’s die increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Level | Elemental Calling Features |
---|---|
7th | When you are reduced to 0 Hit Points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a Long Rest. |
9th | You become immune to poison. |
13th | You can add your proficiency modifier to initiative rolls. |
17th | You regain 1 hit point at the start of your turn. If you take necrotic or fire damage, this trait doesn't function at the start of your next turn. |
Earthwarder
The Earthwarder is grounded, resolute, unshakeable. Often averse to change, primalists who take up this calling reflect the stalwart nature of earth and stone. While not as flashy as the other callings, the durability that rock and stone provide a primalist will not falter even under the greatest strain.
Bonus Proficiencies
When you choose this calling at 2nd level, you gain proficiency with medium armor and shields.
Primalist Level | Earthwarder Spells |
---|---|
2nd | Earth Shock, Shield |
3rd | Earthen Grasp |
5th | Life Transference |
7th | Stoneskin |
9th | Transmute Rock |
Earthwarder Primal Boon
You gain the Mold Earth cantrip, which can be cast as a bonus action. In addition, you ignore the need for an elemental source when casting spells and effects associated with the elemental plane of earth.
Earthwarder Cantrips
Explosive Bulwark
Evocation Cantrip
- Casting Time: 1 action
- Range: Touch, 10 foot line
- Components: V, S
- Duration: 1 minute*.
You draw together a quaking sheet of stone at a point you touch that is 6 inches thick, 5 feet wide, and provides half cover. The bulwark has an AC of 10, 1d10 hit points, and climbing over the bulwark takes 15 feet of movement.
As part of the action used to create the bulwark you can cause it to explode, destroying it, and any creature in a 10 foot line in front of the wall must succeed on a Dexterity saving throw or take 1d10 bludgeoning damage. The bulwark will also explode if reduced to 0 hit points or you use a reaction to detonate it. Otherwise, the bulwark harmlessly crumbles to dust after 1 minute.
The bulwark's damage and hit points increase by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). In addition, a creature that fails its saving throw is also knocked prone at 11th level.
Tectonic Wards
Abjuration Cantrip
- Casting Time: 1 action
- Range: Self
- Components: V
- Duration: Instantaneous
You magically brace yourself with plates of earth and stone. Until the start of your next turn you are protected with 1d4 temporary hit points.
As a part of this action you can make a single melee attack, shove, or grapple check against a target that is in melee range.
This spell’s temporary health increases by 2d4 when you reach 5th level (3d4), 11th level (5d4), and 17th level (7d4).
Level | Elemental Calling Features |
---|---|
7th | All bludgeoning, slashing, and piercing damage you take from non-magical weapons is reduced by an amount equal to your Wisdom modifier. |
9th | You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. In addition, any critical hit against you becomes a normal hit. |
13th | When you are subjected to an effect that would move you, knock you prone, or both, you can use your reaction to be neither moved nor knocked prone. |
17th | You have advantage on Strength saving throws and ability checks, and once per long rest when you roll bludgeoning damage, you can choose to deal maximum damage, instead of rolling. This effect lasts until the start of your next turn. |
Emberspeaker
The Emberspeaker contends with the most untamable aspect of the elements, fire. The most likely of all primalists to have suffered exile as children, these individuals have often paid the price to quell the fire storm within. Peculiar scarring from burns often adorn the bodies of such primalists. Yet with great risk comes even greater reward, as the destructive capabilities of an Emberspeaker are unmatched even among other primalists.
Bonus Proficiencies
When you choose this calling at 2nd level, you gain resistance to cold damage. You also gain proficiency with the perception skill.
Primalist Level | Emberspeaker Spells |
---|---|
2nd | Burning Hands, Pyroclastic Shock |
3rd | Pyrotechnics |
5th | Minute Meteors |
7th | Wall of Fire |
9th | Immolation |
Emberspeaker Primal Boon
You gain the Control Flames cantrip which can be cast as a bonus action. In addition, you ignore the need for an elemental source when casting spells and effects associated with the elemental plane of fire.
Emberspeaker Cantrips
Flame Lance
Evocation Cantrip
- Casting Time: 1 action
- Range: 80 feet
- Components: V, S
- Duration: Instantaneous
You materialize and throw a beam of solid fire at a creature or object within range, and momentarily superheat the air around yourself. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage.
Until the end of your next turn, the next spell you cast which deals fire damage deals additional fire damage equal to your proficiency bonus.
A flammable object hit by this spell ignites if it isn't being worn or carried.
This spell's damage increases by 1d10 at 5th (2d10), 11th level (3d10), and 17th level (4d10).
Wildfire
Evocation Cantrip
- Casting Time: 1 action
- Range: 15 feet
- Components: V, S
- Duration: Instantaneous
You summon an arc of flame under each creature of your choice that you can see within range which must succeed on a Dexterity saving throw or take 1d4 fire damage.
The spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Level | Elemental Calling Features |
---|---|
7th | When a creature within 30 feet hits you with an attack they take fire damage equal to your Wisdom modifier. |
9th | You gain darkvision out to a range of 60 feet. If you already have darkvision, its range increases by 30 feet. |
13th | You can't be surprised while you are conscious. |
17th | When you would take fire damage you can use your reaction to instead regain a number of hit points equal to half the damage. |
Stormkeeper
The Stormkeeper is brooding and alert. The slightest change in the wind or even a hushed breath is noticed by a primalist who communes with the air. The control of the forces of air allow them adept control of their movements, helping them strike quickly and accurately. If pushed, they will attack with cracks of lightning and blasts of thunder.
Bonus Proficiencies
When you choose this calling at 2nd level, you gain proficiency with medium armor and martial weapons. You also have advantage on initiative rolls.
Primalist Level | Stormkeeper Spells |
---|---|
2nd | Lightning Shock, Zephyr Strike |
3rd | Levitate |
5th | Thunderstep |
7th | Freedom of Movement |
9th | Steel Wind Strike |
Stormkeeper Primal Boon
You gain the Gust cantrip which can be cast as a bonus action. In addition, you ignore the need for an elemental source when casting spells and effects associated with the elemental plane of air.
Stormkeeper Cantrips
Surge
Evocation Cantrip
- Casting Time: 1 action
- Range: Self
- Components: V
- Duration: Instantaneous
As part of the action used to cast this spell, you must make a weapon attack against one creature within range, otherwise the spell fails. On a hit, the target suffers the attack’s normal effects.
In addition, electricity courses through the creature causing 1d6 lightning damage, or you may choose to store the electrical energy instead, gaining one charge. When you hit a creature with Surge, you can choose to expend any number of stored charge(s) to deal 1d12 lightning damage to the target per charge.
You can store a number of charges equal to your primalist level.
Stored charges reset if you are knocked unconscious, or if you have gone more than 1 minute without attacking or casting a spell
The spell’s damage and the damage of charges increases by one die when you reach 5th level (2d6 or 2d12), 11th level (3d6 or 3d12), and 17th level (4d6 or 4d12).
Galewind
Evocation Cantrip
- Casting Time: 1 action
- Range: 20 feet
- Components: V
- Duration: Instantaneous
You create a thunderous blast of air shoving a creature of your choice that you can see within range. The target must succeed on a Strength saving throw or take 1d8 thunder damage and be moved up to 10 feet in a direction you choose.
This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Level | Elemental Calling Features |
---|---|
7th | You have a flying speed equal to your current walking speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft. |
9th | Your speed increases by 10 feet. |
13th | Ranged attacks against you are made with disadvantage. |
17th | When you deal lightning damage the target and each creature of your choice within 5 feet takes lightning damage equal to your wisdom modifier. |
Tidecaller
The Tidecaller is approachable and calming. Their words and actions exude a certain tranquility. While often those taking up the call of the tides are more passive, the deadly power of cold and water are well known to both themselves and their enemies.
Bonus Proficiencies
When you choose this calling at 2nd level you gain proficiency with shields and the healer’s kit. You may also choose to gain proficiency with either the medicine or persuasion skills.
Primalist Level | Tidecaller Spells |
---|---|
2nd | Frost Shock, Fog Cloud |
3rd | Calm Emotions |
5th | Tidal Wave |
7th | Control Water |
9th | Maelstrom |
Tidecaller Primal Boon
You gain the Shape Water cantrip and can cast it as a bonus action. In addition, you ignore the need for an elemental source when casting spells and effects associated with the elemental plane of water.
Tidecaller Cantrips
Frigid Deluge
Evocation Cantrip
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Instantaneous
A frigid vortex of icy water streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d6 cold damage and its speed is reduced by 10 feet until the start of your next turn.
The spell creates more than one vortex when you reach higher levels: two vortexes at 5th level, three vortexes at 11th level, and four vortexes at 17th level. You can direct the vortexes at the same target or at different ones. Make a separate attack roll for each vortex.
Tidecaller's Blessing
Evocation Cantrip
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S
- Duration: 1 minute
You bless one creature you can see within range with the magic of the tides.
For the duration, they have advantage on attack rolls until their first successful attack each turn. This attack deals an additional 1d4 cold damage. The spell ends if you cast it again.
This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Level | Elemental Calling Features |
---|---|
7th | When you make a constitution saving throw to maintain concentration you can add your Wisdom modifier to the result. |
9th | You gain the ability to breathe underwater and your swim speed is increased to 60 feet. |
13th | You can move through a space as narrow as 1 inch wide without squeezing, and you can spend 5 feet of movement to escape from nonmagical restraints or being grappled. |
17th | You have advantage on Wisdom saving throws and ability checks, and once per long rest when you would take damage you can use your reaction to become immune to all damage except force and lightning until the start of your next turn. |
It reminds me of that traitorous sorceress Adarra's power, stemming from some place within them. But this font of power seems more like the moons, waxing and waning but always present.
Byrra went all day during our travel using her magics without rationing, and showed no signs of slowing down even late into this evening.
While I initially thought the source entirely planar or arcane in nature, several times today I caught her seemingly conversing with another. She told me it was an "old friend", and coyly mentioned more resides in the corridors between realities than raw energy. Maybe the others she is taking us to meet will be more direct with their explanations.
This reminds me of your conversations with the Wild Mother, and I was hoping you might provide some insight.
— Jamben Mago
Message to Olive, Priestess of the Wild Mother
Voidwalker
The Voidwalker is aloof, detached, and foreboding. Primalists of the plane of Negative Energy are often treated with a certain hostility and distrust, and for good reason. A primalist with a calling of this plane is able to leach the very living essence from the elements themselves leaving dust, ash, and void in their wake.
Whether they truly control this power is something most are wary to find out for themselves. This constant state of entropy leaves a primalist voracious, and they are surprisingly gaunt given the amount of time they spend eating.
Bonus Features
Touch of the Infinite Void. The negative energy permeating you affects everything you touch and distorts the flow of energy around you. Unless a weapon or shield is magical, you often don't bother using it, as the constant degradation of the void quickly corrodes them.
You can use Wisdom instead of Strength for the attack and damage rolls of your unarmed strikes and you can roll a d6 in place of the normal damage of your unarmed strike.
In addition, while you are not wearing any armor or a shield, your Armor Class equals your Wisdom modifier + 10. This bonus to your AC increases by 1 when you reach higher levels in the primalist class: 11 at 5th level, 12 at 9th level, 13 at 13th level, and 14 at 17th level.
Primalist Level | Voidwalker Spells |
---|---|
2nd | Arms of Hadar, Vampiric Shock |
3rd | Pass without Trace |
5th | Animate Dead |
7th | Shadow of Moil |
9th | Danse Macabre |
Voidwalker Primal Boon
You gain the Thaumaturgy cantrip, which can be cast as a bonus action. In addition, you ignore the need for an elemental source when casting spells and effects associated with the negative energy plane.
Voidwalker Cantrips
Leaching Grip
Necromancy Cantrip
- Casting Time: 1 action
- Range: Touch
- Components: V
- Duration: Instantaneous
You take hold of a creature, and sap away a portion of the targets strength, sending it to the void. Make a melee spell attack against the target. On a hit, the target takes 1d8 necrotic damage, and it has disadvantage on the next attack roll it makes before the end of its next turn.
This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Hand of the Void
Necromancy Cantrip
- Casting Time: 1 Action
- Range: Touch
- Components: V
- Duration: Instantaneous
Your hand becomes ensconced in a swirling mass of void energy and your touch extinguishes a piece of the targets will. Make a melee spell attack. On a hit, the target takes 1d8 necrotic damage. Additionally, the first time it makes a saving throw before the end of your next turn, it must roll a d4 and subtract the number rolled from the save.
This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Additionally, the die rolled for the saving throw increases at 5th level (1d6), 11th level (1d8), and 17th level (1d10).
Level | Elemental Calling Features |
---|---|
7th | All cold, fire, lightning, necrotic, radiant, and thunder damage you take from non-magical weapons is reduced by an amount equal to your Wisdom modifier. |
9th | You become immune to fear. |
13th | You have advantage on stealth checks. |
17th | When a creature you can see within 30 feet would regain hit points, you can use your reaction to regain those hit points instead. |
Ancestral
Callings
Ancestral Flavor
Each of these callings has much to offer in the way of customizing, or even defining, a character.
One of the first defining characteristics of a primalist will be which elemental calling they choose. Yet this choice is often relatively benign from a narrative sense; for instance none of the elements are classified as evil or good. That's not to say they can't confer depth to role playing; after all an Emberspeaker with a pension for arson would be played much differently than one who hopes to burn away some past indiscretion.
The Ancestral Callings give an opportunity to further differentiate the goals and playstyle for a primalist. Why was this spark given to your character? After all, a Stormkeeper guided by the spirits of his predecessors creates a much different narrative than one who attempts to ward against the excesses of nature's fury.
Astral Eye
One of the most enigmatic forces of the universe is fate. Permeating the cosmos much like the weave, certain sages are gifted with the ability to see the threads of fate as they flow along the ethereal and astral planes. When a primalist begins to see with this "third eye", it is only a matter of time before they dare reach out to tug at the strings...
Oracle's Will
You recognize the flow of destiny as it washes over those around you, and even a gentle touch can forever alter history.
Once per long rest you can exert your will on destiny itself by either binding or twisting the fates.
Bind Fate
When you or a creature you can see makes an attack roll, saving throw, or ability check you can use your reaction to momentarily bind its fates by halting the flow of the astral plane to them.
The next time the creature would make an attack roll, saving throw, or ability check they instead reuse the number rolled when you used this feature.
Twist of Fate
When you or a creature you can see makes an attack roll, saving throw, or ability check you can use your reaction to twist the results with the fate of another.
Choose one creature you can see and roll 1d20. The number you roll replaces the original roll, and the next time the creature you chose would make an attack roll, saving throw, or ability check they instead use the original roll.
The Third Eye
You are no longer blinded until the start of your next turn when you use Projection, or any another rite that would cause you to be blinded until the start of your next turn. Instead you continue to see up to 60 feet as if through a shimmering fog until the start of your next turn.
Ancestral Favors
Beginning at 5th level, your other worldly perception intensifies even further. You can use each Ancestral Favor once per long rest without expending a spell slot.
Level | Ancestral Favor |
---|---|
5th | A simple ripple in the flow of fate can provide those around you with luck. You can cast Fortune's Favor at 3rd level. |
7th | Your gaze is no longer relegated to your immediate vicinity. You can cast the Arcane Eye spell. |
14th | Nothing escapes your piercing gaze. You can cast either True Seeing. |
Hand of the Ancients
You have been drawn to the way of the Ancients. By birthright of blood or soul you find yourself watched over by a pantheon of those who have come before you. Their knowledge and prowess are at your disposal, and one day you will lend yours to further this work from beyond the grave.
No wonder she spends so much time chatting with him, he's hilarious! I know Jamben wanted to see her spirit guide for himself, but I don't think he would have liked all the jokes at his expense.
— Lillian Goldflower
Journal of the Horizon Walker
Guardian Spirit
As an action, you summon a unique incorporeal guardian spirit at a point you can see within 60 feet that lasts for 10 minutes. You choose whether other creatures can see or hear your guardian spirit.
The first time you summon it you may choose the creature type and background the spirit had in life. You can call on a number of unique spirits equal to your proficiency modifier. If you spend one week resting and communing with the spirits you can replace one known guardian spirit with a new one of your choice.
As a bonus action on your turn, you can move your guardian up to 30 feet and take the help action. In addition, when you cast a spell or cantrip you can cast spells as though you were in the guardian's space, but you must use your own senses.
If the spirit uses the help action for a skill check with which it is proficient (determined by skills granted by its race or background) the target creature can add your proficiency modifier to the roll. Your guardian spirit can also interpret any languages it knows.
You can summon any combination of your known spirit guardian a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.
Ancestral Favors
Beginning at 5th level, you can call on the spirits around you to aid in your pursuits. You can use each Ancestral Favor once per long rest without expending a spell slot.
Level | Ancestral Favor |
---|---|
5th | You have learned to communicate more concretely with your forbearers. You can cast either Augury or Clairvoyance. |
7th | The souls of your ancestors are no longer the only creatures with which you can commune. You can cast Faithful Hound. The summoned spectre is not invisible, but you choose the form the beast takes. |
14th | The Ancestors will see your mission accomplished and their foresight helps you plan for every possibility. Once per long rest you can cast Contingency without needing the material components. You can only maintain the effects of 1 of these spells at one time, and any subsequent castings will replace your previous choice. |
Speaker of the Elements
Each of the primal planes has a unique sway over you. You feel warm on a cold day as faint flickers of flame dance across your body. Or in moments of surprise you seem to always be ready to snap into action as a static shiver runs up your spine. The Primordial Plane itself seeks release for its chaotic energy, and you are the voice that will bring it to bear.
When we came into town we passed a harsh stone crater surrounded by a ring of amber lilies. Byrra wouldn't say much about it, just that it's a warning of what happens when ambition draws you too close to the flame.
Well, each night she leaves for about half an hour, so tonight I followed her. In the moonlight, she hummed and waved her hands as drops of water gently rained down on the amber petals of that little memorial. I want to know more, but the archmage insists I leave well enough alone...
— Lillian Goldflower
Journal of the Horizon Walker
Reciprocity
When you cast a spell or make an attack you can choose to invert the elemental makeup of the effect you are creating to another of your choice (fire, lightning, thunder, cold, bludgeoning, piercing, radiant, or necrotic). You can alter an effect in this way a number of times equal to your Wisdom modifier (minimum of once), and you regain all uses after you finish a long rest.
In addition, when you roll damage for a spell or cantrip that deals damage of one of the above types, you can reroll any 1 and keep the result.
Ancestral Favors
Beginning at 5th level, the chaos within you begins to manifest in unique ways. You can use each Ancestral Favor once per long rest without expending a spell slot.
Level | Ancestral Favor |
---|---|
5th | You can give way to the chaos of the Primordial, casting Gaseous Form. |
7th | You can cast the Conjure Minor Elemental spell, as an action. |
14th | You have bent the very will of the Primordial Plane to your pleasure. You can cast either Investiture of Flame, Stone, Wind, or Ice. |
Totembearer
You've always had a gift for crafting and imbuing totems with power. The ebb and flow of the elements can be fickle, but you find solace in the fact that a totem once imbued with power can be relied on. As such, you've taken up the mantle of Totembearer. You seek the lost knowledge and techniques to make sure this delicate art isn't lost to the ages.
His note taking and attention to detail rival my own!
Byrra introduced me to Trayen, a half-orc with a sprawling workshop filled to the brim with enchantments and magical curios. His methods strike me as the magical amalgamation of a hag and an artificer.
Ointments and incense to ward against incursions, stone carvings to cleanse all manner of mundane and magical ailments, and best of all no needlessly vague answers!
— Jamben Mago
Letter to Kipper Glittergem
Ephemeral Totem
Instead of the normal action used when placing a totem, your mastery allows you to coalesce the elements into an Ephemeral Totem.
You keep the physical totem on your person, and the elemental likeness of it appears at a point you can see within 60 feet. The area of effect of the activated totem includes the area around yourself and the Ephemeral Totem itself. The areas of effect can overlap, but a creature can only be affected by one source or the other.
The totem on your person has full cover. The Ephemeral Totem shares the statistics of the physical totem and
is dispelled if its hit points reach 0. As a bonus
action you can replace the ephemeral totem
with a new one at a point you can
see within 60 feet if the physical
totem is still active.
Ancestral Favors
Beginning at 5th level, you begin to create unique focuses infused with magics foreign even to other primalists. You can use each Ancestral Favor once per long rest without expending a spell slot.
Level | Ancestral Favor |
---|---|
5th | As an action, you can cast the Magic Circle spell suffering 1 level of exhaustion. Completing the spell over 10 minutes does not incur exhaustion. |
7th | You can cast Death Ward as a ritual by binding the soul of yourself or a willing creature to a trinket or totem. |
14th | As an action, you can cast Forbiddance centered on a point you touch and suffer one level of exhaustion. Completing the ritual over 10 minutes does not incur exhaustion. |
Primal Rites
Beginning at 1st level a primalist can prepare rites to invoke powerful effects.
If a rite has prerequisites, you must meet them to prepare it. You can learn the rite at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.
You can perform each rite known once, and you must finish a short or long rest before you can use it again.
Unless otherwise stated in its description, a rite has a casting time of 1 action.
Ethereal Projection
Projection is the first rite any Primalist learns, and is the key to unlocking even more powerful incantations. It is always prepared and does not count against your total rites known.
Unlike other rites, you can perform it again before completing a short or long rest by spending one point of Elemental Overload when you gain that feature at 3rd level. There is no limit to the amount of times projection can be performed in this manner.
Projection
- Casting Time: 1 bonus action
- Duration: Instantaneous
At the start of your turn before you move, you can momentarily project your spirit into the Border Ethereal. During this time, you are deaf and blind with regard to your own senses. You can see the plane from which you departed out to 60 feet as if through a shimmering fog. You can move up to your full movement, and can cast a spell or cantrip into the plane from which you originated as if you were standing in that space. At the end of your turn, your spirit is immediately drawn back to your body, and you are blinded and deafened until the start of your next turn.
Totems
Totems are unique Primal Rites which require a stable focus to exert their effects. Only one totem can be active at a time and its effects last for the duration, or until it is destroyed. Placing another totem while a previous totem is active immediately ends the effects of the previous totem. If a totem is destroyed, you must complete a long rest to prepare it again.
A creature can only be affected by a totem while within it's range.
You can place a totem which you have crafted onto the ground, activating its effect(s) for the duration as described by the totem description. After being placed you can pick up the totem and move it to a new location. The totem's remaining duration remains the same, but the effect of the totem is only active while held in both hands or placed on the ground.
Unless otherwise stated a totem has the following statistics:
- Armor Class: 12 + your proficiency modifier
- Hit Points: 5 + your Wisdom modifier + primalist level
- Range: 20 foot radius
- Duration: 1 minute
As a reaction when a totem takes damage you can imbue it with protective magics by expending a 1st-level spell slot. The totem gains temporary hit points equal to your primalist level + your wisdom modifier.
Rites by Level
1st Level
- Buffeting Winds Totem
- Detached Spirit
- Elemental Weapon Totem
- Living Memory
- Mind Shielding Totem
- Projection
- Restful Flame
- Steps of the Wicked
2nd Level
- Earthen Armor Totem (Earthwarder)
- Ebbing Flow Totem (Tidecaller)
- Swelling Flame Totem (Emberspeaker)
- Void Well Totem (Voidwalker)
- Vigor Light Totem (Dawnseeker)
- Windfury Totem (Stormkeeper)
3rd Level
- Bless Totem
- Goa Stone Talisman
- Healing Stream Totem
- Hexing Totem
- Mana Burn
- Piercing Gaze Totem
- Portent
- Tamga
- Taunting Totem
6th Level
- Apoplexy
- Arcing Totem
- Sage Spell
- Sentry Totem
- Solaire Totem
- Squid Ink Totem
- Sun Burst Totem
- Verity
- Weave Focusing Totem
9th Level
- Elemental Warding Totem
- Ghost Stride
- Guided Footfall Totem
- Tremor Totem
12th Level
- Expansive Mind Totem
- Fey Wile Totem
- Harbor Soul
- Homeward Soul
- Swelling Tide Totem
- Transference
- Veiled Knowledge
- Vigilance Totem
Primal Rites
Apoplexy
- Prerequisite: 6th Level
- Range: Touch
- Duration: Instantaneous
You use Projection to assault the spirit of a creature with negative energies. The creature must succeed on a Wisdom saving throw or be paralyzed until the end of your next turn. After you perform the rite you are blinded and deafened until the start of your next turn.
Arcing Totem
- Prerequisite: 6th Level
When a creature of your choice that you can see within range takes damage from a spell or effect, you can use your reaction to grant that creature resistance to the triggering damage type until the start of its next turn and the enemy takes force damage equal to your proficiency bonus.
Bless Totem
- Prerequisite: 3rd Level
Creatures of your choice that you can see within range benefit from the effects of the Bless spell.
Buffeting Winds Totem
- Range: 50 feet
- Duration: 10 minutes
Creatures of your choice that you can see within range have their movement slowed by buffeting winds. The area is considered difficult terrain for affected creatures.
Detached Spirit
- Casting Time: 1 reaction
- Range: Self
- Duration: Special
When you take damage you can use projection to delay the impact. Damage taken is not applied until the end of your next turn as your spirit leaps from your body to postpone harm. You are blinded and deafened until the start of your next turn. This ability does not delay or prevent any effects besides damage.
Earthen Armor Totem
- Prerequisite: Earthwarder
When a creature of your choice that you can see within range would take damage from an attack, you can use your reaction to increase their AC by 3 until the start of their next turn.
The AC bonus increases by 1 at 6th level (4), 12th level (5), and 15th level (6).
Ebbing Flow Totem
- Prerequisite: Tidecaller
A creature of your choice that you can see within range gains temporary hit points equal to 1d4 plus your spell casting modifier when you place the totem, and at the start of each of their turns. Attacks made against the creature cause cold damage equal to 1d4 + your spell casting modifier to the attacker while the temporary hit points are active. You can change which creature is the target of this spell as a bonus action.
The effects temporary hit points and damage increase by 1d4 at 6th level (2d4), 12th level (3d4), and 15th level (4d4).
Elemental Warding Totem
- Prerequisite: 9th Level
Creatures of your choice that you can see within range gain resistance to the elemental damage of your Elemental Calling, or one of the secondary elements chosen with the Harmony of the Elements feature.
Resistance types for each plane are Earth (bludgeoning, piercing, or slashing), Water (cold), Air (lightning or thunder), Fire (fire), Positive Energy (radiant), or Negative Energy (necrotic).
Elemental Weapon Totem
Creatures of your choice that you can see within range have their weapons blessed with elemental damage. Creatures affected can choose to change the damage type of their attacks to one of the damage type(s) associated with an elemental source within range of the totem. Attacks made are considered magical for the purposes of overcoming resistances.
Damage types for each plane are Earth (bludgeoning, piercing, or slashing), Water (cold), Air (lightning or thunder), Fire (fire), Positive Energy (radiant), or Negative Energy (necrotic).
At 6th level, on a hit, attacks also deal an additional 1d4 damage of the corresponding element type. At 12th this damage increases to 2d4.
Expansive Mind Totem
- Prerequisite: 12th Level
You place this totem and it assumes the concentration of one spell with a cast time of 1 action that you or a willing creature that you can see within range are currently maintaining concentration of. If the totem is destroyed the spell's effect ends.
Fey Wile Totem
- Prerequisite: 12th Level
Creatures of your choice that you can see within range have the spell save DC of spells they cast increased by 2.
Ghost Stride
- Prerequisite: 9th Level
- Cast Time: 1 minute
- Range: 1500 feet
- Duration: 8 hours
You spend one minute meditating over a talisman of ivory, and when you open your eyes you see your body seated in front of you. For as long as you meditate, you see and hear through this invisible spiritual double. Your sprite has a walk and climb speed of 60 feet and has darkvision out to 30 feet.
Your sprite can go anywhere as long as it stays within range of your body. Although the sprite lacks physical form, you can momentarily interact with objects as the elements give temporary substance to your invisible form. For instance as you attempt to open a door a passerby would notice a hand form from dust or fog before dissipating.
A creature that can see the sprite (such as a creature benefiting from see invisibility or truesight) sees a luminous, likeness of yourself.
At any point you can choose to stop meditating and end the effect. The effect also ends early if you take damage or if your sprite moves more than 1500 feet your body. After your senses return to your physical body you can’t move or take actions until after your next turn, as a wave of lethargy sweeps over you.
Goa Stone Talisman
- Prerequisite: 3rd Level
- Casting Time: 1 bonus action
- Range: Touch
- Duration: Instantaneous
Your constant use of the elements has manifested as a peculiar gem stone. After placing it in a talisman, you are able to use it to store a portion of your energy while resting. In an instant you can use the stone to infuse your self with a burst of planar energy. You generate double the amount of elemental overload charges on this turn, as if you were in combat.
Additionally, you can instead bolster the magical reserves of a creature. A creature of your choice within range regains a number of expended spell slots with a combined level equal to your proficiency bonus minus 1.
Guided Footfall Totem
- Prerequisite: 9th Level
- Range: 40 feet
Creatures of your choice that you can see within range are under the effect of the Freedom of Movement spell. The effect ends early if a creature ends it’s turn outside the radius of the totem.
Harbor Soul
- Prerequisite: 12th Level
- Casting Time: 1 reaction
- Range: 60 feet
- Duration: Instantaneous
As a reaction your spirit quickly leaps from your body into the Ethereal Plane when a creature that you can see within range dies. You intercept the spirit, and anchor it to the creature's physical body. After you perform the rite you are blinded and deafened until the start of your next turn and suffer one level of exhaustion. The creature revives with 1 + your Wisdom modifier hit points at the start of their next turn.
Healing Stream Totem
- Prerequisite: 3rd Level
Creatures of your choice that you can see within range heal for 1 hit point at the start of their turn.
Hexing Totem
- Prerequisite: 3rd Level
When you place this totem, a creature of your choice that you can see within range is cursed with a potent hex. A hexed creature takes an extra 1d4 necrotic damage whenever it is hit with an attack. If the target of the hex moves out of range or dies you can use a bonus action to move the effect to a new creature that you can see within range.
The damage die increases at 9th level (1d6), 12th level (1d8), and 15th level (1d10).
Homeward Soul
- Prerequisite: 12th Level
- Casting Time: 1 minute
- Range: Special
- Duration: 8 hours
You summon a friendly spirit only you can see to help you find the shortest, most direct physical route to a specific fixed location that you are familiar with on the same plane of existence. The spirit understands your spoken words, but communicates with you telepathically. If you name a destination on another plane of existence, a destination that moves (such as a mobile fortress), or a destination that isn't specific (such as "a green dragon's lair"), the rite fails.
For the duration, as long as you are on the same plane of existence as the destination, you are accompanied by a spirit that is famiiar with the location, and knows how far it is and in what direction it lies. While you are traveling there, whenever you are presented with a choice of paths along the way, you can ask the spirit to determine which path is the shortest and most direct route (but not necessarily the safest route) to the destination.
Living Memory
- Casting Time: 1 minute
- Range: Touch
- Duration: 5 minutes
You spend one minute petitioning the Ethereal Plane and find spirit(s) familiar with an item. You can choose an object, and if it is a magic item or some other magic-imbued object, the neutral spirit (a local, previous owner, relative, etc.) informs you of its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it. If you instead touch a creature, you learn what spells, if any, are currently affecting it. You can repeat this process up to 4 times while the rite is active.
Mana Burn
- Prerequisite: 3rd Level
- Duration: Special
- Range: 60 feet
You use projection to find and diminish the power of a creature of your choice within range which must succeed on a Wisdom saving throw. On a failed save the creature must expend one use of their highest available spell level and the rite is completed. The highest spell level affected by the rite is equal to your primalist level divided by 2 rounded up. After you perform the rite you are blinded and deafened until the start of your next turn.
A creature that cannot cast spells automatically succeeds on the saving throw.
Mind Shielding Totem
- Duration: 8 hours
Creatures of your choice that you can see within range are immune to magic that allows other creatures to read their thoughts, determine whether they are lying, know their Alignment, or know their creature type. Creatures can telepathically communicate with them only if they allow it.
Piercing Gaze Totem
- Prerequisite: 3rd Level
For the duration, a number of creatures equal to your proficiency bonus that you can see within range are under the effect of the See Invisibility spell. As a bonus action you can change the targets of this effect.
Portent
- Prerequisite: 3rd Level
- Casting Time: 1 minute
- Range: Self
- Duration: Instantaneous
You place a ball of incense in a censor and spend one minute in a trance seeking guidance. At the end of the trance your eyes open and the incense begins to burn with colored smoke, giving you an insight into the results of a specific course of action that you plan to take within the next 30 minutes. The DM chooses from the following possible colors:
- White, for good results
- Red, for bad results
- Blue, for both good and bad results
- Nothing, for results that aren't especially good or bad
The spirits don't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.
Restful Flame
- Casting Time: 1 minute
- Range: 30 foot radius
- Duration: 8 hours
You infuse a fire with the power of the plane of Positive Energy. Each creature of your choice that you can see within range has advantage on perception checks for the duration. Rests taken while within range of the fire take half of the normal time to complete.
Sage Spell
- Prerequisite: 6th Level
- Casting Time: 1 bonus action
- Range: Self
- Duration: Instantaneous
You use projection to seek aid in a moment of ill-preparedness. A sage soul answers your call, and acts as the focus for casting a spell that is on your primalist spell list, but you do not have prepared. You still expend any spell slots or Elemental Overload necessary for powering the spell. After you perform the rite you are blinded and deafened until the start of your next turn.
Spells cast in this manner also ignore the need for an elemental focus.
Sentry Totem
- Prerequisite: 6th Level
This totem resides on the Ethereal Plane and lasts for 8 hours. While active you can use your action to see and hear the plane you are on as if you are standing in the totems space.
Solaire Totem
- Prerequisite: 6th Level
The totem emits the effects of the daylight spell out to a radius of 60 feet.
Squid Ink Totem
- Prerequisite: 6th Level
The totem emits the effects of the darkness spell.
Steps of the Wicked
- Range: 30 feet
- Duration: 10 minutes
You pull the traces of foul souls through the aether, and a faint red flame appears indicating each footprint of any evil creatures made in the last hour within 30 feet. The flames are harmless and visible only to you and any creature you choose within range.
At any point you can use your action to touch a pair of footprints causing them to burn more brightly. All other tracks disappear and only the flames for the selected creature remain visible. The entire path of the creature remains marked for 1 hour in this manner before the flames fade.
Sun Burst Totem
- Prerequisite: 6th Level
- Range: 5 feet
When you place the totem it has a store of 2 charges of healing energy available to creatures of your choice within range. A creature can use their action to touch the totem, and regain 1d4 hit points for every charge they choose to expend. The totem gains 2 charges at the start of each of your turns.
The healing die of each charge increases at 12th level (1d6), and 15th level (1d8).
Swelling Flame Totem
- Prerequisite: Flamespeaker
- Casting Time: 1 bonus action
- Range: 60 feet
As long as you are in range of this totem, you have an additional source of power for your spells and abilities that deal fire damage. When you place the totem it has 1 charge of fire energy, and gains an additional charge at the start of each of your turns for the duration. Any time you deal fire damage, you can choose a number of charges to expend and deal an additional 1d4 fire damage to a single target for every charge expended.
The damage die of each charge increases to 1d6 at 6th level, 1d8 at 12th level, and 1d10 at 15th level.
Swelling Tide Totem
- Prerequisite: 12th Level
Creatures of your choice that you can see within range treat any dice rolled to determine the hit points or temporary hit points they gain as having rolled their maximum value.
Tamga
- Prerequisite: 3rd Level
- Range: Range of stored spell
- Duration: Special
You can channel and store a spell of your choice within a small figurine. The spell must have a cast time of 1 action and cannot require concentration. The maximum spell level you can store in this manner is equal to your proficiency modifier. When cast the spell has no effect, other than to be stored in the figurine. If the figurine can't hold the spell, the spell is expended without effect.
The Tamga can be activated as an action, casting the stored spell and rendering the totem inert. The spell uses the slot level, spell save DC, spell Attack bonus, and Spellcasting Ability of the original caster, but is otherwise treated as if the creature that activated it cast the spell.
Taunting Totem
- Prerequisite: 3rd Level
A creature of your choice that you can see within range must succeed on a Wisdom saving throw or is under the effect of the Compelled Duel spell directed at the totem itself. While the totem is active you may continue to cast the spell as a bonus action on each of your turns.
This totem has an additional 4 AC and double the health of a standard totem.
Transference
- Prerequisite: 12th Level
- Range: 60 feet
- Duration: Special
You use projection to guide one spell effect from one creature to another. If the creatures are willing the effect happens immediately. If either creature is unwilling you must make a Wisdom saving throw with a DC of 10 + the level of the spell being transferred. You may expend a number of charges of Elemental Overload and reduce the DC by two for each charge expended. After you perform the rite you are blinded and deafened until the start of your next turn.
The spell effect continues for the remaining duration of the effect. This rite does not interrupt concentration.
Tremor Totem
- Prerequisite: 9th Level
Creatures of your choice that you can see within range are immune to the fear condition.
Veiled Knowledge
- Prerequisite: 12th Level
- Casting Time: 10 minutes
- Range: Self
- Duration: 1 minute
You burn fine incense or some other offering worth at least 500gp in a wooden bowl in front of a small fire as you chant.
When the rite is completed up to 6 spirits of your choice appear in front of you. Only you can see the spirits, but any nearby creature can hear them. In order to summon a spirit you must know it's name, or have an object that it owned in life. For the duration, you may ask the group a question, and the spirit with the best answer responds according to the DM's discretion.
A spirit is under no compulsion to offer a truthful answer if it recognizes you as an enemy. The spirits can retain new information, and can speculate about future events. The spirits are also aware of the other spirits summoned in this manner and can communicate with or disagree with one another after an answer is given.
The same creature's spirit cannot be summoned again in this manner for 1 week.
Verity
- Prerequisite: 6th Level
- Range: 5 feet
You concentrate and cause a single candle to light, and the flame immediately diminishes into a glowing point with a single strand of smoke wafting one foot into the air above it.
For the duration, any time a lie is spoken out loud within range of the totem the ember flares back into a flame, and the intensity is indicative of the severity of the lie.
Vigilance Totem
- Prerequisite: 12th Level
Creatures of your choice that you can see within range are under the effect of the True Seeing spell.
Vigor Light Totem
- Prerequisite: Dawnseeker
- Range: 60 feet
Creatures of your choice within range can tap into the vibrant energies of the plane of positive energy to help hasten their actions. When you place the totem it has 1 charge and gains 1 additional charge at the start of each of your turns for the duration.
Each round on initiative count 20 (losing initiative ties), an affected creature can use their reaction to expend one charge and immediately take one action.
The number of initial charges and those gained at the start of each turn increase by 1 at 12th level(2).
Void Well Totem
- Prerequisite: Voidwalker
- Casting Time: 1 bonus action
When you place this totem the power of the plane of Negative Energy begins to draw all matter towards it. All creatures within range when you activate the totem or who enter its range for the first time on their turn must succeed on a Strength saving throw or be pulled to the nearest unoccupied space around the totem. Affected creatures take 1d4 necrotic damage and are restrained until the start of their next turn. You may choose to succeed on this saving throw.
For the duration, as a bonus action, you can deactivate or reactivate the totem.
The damage increases to 1d6 at 6th level, 1d8 at 12th level, and 1d10 at 15th level.
Weave Focusing Totem
- Prerequisite: 6th Level
Creatures of your choice that you can see within range have advantage on Concentration saving throws and gain a bonus to the saving throw equal to your Wisdom modifier (with a minimum bonus of +1).
Windfury Totem
- Prerequisite: Stormkeeper
- Range: 20 feet
Creatures of your choice within range can draw on the power of the air to help guide their attacks. When you place the totem it has 2 charges and gains 2 additional charges at the start of each of your turns for the duration. Any time an affected creature misses with an attack roll it can use it's reaction and choose a number of charges to expend. The creature gains a bonus to hit with the triggering attack equal to the number of charges used.
Additionally, 12 charges can be expended on a hit with an attack roll and the attack becomes a critical hit.
The number of initial charges and those gained at the start of each turn increase by 1 at 6th level (3), 12th level(4), and 15th level (5).
Primalist
Spells
1st Level
- Absorb Elements
- Armor of Agathys
- Burning Hands
- Create or Destroy Water
- Earth Shock
- Earth Tremor
- Find Familiar
- Float
- Frost Shock
- Fury of Earth
- Guiding Bolt
- Ice Knife
- Infuse Life
- Lightning Shock
- Longstrider
- Negate
- Refreshing Spring
- Purify Food and Drink
- Pyroclastic Shock
- Sanctuary
- Singularity
- Spirit Shock
- Thunderwave
- Vampiric Shock
2nd Level
- Agnazzar's Scorcher
- Azer Warhammer
- Continual Flame
- Darkvision
- Dragon's breath
- Earthbind
- Elemental Beam
- Flame blade
- Flaming Sphere
- Gust of wind
- Heat Metal
- Infuse Shield: Air
- Infuse Shield: Earth
- Infuse Shield: Fire
- Infuse Shield: Life
- Infuse Shield: Water
- Infuse Shield: Void
- Intercessory Spirit
- Lesser Restoration
- Protection from Poison
- Scorching Ray
- Shatter
- Silence
- Snowball Swarm
- Suffocate
- Warding Bond
3rd Level
- Aura of Vitality
- Call Lightning
- Cauterizing Silt
- Conductive Arc
- Dispel Magic
- Elemental Weapon
- Erupting Earth
- Extinguish
- Flame Arrows
- Haste
- Lightning Bolt
- Revivify
- Sleet Storm
- Spiritual Journey
- Speak with Dead
- Stone Stride
- Vampiric Touch
- Wall of Sand
- Wall of Water
- Water Breathing
- Water Walk
- Well of Spirits
- Wind Wall
4th Level
- Aura of Life
- Aura of Purity
- Control Water
- Conjure Minor Elementals
- Djinni Orb
- Divination
- Earth Shield
- Eye of the Elements
- Elemental Bane
- Fire Shield
- Ice Storm
- Jaunt
- Stone Shape
- Storm Sphere
- Sundering Touch
- Watery Sphere
5th Level
- Cone of Cold
- Commune
- Conjure Elemental
- Contact Other Plane
- Control Winds
- Dawn
- Destructive Wave
- Dream
- Enervation
- Far Step
- Greater Restoration
- Legend Lore
- Mass Cure Wounds
- Passwall
- Planar Binding
- Reincarnate
- Scrying
- Swarm of Motes
- Wall of Stone
- Witherlight
6th Level
- Bones of the Earth
- Chain Lightning
- Find the Path
- Flesh to Stone
- Freezing Sphere
- Heal
- Imbue Flame
- Investiture of Ice
- Investiture of Flame
- Investiture of Life
- Investiture of Shadow
- Investiture of Stone
- Investiture of Wind
- Move Earth
- Negative Energy Flood
- Planar Ally
- Primordial Ward
- Wall of Ice
- Wind Walk
- Word of Recall
7th Level
- Crown of Stars
- Delayed Blast Fireball
- Etherealness
- Fire Storm
- Healing Rain
- Pillar of the Great Mountain
- Plane Shift
- Regenerate
- Resurrection
- Whirlwind
8th Level
- Control Weather
- Earthquake
- Glimpse of Frostfell
- Incendiary Cloud
- Tsunami
9th Level
- Astral Projection
- Foresight
- Imprisonment
- Usher Chaos
- Invulnerability
- Mass heal
- Meteor Swarm
- Storm of Vengeance
- True Resurrection
Primalist Multiclassing
Prerequisites
- Strength 13 and Wisdom 13
Proficiencies
- Light armor, one tool proficiency from the class’s tool skill list
Class Features
-
Elemental Overload
Elemental Overload can only be generated by casting 1st level primalist spells or Conflux while in combat. The amount of charges generated is based on your level in the Primalist class. Elemental Overload can only be used to empower primalist spell slots.
Spellcasting
-
Elemental Spellcasting
If you have both the Spellcasting class feature and the Elemental Spellcasting class feature from the primalist class, you can use the spell slots you gain from the Elemental Spellcasting feature to cast spells you know or have prepared from classes with the Spellcasting class feature, and you can use the spell slots you gain from the Spellcasting class feature to cast primalist spells you know.
I'll have to visit the air or water folk if any of their cities at all. They all happily keep slaves, but at least those two treat their slaves with some decency. The last time I visited the City of Brass, I felt more like a potential piece of merchandise than a person. If I had to choose, I'd recommend taking your chances with the elements!
— Jamben Mago
Miscellaneous Ruminations
Elemental Influences
Something for Everyone
At the end of this guide you will find a trove of new elementally and spiritually influenced spells that could potentially find their way into your next adventure. A player in a party playing a primalist or elemental subclass shouldn't do so in a vacuum. Plenty of other character classes, NPC's and monsters should also have access to certain spells in a world where elemental incursions are more common.
The class lists are simply a suggested starting point for potential options. For example, a Tempest or Grave domain cleric would likely have access to spells not listed on the default cleric list. Although not listed here, a third caster like the arcane trickster or eldritch knight would also likely have access to some of these spells.
Hopefully, these additions will breathe some fresh life into your next adventure or campaign setting!
Troubadour
Dodging back as a longsword swing passes just in front of the half-elf’s forehead, he pauses for a moment gauging the strength of his foe. Without skipping a beat he lunges forward with his own blade using the rhythm of his enemy's movements to land a decisive blow.
Close to death a goliath barbarian falls to his knees, the spark of rage flickering out in his eyes. Suddenly, the soothing sound of a female voice echoes across the dragon’s lair and the barbarian looks to his human companion. He pulls himself to his feet and joins her in the chant as he charges the great wyrm one last time.
A dwarven fighter pulls his axe from the chest of an orc, exhausted. The battalion’s numbers have dwindled, and he looks down to see a new wave of orcs charging the hill.
Before fear can take hold, his bearded commander raises their colors and drives their clan’s banner firmly into the ground. The commander’s fist pounds out a beat against his shield, and the remaining dwarves join in, drumming their weapons against their armor. They know as long as the standard waves, they can hold the breach.
In every walk of life they can be found, setting the tempo and mood of those around them. These naturally gifted and disciplined artists have applied themselves to learn a variety of stories, poems, music and chants. A troubadour knows each one holds not just artistic value, but a means to unlock even deeper potential in the world around them.
Musical Prowess
Purveyors of all things artistic, troubadours are intelligent individuals. Some dive into their studies with a passion that could rival wizards. They seek not only lost lore and oral traditions, but to unlock and apply the powers they hold. Once they find a noteworthy piece they examine and study how best to invoke the message's true potential. Is a long lost elven epic best performed with a pithy vibrato, or a subtle beat and nuanced, rhythmic oration? To find the answers they use a strong understanding of musical theory and field research. With this information at hand they are able to apply the right musical lens for any situation: whether it's to dishearten enemies in a fight, or to embolden allies on the brink of defeat.
but after a week or two of being kidnapped for your renown it loses its charm.
Sure the Marid were much more agreeable than the brutes that snatched me, but I was mostly just performing for their other slaves. Why couldn't that djinn have bought me? They at least have the decency to take the time to listen.
My talent was never meant to languish as lobby music!
It all ends tonight though, at the end of the performance the visiting wizard said to, "be ready to leave." Meet me at the back of the stage as soon as I finish, "The Orphan Wyrm, Althea's Child."
I'll see if I can convince him to make this jailbreak a package deal.
— Jasper "Red" Reddington
Hastily Scrawled Note
Rhythmic Aggression
While many musicians pursue their craft with passion, being a musician doesn't make someone a troubadour. The other key characteristic of any true troubadour is their aptitude in a fight. They see each step, swing, and spell as a note on a page, a beat of a drum. Using the sounds of battle a troubadour can write a deadly song almost entirely out of blood, sweat, and violence. Each successful swing, like every beautiful measure of a sonnet, is measured, calculated, and precisely executed.
This insightful eye gives them a perspective that most lack, seeing not just the incoming swing of the foe in front of them, but the labored breath of the enemy to the left, the hopeful thrust of their companion to the right, and the symphony that is made when they come together. This makes a troubadour a great candidate for any position of leadership, as they don't often seek boisterous self gratification, but to create harmony among their compatriots.
Troubadour
Level | Proficiency Bonus | Features | Cants Known |
Cants Prepared |
1st | 2nd | 3rd | 4th | 5th |
---|---|---|---|---|---|---|---|---|---|
1st | +2 | Battle Cant | 3 | 2 | - | - | - | - | - |
2nd | +2 | Crescendo, Fighting Style, Spellcasting | 4 | 2 | 2 | - | - | - | - |
3rd | +2 | Vocation, Conductor's Eye | 4 | 3 | 3 | - | - | - | - |
4th | +2 | Ability Score Improvement | 4 | 3 | 3 | - | - | - | - |
5th | +3 | Extra Attack | 6 | 4 | 4 | 2 | - | - | - |
6th | +3 | Aggressive Tempo, Improved Battle Cant | 6 | 4 | 4 | 2 | - | - | - |
7th | +3 | Vocational Timbre | 6 | 4 | 4 | 3 | - | - | - |
8th | +3 | Ability Score Improvement | 6 | 4 | 4 | 3 | - | - | - |
9th | +4 | - | 8 | 5 | 4 | 3 | 2 | - | - |
10th | +4 | Improved Battle Cant | 8 | 5 | 4 | 3 | 2 | - | - |
11th | +4 | Vocational Refrain | 8 | 5 | 4 | 3 | 3 | - | - |
12th | +4 | Ability Score Improvement | 8 | 5 | 4 | 3 | 3 | - | - |
13th | +5 | - | 10 | 6 | 4 | 3 | 3 | 1 | - |
14th | +5 | Improved Battle Cant | 10 | 6 | 4 | 3 | 3 | 1 | - |
15th | +5 | Vocational Encore | 10 | 6 | 4 | 3 | 3 | 2 | - |
16th | +5 | Ability Score Improvement | 10 | 6 | 4 | 3 | 3 | 2 | - |
17th | +6 | - | 12 | 7 | 4 | 3 | 3 | 3 | 1 |
18th | +6 | Commanding Prelude, Improved Battle Cant | 12 | 7 | 4 | 3 | 3 | 3 | 1 |
19th | +6 | Ability Score Improvement | 12 | 7 | 4 | 3 | 3 | 3 | 2 |
20th | +6 | Swelling Medley | 12 | 7 | 4 | 3 | 3 | 3 | 2 |
Creating a Troubadour
When creating a troubadour, think about how you want your Battle Cants to present themselves in the world. You may prefer any number of artistic mediums: chanting, singing, cries and shouts, instruments, maybe even a percussionist using their shield as a drum. Or perhaps you will use a variety?
Remember a troubadour may be a musical half-caster, but they are not to be confused with their full caster cousins. What they lack in charisma and high magic, they make up for with physical prowess and a tactical eye. If a bard is a band's glamorous lead singer, a Troubadour is a first violinist with a sword or a prestigious symphony's conductor with a pension for warfare.
Quick Build
You can make a troubadour quickly by following these suggestions. First, put your highest ability score in Strength or Dexterity, followed by Intelligence. Second, choose the entertainer background. Third choose the "Hasten the Fox, Mire the Hound", "Oft Beset, Ne'er Bruised", and "My Woe Anon" Battle Cants.
Class Features
As a Troubadour, you gain the following class features.
Hit Points
- Hit Dice: 1d10 per troubadour level
- Hit Points at 1st Level: 10 + your Constitution modifier
- Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per troubadour level after 1st
Proficiencies
- Armor: Light and medium armor, shields
- Weapons: Simple weapons, martial weapons
- Tools: An instrument of your choice
- Saving Throws: Constitution, Intelligence
- Skills: Choose two from Acrobatics, Athletics, Insight, Intimidation, Performance, and Persuasion
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a martial weapon, a shield, and any instrument
- (a) five javelins or (b) any simple melee weapon or (c) a Light Crossbow and 20 bolts
- (a) an entertainer's Pack or (b) an explorer’s pack
- Chain shirt and a Book of Cants
Battle Cant
Through study and practice you have a collection of rhymes, chants, or battle cries to inspire your allies and dishearten your foes. Each cant taps into the power of legend or long forgotten lore. How you bring these tales to life on the battlefield is up to you. You are able to maintain a Battle Cant for as long as necessary to achieve victory, always choosing the right cant at the right time to maintain the tempo of your allies.
Preparing Cants
When you gain this feature, pick three troubadour cants to learn, choosing from the “Battle Cants” section at the end of the class description. You learn additional cants of your choice when you reach certain levels in this class, as shown in the Cants Known column of the Troubadour table.
Whenever you gain a level in this class, you can replace one of the troubadour cants you know with a new one.
Whenever you finish a short or long rest, you can choose from your list of known cants and prepare a number of them as shown in the Cants Prepared column of the Troubadour table. Changing your list of troubadour cants requires time spent in study and practice: at least 30 minutes per cant changed on your list.
Performing Cants
As a bonus action you can begin performing any cant you have prepared. A battle cant and its effects last for 1 minute. The effects end early if you stop performing, use a bonus action to begin performing another cant, are knocked unconscious, or incapacitated.
Your Battle Cant affects creatures within 15 feet of you, and the range increases at 6th level (20 feet), 10th level (25 feet), 14th level (35 feet) and 18th level (40 feet). The effect ends on a creature if they end their turn outside of the range of your cant.
Serenade
If performed over the course of a long rest, the cant grants additional benefits as detailed in the “Battle Cants” section at the end of the class description. Unless otherwise stated, the benefits of a Serenade last 24 hours, or until an affected creature finishes a long rest.
Fighting Style
At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Crescendo
At 2nd level, you can draw out the most of your allies or crush the spirits of your enemies with a powerful flare of your Battle Cant. If you are performing a Battle Cant you can cause an even stronger effect as detailed at the end of each Cant description.
You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain expended uses when you finish a long rest.
Spellcasting
By 2nd level, you have learned to cast spells through the power of your words and deeds.
Preparing and Casting Spells
The Troubadour table shows how many spell slots you have to cast your troubadour spells. To cast one of your troubadour spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of troubadour spells that are available for you to cast, choosing from the troubadour spell list. When you do so, choose a number of troubadour spells equal to your Intelligence modifier + half your troubadour level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 5th-level troubadour, you have four 1st-level and two 2nd-level spell slots. With a Intelligence of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell healing word, 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 troubadour spells requires time spent in study and practice: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability
Intelligence is your spellcasting ability for your troubadour spells, since their power derives from the flow, complexity, and content of your music and speech. 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 troubadour spell you cast and when making an attack roll with one.
Spellcasting Focus
You can use a Book of Cants or instrument as a spellcasting focus for your troubadour spells.
Conductor's Eye
By 3rd level, you have a knack for reading a person by the way they move, speak, and carry themselves. You gain a bonus to any Insight checks equal to your Intelligence modifier (with a minimum bonus of +1).
Vocation
When you reach 3rd level, you choose the means by which you will inspire allies and defy your enemies. The Vocation you choose underlies how you carry yourself in a fight, and it dictates the part you choose to play in the ballad. You choose the Skald, the Balladeer, or the Standard Bearer, all detailed at the end of the class description.
Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level. Those features include vocation spells.
Cadenza
Your eye for composition allows you to pick who to place in the spotlight. When you begin performing a cant or at the start of your turn while performing a cant you can choose one creature within range of your cant to empower until the start of your next turn. The effects of your Cadenza end early if you are incapacitated, knocked unconscious, or use this feature on another creature.
The effects of the Cadenza are determined by your Vocation, and are detailed in the Vocation descriptions at the end of this guide.
Vocation Spells
Each vocation has a list of associated spells. You gain access to these spells at the levels specified in the vocation description. Once you gain access to a vocation spell, you always have it prepared. Vocation spells don’t count against the number of spells you can prepare each day.
If you gain a vocation spell that doesn’t appear on the troubadour spell list, the spell is nonetheless a troubadour spell for you.
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.
Aggressive Tempo
Starting at 6th level, you begin to see the battlefield like a piece of music. Each well placed note, beat, or flourish adds to the strength of a piece, while just one mistake can easily ruin even the most stunning performance. Your attacks and spells affect a fight in much the same way.
While performing a Battle Cant you gain a +1 bonus to damage rolls. This bonus increases by 1 after each successful attack roll, up to a maximum equal to your troubadour level.
Missing with an attack roll resets the bonus back to +1. It resets early if you are knocked unconscious, or if your turn ends and you haven’t attacked a hostile creature or cast a spell since your last turn.
Commanding Prelude
You know how a performance should start, and lead with the confidence to make sure it happens.
At 18th level, immediately after rolling initiative, you can choose yourself and up to three creatures you can see if you aren’t incapacitated. You can swap the initiative results of the chosen creatures. An unwilling creature must succeed on a Wisdom saving throw to avoid this effect.
Swelling Medley
At 20th level, your mastery of the song of battle has culminated in the ability to seamlessly blend multiple cants. You can perform two battle cants simultaneously, including when using them to Serenade the party.
Battle Cants
Every troubadour's style is different; whether they perform through cunning lyrics, methodical chants, boisterous cries, or nuanced beats. Regardless of the form your inspiration takes, the results are notable to everyone around you.
Each Battle Cant has a variety of potential effects based on the manner and setting in which you perform it. A Crescendo during a cant gives its effects an even stronger flare, while using it to Serenade your party during a rest gives subtle benefits long after the melody ends.
Afendréam
You grant a peaceful respite with this aloof cant.
Melody: Each creature of your choice within range may use an action to spend 1 hit dice. The player rolls the die and adds the character’s Constitution modifier to it. The character regains hit points equal to the total.
Crescendo: When a creature affected by your cant takes damage, you can use your reaction to allow yourself and each creature of your choice within range to spend any number of hit dice, up to their maximum. For each Hit Die spent in this way, the player rolls the die and adds the character’s Constitution modifier to it. The character regains Hit Points equal to the total.
Serenade: If performed over the course of a long rest each creature can gain the full benefit of a long rest in 4 hours.
Betwixt the Dragon and its Prey,
Kell Stood
You grant protection from the elements or threaten with the same with this dynamic cant.
Melody: Each creature of your choice within range reduces any acid, cold, fire, lightning, poison, or thunder damage taken by 1d4, and increases any acid, cold, fire, lightning, poison, or thunder damage dealt by 1d4.
The damage bonus and reduction increase by 1d4 at 10th (2d4) and 18th (3d4) level in this class.
Crescendo: When a creature affected by your cant takes acid, cold, fire, lightning, poison, or thunder damage you can use your reaction to grant each creature you choose within range resistance to the triggering damage type until the end of their next turn.
Serenade: If performed over the course of a long rest each creature gains advantage on saving throws made to resist fear effects.
Bladesung
You instill a flash of energy in your allies or cloud that of your enemies with this stormy cant.
Melody: Each creature of your choice within range can use their bonus action to move up to 15 feet, and this movement does not provoke opportunity attacks.
Crescendo: When you take the attack action or cast a spell, each creature you choose within range of your cant can use their reaction to make a single weapon attack or cast a cantrip at a single target they choose within 5 feet.
Serenade: If performed over the course of a long rest each creature cannot be put to sleep by magical means.
Naming your Cants
Take liberty in naming the cants you perform, both as a player or a DM.
Several of these cants were named after memorable events or PCs in campaigns I've played in. Change the names to better fit your setting, or as a player boon create a new cant as a reward for one of the players doing something amazing!
Nothing says your party did something extraordinary like having it inspire a new magical song in their world or others!
Ce N'est Pas la Fin
You grant strong vigor or prevent life's flame from being extinguished with this looming cant.
Melody: Each creature of your choice within range makes a Constitution saving throw when damage would reduce them to 0 hit points. The DC for the saving throw is 10 + the damage taken. On a success, the creature is instead reduced to 1 hit point. In addition, attacks made against unconscious creatures you choose within range of your cant are made at disadvantage.
The saving throw DC becomes 5 + the damage taken at 10th level in this class and 1 + the damage taken at 18th level in this class.
Crescendo: As a reaction, when a creature you see is reduced to 0 hit points, they are instead reduced to 1 hit point.
Serenade: If performed over the course of a long rest each creature can reduce their exhaustion level by up to 3 upon completing their long rest.
Hale, Hardy Boar
You grant grit and resolve with this unwavering cant.
Melody: When a creature within range of your cant makes a Constitution or Strength saving throw they must roll a d4 and either add or subtract the result from the number rolled, your choice.
The saving throw bonus and reduction increases by 1d4 at 10th (2d4) and 18th (3d4) level in this class.
Crescendo: When a creature within range of your cant makes a Constitution or Strength saving throw you can use your reaction to give each creature you choose within range advantage on the next Constitution or Strength saving throw they make before the end of their next turn.
Serenade: If performed over the course of a long rest each creature gains advantage on saving throws made to resist disease effects.
Halt's Ambition, Uncertain End
You grant luck or rob opportunities with this dichotomous cant.
Melody: When a creature of your choice within range misses with an attack roll or fails a saving throw, they can use their reaction to reroll and use either result, but they take psychic damage equal to two times the amount by which they originally failed the roll.
Crescendo: When a creature you can see within range of your cant hits with an attack roll, you can use your reaction to roll a d4. On a 1 or a 2 the attack misses. On a 3 or a 4 the attack becomes a critical hit.
Serenade: If performed over the course of a long rest the first critical hit against each creature becomes a normal hit.
Harshest Words, Gentlest Refrain
You sooth the mind or berate thoughts with this tonal cant.
Melody: When a creature within range of your cant makes a Constitution saving throw to maintain concentration, you choose whether the roll is made with advantage or disadvantage.
Crescendo: When a creature you can see fails a Constitution saving throw to maintain concentration while within range of your cant you can use your reaction to allow them to succeed instead.
Serenade: If performed over the course of a long rest each creature gains advantage on saving throws made to resist charm effects.
Hasten the Fox, Mire the Hound
You quicken the steps of your allies or slow those of your enemies with this lithe cant.
Melody: Each creature of your choice within range has their movement increased by 5, and all other creatures within range have their movement reduced by 5.
The movement speed bonus and reduction increase by 5 at 10th (10) and 18th (15) level in this class.
Crescendo: As a reaction, each creature of your choice restrained by nonmagical means automatically escapes.
Serenade: If performed over the course of a long rest each creature is unaffected by difficult terrain.
Heofen ond Helldor
You grant protection from the divine or the diabolical with this spiritual cant.
Melody: Each creature of your choice within range reduces any necrotic or radiant damage taken by 1d4, and increases any necrotic or radiant damage dealt by 1d4.
The damage bonus and reduction increase by 1d4 at 10th (2d4) and 18th (3d4) level in this class.
Crescendo: When a creature affected by your cant takes necrotic or radiant damage you can use your reaction to grant each creature you choose within range resistance to the triggering damage type until the end of their next turn.
Serenade: If performed over the course of a long rest each creature gains advantage on saving throws made to resist spells or other magical effects caused by aberrations, celestials, elementals, fey, fiends, and undead.
Leopard's Flight, Hunter's Sight
You grant agility and beauty with this nimble cant.
Melody: When a creature within range of your cant makes a Charisma or Dexterity saving throw they must roll a d4 and either add or subtract the result from the number rolled, your choice.
The saving throw bonus and reduction increases by 1d4 at 10th (2d4) and 18th (3d4) level in this class.
Crescendo: When a creature within range of your cant makes a Charisma or Dexterity saving throw you can use your reaction to give each creature you choose within range advantage on the next Charisma or Dexterity saving throw they make before the end of their next turn.
Serenade: If performed over the course of a long rest each creature gains advantage on saving throws made to resist paralysis effects.
My Woe Anon
You stave off the pain of your allies or escalate those of your enemies with this soothing cant.
Melody: Once per round, each creature of your choice within range of your cant can reduce any damage they take by 1, and deal damage to the attacker equal to your proficiency modifier.
The damage reduction increases at 6th (3), 10th (6), 14th (9), and 18th (12) level in this class.
Crescendo: When a creature you can see within range of your cant takes damage, you can use your reaction to give the creature temporary hit points equal to the damage taken.
Serenade: If performed over the course of a long rest each creature's first failed death saving throw is instead a success.
Nocked and Loosed is Lazorra's Storm.
You grant steady hands or superb reflexes with this jangling cant.
Melody: Each creature of your choice within range doubles the effective range of their ranged attacks before they become disadvantaged and ranged attacks made against them are made with disadvantage.
Crescendo: When you take the attack action or cast a spell, each creature you choose within range of your cant can use their reaction to make a single ranged weapon attack or cast a cantrip at a single target they choose within range.
Serenade: If performed over the course of a long rest each creature gains advantage on saving throws and skill checks made to avoid being knocked prone.
Oft Beset, Ne'er Bruised
You bolster the resolve of your allies or dull the aggression of your enemies with this steady cant.
Melody: Each creature of your choice within range gains a +1 bonus to their AC.
The bonus to AC increases by 1 when you reach 14th (2) level in this class.
Crescendo: When an attack is made against a creature within range of your cant, you can use your reaction to cause all attack rolls made against the target to be made with disadvantage until the start of its next turn.
Serenade: If performed over the course of a long rest each creature gains advantage on saving throws made to resist stun effects.
Sharp Your Knife, Dull Their Blade
You harden the defenses of your allies or soften those of your enemies with this booming cant.
Melody: Each creature of your choice within range reduces any bludgeoning, piercing, or slashing damage taken by 1d4, and increases any bludgeoning, piercing, or slashing damage dealt by 1d4.
The damage bonus and reduction increase by 1d4 at 10th (2d4) and 18th (3d4) level in this class.
Crescendo: When a creature affected by your cant takes bludgeoning, piercing, or slashing damage you can use your reaction to grant each creature you choose within range resistance to the triggering damage type until the end of their next turn.
Serenade: If performed over the course of a long rest each creature gains advantage on saving throws made to resist petrify effects.
Taillefer and Death's Ire
You draw the attention of your enemies or shroud the threat of your allies with this looming cant.
Melody: Each creature of your choice within range other than yourself can take the hide action as a bonus action and gains three-quarters cover when behind you.
Crescendo: When you hit a creature with an attack or spell, you can use your reaction to make an opening for your allies. Until the end of your next turn, all attack rolls against the target are made with advantage.
Serenade: If performed over the course of a long rest each creature gains temporary hit points equal to your level in this class.
The Orphan Wyrm, Althea's Child
You grant restoration or exclude the unworthy from it with this somber cant.
Melody: Each creature of your choice within range increases hit points regained by spells and effects by 1d4, and all other creatures within range decrease hit points regained by spells and effects by 1d4.
The healing bonus and reduction increase by 1d4 at 10th (2d4) and 18th (3d4) level in this class.
Crescendo: When a creature within range of your cant regains hit points you can use your reaction to cause each creature of your choice within range to regain an equal number of hit points.
Serenade: If performed over the course of a long rest each creature gains advantage on animal handling checks and saving throws made against breath attacks. In addition, creatures regain all spent hit dice at the end of the long rest.
The Raven's Wares
You grant insight and perception with this mindful cant.
Melody: When a creature within range of your cant makes a Intelligence or Wisdom saving throw they must roll a d4 and either add or subtract the result from the number rolled, your choice.
The saving throw bonus and reduction increases by 1d4 at 10th (2d4) and 18th (3d4) level in this class.
Crescendo: When a creature within range of your cant makes an Intelligence or Wisdom saving throw you can use your reaction to give each creature you choose within range advantage on the next Intelligence or Wisdom saving throw they make before the end of their next turn.
Serenade: If performed over the course of a long rest each creature gains advantage on perception checks relying on sight.
Vocations
Skald
The least civilized of the Vocations, a Skald is brash and brazen. Their natural rhythm and keen eye often bail them out of fights that their mouth gets them into. Their Battle Cants often take the form of crude rhymes, guttural chants, and screams. The louder the better.
These troubadours are also the most vicious, with the physical prowess to back up their invigorating or demeaning calls to violence. While traveling with a Skald it may not always be peaceful, but it will always be exciting.
Brash Cadence
When moving toward an enemy your movement is increased by 10 feet and any weapon with which you are proficient is treated as if it has the thrown property with a range of 10/20.
Destructive Cadenza
When you begin performing a cant or at the start of your turn while performing a cant you can choose one creature within range of your cant to empower until the start of your next turn.
While active, all bludgeoning, piercing, and slashing damage they deal is increased by an amount equal to your Intelligence modifier (minimum of 1).
The effect of your Cadenza lasts until you stop performing, change the focus to another creature, or the creature ends its turn outside the range of your Battle Cant.
Vocation Spells
You gain vocation spells at the troubadour levels listed.
Skald Spells
Level | Spells |
---|---|
3rd | zephyr strike, jump |
5th | blur, spider climb |
9th | bestow curse, haste |
13th | stoneskin, phantasmal killer |
17th | destructive wave, steel wind strike |
Energetic Timbre
Beginning at 7th level, the thrill of battle emboldens you even further. While performing you are always under the Melody effects of "Hasten the Fox, Mire the Hound" and can use it's Crescendo even while performing another Cant.
Overwhelming Refrain
Starting at 11th level, you have first hand experience with the rhythm of a brawl. Each exhausted breath and feverish thrust of a blade are part of an old familiar tune in your mind.
When a creature within range of your Battle Cant makes an attack roll you can use your reaction to give them advantage. You can choose to use this feature after the die has been rolled, but before the outcome is determined.
You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain expended uses when you finish a long rest.
Energetic Encore
When you reach 15th level, the effect of your Energetic Timbre also applies to all creatures you choose within range of your Battle Cant.
Balladeer
Music, acclaim, and a pension for danger are all calling cards of a balladeer who takes up adventuring. Their Battle Cants are the most elegant: a combination of inspiring flourishes and cutting disharmonies. Their studied panache stands out among the other vocations.
A Balladeer takes a more aloof approach to a fight. Preferring to stay on the edge of a skirmish, a balladeer is used to working a crowd and is able to invigorate or demoralize at a distance.
Boisterous Cadence
The range of your Battle Cant is increased by 20 feet.
Tenacious Cadenza
When you begin performing a cant or at the start of your turn while performing a cant you can choose one creature within range of your cant to empower until the start of your next turn.
While active, all acid, cold, fire, lightning, necrotic, radiant, or thunder damage damage they take is reduced by an amount equal to your Intelligence modifier (minimum of 1).
The effects of your Cadenza last until you stop performing, change the focus, or the creature leaves the range of your Battle Cant.
Vocation Spells
You gain vocation spells at the troubadour levels listed.
Balladeer Spells
Level | Spells |
---|---|
3rd | find familiar, sleep |
5th | alter self, mirror image |
9th | aura of vitality, counterspell |
13th | banishment, dimension door |
17th | arcane hand, telepathic bond |
Calming Timbre
Beginning at 7th level, the very act of performing gives you peace and clarity. While performing you are always under the Melody effects of "Harshest Words, Gentlest Refrain" and can use it's Crescendo even while performing another Cant.
Spirited Refrain
Starting at 11th level, you have closely studied the tempo of magic and healing in the theater of war. The blast of each spell and agility of fighting are a song and dance you can predict.
When a creature within range of your Battle Cant must make a saving throw you can use your reaction to give them advantage on the roll. You can choose to use this feature after the die has been rolled, but before the outcome is determined.
You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain expended uses when you finish a long rest.
Calming Encore
When you reach 15th level, the effect of your Calming Timbre also applies to all creatures you choose within range of your Battle Cant.
Today I met THE Red Reddington!
All the rumors hinted he'd been murdered, but we just found one of the worlds most note worthy composers stuck playing in a genie's tavern.
I wonder if it would be rude to ask for a signature before we rescue him?
— Lillian Goldflower
To a peer at the Academy
Standard Bearer
A Standard Bearer is grounded; their presence carries weight and gives gravity to any cause. The most militaristic of the vocations, these troubadours are often employed by armies and regal retinues.
A tactical mind and inspiring presence allow them to wade into impossible situations and hold their ground. Their Battle Cants often are heard as a series of rigid chants and battle cries, carried by the unwavering beat of a drum. Many are known to use a shield as a weapon and instrument setting the tempo for each battle. Allies and enemies both know as long as their banner waves the fight is not over.
Bonus Proficiencies
When you choose this Vocation at 3rd level, you gain proficiency with heavy armor.
Pummeling Cadence
You are proficient with the use of a shield as an instrument and a weapon. You can wield a shield as a weapon with which you are proficient, the damage die becomes a d6, and shields you use are treated as if they have the versatile property (2d4). In addition, if the shield is magical the effect extends to your attack and damage rolls made with the shield.
Battle Standard
The range of your Battle Cants are decreased by 10 feet while carrying your Standard. As a bonus action, you can plant your Standard. While planted, the range of your cants are increased by 10 feet and their area of effect includes the area around the battle standard. As a bonus action, you can pick up and plant your standard in a new location.
Bolstering Cadenza
When you begin performing a cant or at the start of your turn while performing a cant you can choose one creature within range of your cant to empower until the start of your next turn.
While active, all bludgeoning, piercing, and slashing damage they take is reduced by an amount equal to your Intelligence modifier (minimum of 1).
The effects of your Cadenza last until the end of your next turn.
Vocation Spells
You gain vocation spells at the troubadour levels listed.
Standard Bearer Spells
Level | Spells |
---|---|
3rd | compelled duel, shield of faith |
5th | aid, enlarge/reduce |
9th | life transference, phantom steed |
13th | death ward, faithful hound |
17th | circle of power, wall of force |
Rugged Timbre
Beginning at 7th level, the inspiration you bestow affords even greater protection. While performing you are always under the Melody effects of "Ce N'est Pas la Fin" and can use it's Crescendo even while performing another Cant.
Tactical Refrain
Starting at 11th level, you have closely studied the flow of battle and the dance of the blade. The cries of war and clamor of weapons have a rhythm you have begun to predict.
When a creature within 10 feet is targeted by an attack roll, you can use your reaction to intercept the attack. You move up to 10 feet towards the target and the attack is made at you instead at disadvantage. You can choose to use this feature after the die has been rolled, but before the outcome is determined.
You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain expended uses when you finish a long rest.
Rugged Encore
When you reach 15th level, the effect of your Rugged Timbre also applies to all creatures you choose within range of your Battle Cant.
Spells
Troubadour
1st Level
- Bane
- Bless
- Cause Fear
- Charm Person
- Command
- Comprehend Languages
- Detect Magic
- Disguise Self
- Dissonant Whispers
- Expeditious Retreat
- Feather Fall
- Healing Word
- Heroism
- Hideous Laughter
- Longstrider
- Shield
2nd Level
- Animal Messenger
- Blindness/Deafness
- Calm Emotions
- Cordon of Arrows
- Crown of Madness
- Enhance Ability
- Enthrall
- Hold Person
- Lesser Restoration
- Magic Mouth
- Mind Spike
- Pyrotechnics
- Shatter
- Silence
- Skywrite
- Suggestion
3rd Level
- Catnap
- Dispell Magic
- Enemies Abound
- Fear
- Feign Death
- Leomunds Tiny Hut
- Nondetection
- Sending
- Slow
- Speak with Dead
- Tongues
- Water Breathing
- Water Walk
4th Level
- Charm Monster
- Compulsion
- Confusion
- Elemental Bane
- Fire Shield
- Freedom of Movement
- Leomund's Secret Chest
- Locate Creature
- Otiluke's Resilient Sphere
5th Level
- Animate Objects
- Dominate Person
- Dream
- Geas
- Greater Restoration
- Hold Monster
- Legend Lore
- Mislead
- Modify Memory
- Raise Dead
- Scrying
- Seeming
- Skill Empowerment
- Swift Quiver
- Synaptic Static
Optional Rule: Multiclassing
Ability Score Minimum. You must have at least an Intelligence score of 13 and a Strength or Dexterity
score of 13 to take a level in this class or multiclass into another class as a troubadour.Proficiencies Gained. If troubadour isn't your initial class, you gain the following proficiencies when you take
your first level as an troubadour: light and medium armor, shields, simple and martial weapons.
Spell
Lists
Artificer Spells
1st Level
- Float
- Negate
- Singularity
2nd Level
- Infuse Shield: Air
- Infuse Shield: Earth
- Infuse Shield: Fire
- Infuse Shield: Life
- Infuse Shield: Water
- Infuse Shield: Void
3rd Level
- Conductive Arc
4th Level
- Djinni Orb
- Eye of the Elements
- Sundering Touch
5th Level
- Swarm of Motes
- Witherlight
Bard Spells
1st Level
- Float
- Negate
- Singularity
2nd Level
- Infuse Shield: Air
- Infuse Shield: Earth
- Infuse Shield: Fire
- Infuse Shield: Water
- Suffocate
3rd Level
- Extinguish
4th Level
- Djinni Orb
- Earth Shield
5th Level
- Swarm of Motes
- Witherlight
9th Level
- Usher Chaos
Cleric Spells
Cantrips
- Mote of Life
- Unfettered Radiance
1st Level
- Infuse Life
- Negate
- Refreshing Spring
2nd Level
- Infuse Shield: Air
- Infuse Shield: Earth
- Spirit Shock
- Infuse Shield: Fire
- Infuse Shield: Life
- Infuse Shield: Water
- Intercessory Spirit
3rd Level
- Well of Spirits
6th Level
- Imbue Flame
- Investiture of Life
7th Level
- Healing Rain
Druid Spells
Cantrips
- Frigid Deluge
- Galewind
- Tectonic Wards
- Tidecaller's Blessing
- Wildfire
1st Level
- Earth Shock
- Float
- Fury of Earth
- Infuse Life
- Refreshing Spring
2nd Level
- Infuse Shield: Air
- Infuse Shield: Earth
- Infuse Shield: Fire
- Infuse Shield: Life
- Infuse Shield: Water
- Lightning Shock
3rd Level
- Cauterizing Silt
- Conductive Arc
- Frost Shock
- Pyroclastic Shock
- Spiritual Journey
- Stone Stride
- Well of Spirits
4th Level
- Earth Shield
- Eye of the Elements
- Sundering Touch
5th Level
- Swarm of Motes
6th Level
- Imbue Flame
- Investiture of Life
- Investiture of Shadow
7th Level
- Healing Rain
- Pillar of the Great Mountain
8th Level
- Glimpse of Frostfell
9th Level
- Usher Chaos
Spell
Lists
Paladin Spells
1st Level
- Earth Shock
- Infuse Life
- Negate
- Refreshing Spring
2nd Level
- Infuse Shield: Air
- Infuse Shield: Earth
- Infuse Shield: Fire
- Infuse Shield: Life
- Infuse Shield: Water
- Intercessory Spirit
- Lightning Shock
3rd Level
- Cauterizing Silt
- Frost Shock
- Well of Spirits
Ranger Spells
1st Level
- Earth Shock
- Float
- Fury of Earth
- Refreshing Spring
2nd Level
- Infuse Shield: Air
- Infuse Shield: Earth
- Infuse Shield: Fire
- Infuse Shield: Life
- Infuse Shield: Water
- Lightning Shock
3rd Level
- Cauterizing Silt
- Frost Shock
- Pyroclastic Shock
- Spiritual Journey
- Stone Stride
4th Level
- Earth Shield
- Eye of the Elements
- Sundering Touch
5th Level
- Swarm of Motes
Sorcerer Spells
Cantrips
- Frigid Deluge
- Galewind
- Wildfire
1st Level
- Negate
- Singularity
2nd Level
- Azer Warhammer
- Infuse Shield: Air
- Infuse Shield: Earth
- Infuse Shield: Fire
- Infuse Shield: Water
- Infuse Shield: Void
- Suffocate
3rd Level
- Conductive Arc
- Extinguish
4th Level
- Djinni Orb
- Eye of the Elements
5th Level
- Swarm of Motes
- Witherlight
6th Level
- Imbue Flame
- Investiture of Shadow
7th Level
- Pillar of the Great Mountain
8th Level
- Glimpse of Frostfell
9th Level
- Usher Chaos
Warlock Spells
Cantrips
- Hand of the Void
- Leaching Grip
1st Level
- Negate
- Singularity
2nd Level
- Azer Warhammer
- Infuse Shield: Void
- Suffocate
3rd Level
- Conductive Arc
- Extinguish
- Well of Spirits
4th Level
- Djinni Orb
- Jaunt
- Sundering Touch
5th Level
- Witherlight
6th Level
- Imbue Flame
- Investiture of Shadow
8th Level
- Glimpse of Frostfell
9th Level
- Usher Chaos
Spell
Lists
Wizard Spells
Cantrips
- Explosive Bulwark
- Frigid Deluge
- Galewind
- Wildfire
1st Level
- Float
- Negate
- Singularity
2nd Level
- Azer Warhammer
- Infuse Shield: Air
- Infuse Shield: Earth
- Infuse Shield: Fire
- Infuse Shield: Water
- Infuse Shield: Void
- Suffocate
3rd Level
- Cauterizing Silt
- Conductive Arc
- Extinguish
- Stone Stride
4th Level
- Djinni Orb
- Sundering Touch
5th Level
- Swarm of Motes
6th Level
- Imbue Flame
- Investiture of Shadow
7th Level
- Pillar of the Great Mountain
8th Level
- Glimpse of Frostfell
9th Level
- Usher Chaos
Spells by Level
Cantrips
- Conflux
- Explosive Bulwark
- Flame Lance
- Frigid Deluge
- Galewind
- Hand of the Void
- Mote of Life
- Leaching Grip
- Surge
- Tectonic Wards
- Tidecaller's Blessing
- Unfettered Radiance
- Wildfire
1st Level
- Earth Shock
- Float
- Fury of Earth
- Infuse Life
- Negate
- Refreshing Spring
- Singularity
- Vampiric Shock
2nd Level
- Azer Warhammer
- Elemental Beam
- Infuse Shield: Air
- Infuse Shield: Earth
- Infuse Shield: Fire
- Infuse Shield: Life
- Infuse Shield: Water
- Infuse Shield: Void
- Intercessory Spirit
- Lightning Shock
- Spirit Shock
- Suffocate
3rd Level
- Cauterizing Silt
- Conductive Arc
- Extinguish
- Frost Shock
- Pyroclastic Shock
- Spiritual Journey
- Stone Stride
- Well of Spirits
4th Level
- Djinni Orb
- Earth Shield
- Eye of the Elements
- Jaunt
- Sundering Touch
5th Level
- Swarm of Motes
- Witherlight
6th Level
- Imbue Flame
- Investiture of Life
- Investiture of Shadow
7th Level
- Healing Rain
- Pillar of the Great Mountain
8th Level
- Glimpse of Frostfell
9th Level
- Usher Chaos
Azer Warhammer
2nd-level conjuration
- Casting Time: 1 bonus action
- Range: Self
- Components: V, S
- Duration: Concentration, for up to 1 minute
You summon a warhammer of pure fire from the City of Brass. This warhammer lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d8 fire damage on a hit and has the versatile (2d10) and reach properties. In addition, it sheds bright light in a 10 foot radius and dim light for an additional 10 feet.
If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the warhammer to reappear in your hand.
At Higher Levels. When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 3d8 (3d10) and the duration increases to 1 hour. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 4d8 (4d10) and the duration increases to 8 hours. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d8 (5d10).
Cauterizing Silt
3rd-level abjuration
- Casting Time: 1 action
- Range: Self
- Components: V, S, M (a pinch of phosphorus)
- Duration: Concentration, up to 1 minute.
A thin film of phosphorus manifests on your person. For the duration when you take slashing, bludgeoning, or piercing damage, a flash of molten heat quickly cauterizes the wound. You receive temporary hit points equal to half the damage dealt.
Conductive Arc
3rd-level evocation
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S
- Duration: Instantaneous
You mark 2 creatures no more than 60 feet apart that you can see within range as conduits, and a 5 foot wide flash of lightning arcs between them dealing lightning damage to the marked targets and each creature between them. A marked creature must make a Constitution saving throw, and takes 4d6 lightning damage on a failed save, or half as much on a success. Each creature between the conduits must make a Dexterity saving throw. A creature takes 12d6 lightning damage on a failed save, or half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each spell slot level above 3rd.
Conflux
Evocation Cantrip
- Casting Time: 1 action
- Range: 60 feet
- Components: S, M (an elemental source)
- Duration: Instantaneous
You coalesce the energies of one of the primal planes in your outstretched hand and hurl it at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d6 damage of the type you choose.
You may choose any available element within 10 feet which dictates the damage type of the attack: Earth (bludgeoning or piercing), Water (cold), Air (lightning or thunder), Fire (fire), Positive Energy (radiant), or Negative Energy (necrotic).
This spell's damage increases by 1d6 at 5th (2d6), 11th level (3d6), and 17th level (4d6).
Djinni Orb
4th-level conjuration
- Casting Time: 1 bonus action
- Range: Self
- Components: V, S
- Duration: Concentration, for up to 1 minute
You summon an orb of crystalized air from the Citadel of Ice and Steel. This orb lasts until the spell ends. It counts as a spell casting focus with which you are proficient. While holding the orb, you gain a +1 bonus to spell attack rolls and when you cast a spell or cantrip that deals damage you roll one of the spell's damage dice an additional time and add it as extra damage of the spell's damage type.
Additionally as a bonus action, you can cast the levitate spell on one willing creature once per turn without concentration.
At Higher Levels. When you cast this spell using a 6th-level spell slot, the spell attack bonus increases to +2, you roll 2 additional damage dice, and the duration increases to 1 hour. When you cast it using a spell slot of 8th level or higher, the spell attack bonus increases to +3, you roll 3 additional damage dice, and the duration increases to 8 hours.
Earth Shield
4th-level transmutation
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S
- Duration: Concentration, up to 1 minute.
A series of earthen orbs form and begin orbiting a creature of your choice that you can see within range. The creature gains 3d6 temporary hit points, and another 3d6 temporary hit points at the start of each of its turns until the spell ends. While the temporary hit points are active the target's AC increases by 3.
As a bonus action you can move the earthen shield to another creature of your choice that you can see within range. The creature immediately gains the temporary hit points, but the effect ends on the previous target.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the temporary hit points increase by 1d6 for each spell slot level above 4th.
Earth Shock
1st-level evocation
- Casting Time: 1 bonus action
- Range: 30 feet
- Components: V
- Duration: Concentration, up to 1 minute.
You imbue the attacks of a creature of your choice that you can see within range with the weight of a mountain. The next time the creature hits with an attack during the spell’s duration, a piece of earth or stone follows just behind the strike. The attack does an additional 1d6 bludgeoning damage and if the target is Large or smaller it must make a Strength saving throw or be knocked prone and restrained until the end of it's next turn.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell deals an additional 1d6 bludgeoning damage for each slot level above 1st.
Elemental Beam
2nd-level evocation
- Casting Time: 1 action*
- Range: 60 feet
- Components: V, S
- Duration: Concentration, up to 1 minute.
A 5 foot beam of elemental energy forms in a straight line between you and another willing creature you can see within range of a damage type you choose when the spell is cast (bludgeoning, cold, fire, lightning, necrotic, piercing, radiant, or thunder). When a creature touches the beam for the first time on a turn or starts its turn within it, it must make a Dexterity saving throw. A creature takes 2d8 damage on a failed save, or half as much damage on a successful one. The spell ends early if you move more than 60 feet away from the linked target.
This spell can also be cast as part of the action needed to place a totem. When cast in this manner, the beam forms between yourself and the totem. The spell ends if the totem is destroyed.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each spell slot level above 2nd.
Explosive Bulwark
Evocation Cantrip
- Casting Time: 1 action
- Range: Touch, 10 foot line
- Components: V, S
- Duration: 1 minute*.
You draw together a quaking sheet of stone at a point you touch that is 6 inches thick, 5 feet wide, and provides half cover. The bulwark has an AC of 10, 1d10 hit points, and climbing over the bulwark takes 15 feet of movement.
As part of the action used to create the bulwark you can cause it to explode, destroying it, and any creature in a 10 foot line in front of the wall must succeed on a Dexterity saving throw or take 1d10 bludgeoning damage. The bulwark will also explode if reduced to 0 hit points or you use a reaction to detonate it. Otherwise, the bulwark harmlessly crumbles to dust after 1 minute.
The bulwark's damage and hit points increase by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). In addition, a creature that fails its saving throw is also knocked prone at 11th level.
Extinguish
3rd-level necromancy
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: Instantaneous
You attempt to extinguish the spark of life in a target. Make a melee spell attack against the target. On a hit, the target takes 4d10 necrotic damage.
In addition, if the target has 20 hit points or less remaining after the damage from this spell, it is immediately reduced to 0 hit points.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the initial damage increases by 1d10 and the threshold for death increases by 5 for each spell slot level above 3rd.
Eye of the Elements
4th-level transmutation
- Casting Time: 1 action
- Range: Self, 60 feet
- Components: V, S
- Duration: 8 hours
You are able to sense moving objects that are in contact with the ground as long as the surface is on earth, stone, or water. For the duration, you can detect and pinpoint the origin of vibrations within 60 feet, provided that you and the source of the vibrations are in contact with the same ground or substance.
Flame Lance
Evocation Cantrip
- Casting Time: 1 action
- Range: 80 feet
- Components: V, S
- Duration: Instantaneous
You materialize and throw a beam of solid fire at a creature or object within range, and momentarily superheat the air around yourself. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage.
Until the end of your next turn, the next spell you cast which deals fire damage deals additional fire damage equal to your proficiency bonus.
A flammable object hit by this spell ignites if it isn't being worn or carried.
This spell's damage increases by 1d10 at 5th (2d10), 11th level (3d10), and 17th level (4d10).
Float
1st-level transmutation
- Casting Time: 1 reaction*
- Range: 60 feet
- Components: V, S
- Duration: 1 minute
Choose up to 8 creatures submerged within range. They float upward 60 feet per round until the spell ends. The creature can still use it’s movement on each turn to move laterally in any direction.
* - which you take when a creature is submerged in water
Frigid Deluge
Evocation Cantrip
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Instantaneous
A frigid vortex of icy water streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d6 cold damage and its speed is reduced by 10 feet until the start of your next turn.
The spell creates more than one vortex when you reach higher levels: two vortexes at 5th level, three vortexes at 11th level, and four vortexes at 17th level. You can direct the vortexes at the same target or at different ones. Make a separate attack roll for each vortex.
Frost Shock
1st-level evocation
- Casting Time: 1 bonus action
- Range: 30 feet
- Components: V
- Duration: Concentration, up to 1 minute.
You imbue the attacks of a creature of your choice that you can see within range with living ice. The next time the creature hits with an attack during the spell’s duration, an intense flash of cold blasts the target affecting its mind. The attack does an additional 1d6 cold damage. Additionally, the target must make a Constitution saving throw or be afflicted with mind freeze.
An affected target can’t take reactions and must roll a d8 at the start of each of its next turn to determine its behavior for that turn.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell deals an additional 1d6 cold damage for each slot level above 1st.
d8 | Mind Freeze Behavior |
---|---|
1 | The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn’t take an action this turn. |
2-6 | The creature doesn’t move or take actions this turn. |
7-8 | The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn. |
Fury of Earth
1st-level evocation
- Casting Time: 1 action
- Range: 90 feet
- Components: V
- Duration: Instantaneous
You pull five shards of stone from the earth around you. You can hurl them at one target or several. Make a ranged spell attack for each stone. On a hit, the target takes 1d4 bludgeoning damage.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates two more stones for each slot level above 1st.
Galewind
Evocation Cantrip
- Casting Time: 1 action
- Range: 20 feet
- Components: V
- Duration: Instantaneous
You create a thunderous blast of air shoving a creature of your choice that you can see within range. The target must succeed on a Strength saving throw or take 1d8 thunder damage and be moved up to 10 feet in a direction you choose.
This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Glimpse of Frostfell
8th-level conjuration
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S
- Duration: Concentration, up to 1 minute.
You wrest open a rift to the Frostfell, Plane of Ice, and choose up to 4 creatures within range to grant immunity to cold damage for the duration of the spell.
The rift appears above an area you choose spewing out a wall of air so cold that it even freezes the flow of energy that makes magic possible. An invisible wall of unnaturally cold air flashes into existence at a point you choose within range blocking any spells cast into or out from the area. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In any form, the wall is 1 foot thick. It lasts for the duration.
If the wall cuts through a creature’s space when it appears, the creature is pushed to one side of the wall (your choice which side) and must make a Dexterity saving throw. On a failed save a creature takes 5d6 cold damage.
A creature that comes into contact with the wall must make a Constitution saving throw. On a failed save they take 10d6 cold damage and are forced back into the space from which they originated. On a success they move through the wall, and take 10d6 cold damage. Creatures immune to cold damage can move through the wall as if it were difficult terrain.
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Absolute Zero. When a creature you can see within 60 feet of the wall casts a spell, you can use your reaction to destroy a number of sections of the wall which you choose. A flare of cold energy arcs from the wall through the weave, attempting to interrupt the casting of a spell. When you destroy a panel in this manner, you prevent a spell of 2nd level or lower, increasing by 2 for every additional panel you choose to destroy. If the spell cast is at a higher level than the cumulative power of the destroyed panels, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a success, the creature’s spell fails and has no effect.
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Aegis of Condensed Cold. As a reaction you can destroy all remaining panels and target a willing creature within range. If it is immune to cold damage it gains 10d6 temporary health for each panel destroyed in this manner. These temporary hit points last until the end of the creatures next turn. If the target is not immune to cold damage, the target gains temporary health, but is also immobilized and restrained in a diamond like block of ice as long as the temporary health is active.
A fire spell of 8th level or higher will destroy each section of the wall that it touches.
At Higher Levels. When you cast this spell using a spell slot of 9th level, the number of creatures you can grant immunity increases by 1, and the number of panels created increases by 2.
Hand of the Void
Necromancy Cantrip
- Casting Time: 1 Action
- Range: Touch
- Components: V
- Duration: Instantaneous
Your hand becomes ensconced in a swirling mass of void energy and your touch extinguishes a piece of the targets will. Make a melee spell attack. On a hit, the target takes 1d8 necrotic damage. Additionally, the first time it makes a saving throw before the end of your next turn, it must roll a d4 and subtract the number rolled from the save.
This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Additionally, the die rolled for the saving throw increases at 5th level (1d6), 11th level (1d8), and 17th level (1d10).
Healing Rain
7th-level transmutation
- Casting Time: 1 minute
- Range: 300 feet
- Components: V, S, M (a black pearl worth 500gp)
- Duration: 10 minutes
A gentle breeze ushers in a warm soothing rain of pure water to an area within range that you can see. The area of rain consists of up to ten 30-foot cubes, which you can arrange as you wish. Each cube must have at least one face adjacent to the face of another cube. For the duration creatures inside the area regain 1 hit point and 10 temporary hit points at the start of each turn. If cast indoors, mists of healing energy fill the space instead.
Water from this spell can be collected, and stored temporarily for later use. A small open container in the area will fill with 4 ounces of water over the course of 10 minutes. Drinking at least 4 ounces of the pure water causes a creature to regain 1d4+1 hit points, and 10 temporary hit points. This water slowly gains impurities while outside the elemental plane and the healing properties expire after 24 hours.
Imbue Flame
6th-level transmutation
- Casting Time: 1 action
- Range: 30 feet
- Components: S
- Duration: Concentration, up to 1 minute.
You choose up to 3 creatures you can see within range. Their physical form is shrouded with intense, raging flames that are apparently harmless to the individual.
For the duration of the spell each target gains an additional action on each of its turns. That action can be used only to cast a cantrip, take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.
Any attacks against a creature affected by Imbue Flame made within 30 feet of the creature cause flame to arc back at the attacker for 3d6 fire damage.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the number of creatures increases by 1 and the reactive fire damage increases by 2d6 for each spell slot level above 5th.
Infuse Life
1st-level transmutation
- Casting Time: 1 bonus action
- Range: 60 feet
- Components: V
- Duration: Instantaneous
A creature of your choice that you can see within range regains a number of hit points equal to the temporary hit points that creature has. The temporary hit points are expended.
Infuse Shield: Air
2nd-level abjuration
- Casting Time: 1 action
- Range: Touch
- Components: S
- Duration: Concentration, up to 1 hour.
You touch a shield in range and enchant it until the spell ends. A strong refreshing breeze emanates from the face of the shield. For the duration, objects in front of you weighing 5 pounds or less are pushed 10 feet away. While holding the shield a creature has resistance to lightning and thunder damage, and advantage on saving throws that would cause lightning or thunder damage.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the number of shields you can enchant in this manner increases by 1 for each spell slot level above 2nd.
Infuse Shield: Earth
2nd-level abjuration
- Casting Time: 1 action
- Range: Touch
- Components: S, M (a handful of topsoil)
- Duration: Concentration, up to 1 hour.
You touch a shield in range and enchant it until the spell ends. A four inch thick layer of clay matching the component forms along the face of the shield. For the duration, any clay removed is immediately replaced and stealth rolls while outdoors in similar terrain have a +5 bonus. While holding the shield a creature has resistance to bludgeoning damage, and advantage on saving throws that would cause bludgeoning damage.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the number of shields you can enchant in this manner increases by 1 for each spell slot level above 2nd.
Infuse Shield: Fire
2nd-level abjuration
- Casting Time: 1 action
- Range: Touch
- Components: S, M (a source of flame)
- Duration: Concentration, up to 1 hour.
You touch a shield in range and enchant it until the spell ends. A bright yet harmless flame burns on the surface of a shield that you touch. For the duration, the shield emits bright light in a 5-foot radius and dim light for an additional 10 feet. While holding the shield a creature has resistance to cold damage, ignores the effects of extreme cold, and advantage on saving throws that would cause cold damage.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the number of shields you can enchant in this manner increases by 1 for each spell slot level above 2nd.
Infuse Shield: Life
2nd-level abjuration
- Casting Time: 1 action
- Range: Touch
- Components: S, M (a seed)
- Duration: Concentration, up to 1 hour.
You touch a shield in range and enchant it until the spell ends. An invigorating warmth emanates from the surface of a shield that you touch. For the duration, a creature holding the shield automatically succeeds on their first death saving throw. While holding the shield a creature has resistance to necrotic damage, and advantage on saving throws that would cause necrotic damage. As an action, a creature can place their hand on the shield and heal for 1 hit point. A creature must complete a short or long rest before they can benefit from this effect again.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the number of shields you can enchant in this manner increases by 1 for each spell slot level above 2nd.
Infuse Shield: Water
2nd-level abjuration
- Casting Time: 1 action
- Range: Touch
- Components: S, M (a drop of pure water)
- Duration: Concentration, up to 1 hour.
You touch a shield in range and enchant it until the spell ends. A swirling layer of water bounds across the face of the shield like a tiny sea. For the duration, the shield drips a quart of water every 6 seconds onto the ground. While holding the shield a creature has resistance to fire damage, ignores the effects of extreme heat, and advantage on saving throws that would cause fire damage. As an action the shield can be placed face down against a source of fire, extinguishing an area of flames up to 5 feet in diameter.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the number of shields you can enchant in this manner increases by 1 for each spell slot level above 2nd.
Infuse Shield: Void
2nd-level abjuration
- Casting Time: 1 action
- Range: Touch
- Components: S, M (a pinch of bone dust)
- Duration: Concentration, up to 1 hour.
You touch a shield in range and enchant it until the spell ends. A dark layer of fog slowly wisps from the face of the shield to the ground. For the duration, the area within 10 feet becomes dim light and creatures and objects are lightly obscured. While holding the shield a creature has resistance to radiant damage, and advantage on saving throws that would cause radiant damage. If the wielder remains stationary they can use their action to instead heavily obscure creatures and objects within 10 feet.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the number of shields you can enchant in this manner increases by 1 for each spell slot level above 2nd.
Intercessory Spirit
2nd-level abjuration
- Casting Time: 1 reaction
- Range: 45 feet
- Components: V, S
- Duration: Instantaneous
When a willing creature within range fails a saving throw you may use your reaction to be afflicted instead. Make a Wisdom saving throw using the DC of the triggering effect. On a success the effects are transferred and any persistent effects end at the start of your next turn. On a failed save the effect is transferred as if you had been the original target.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the saving throw is made with advantage and you receive a +1 bonus to the saving throw for each spell slot level above 2nd.
Investiture of Life
6th-level transmutation
- Casting Time: 1 action
- Range: Self
- Components: V, S
- Duration: Concentration, up to 10 minutes
Until the spell ends, wellspring of life swells within you shedding bright light in a 60 foot radius and dim light for an additional 30 feet. Until the spell ends, you gain the following benefits:
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You are immune to radiant damage and have resistance to necrotic damage.
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Any creature that moves within 10 feet of you for the first time on a turn or ends its turn there takes 1d6 radiant damage or regains 1d6 hit points, your choice.
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You can use your action to create a 15-foot cone of radiance extending from your outstretched hand in a direction you choose. Each creature in the cone must make a Wisdom saving throw. A creature takes 4d6 radiant damage on a failed save, or half as much damage on a successful one. A creature that fails its save against this effect is blinded until the start of your next turn.
Investiture of Shadow
6th-level transmutation
- Casting Time: 1 action
- Range: Self
- Components: V, S
- Duration: Concentration, up to 10 minutes
Until the spell ends, the void swallows up the light around you, and you gain the following benefits:
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You are immune to necrotic damage and have resistance to radiant damage.
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For the duration, all light in a 15 foot radius around you is extinguished including light created by spells of 6th level or lower. This effect spreads around corners. A creature with darkvision can’t see through this darkness.
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You can use your action to destroy the light in a 15-foot sphere centered on a point you can see. Each creature in the sphere must make a Constitution saving throw. A creature takes 4d6 necrotic damage on a failed save, or half as much damage on a successful one. Until the spell ends all light in the area is extinguished including light created by spells of 6th level or lower. This effect spreads around corners. A creature with darkvision can’t see through this darkness.
Jaunt
4th-level transmutation
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S
- Duration: Instantaneous
You shift up to four willing creatures within range to the Ethereal Plane. While in the Ethereal Plane your speed increases to 80 feet and you return to the plane you originated from at the end of your turn. Each target besides yourself can immediately use their reaction to move up to 80 feet, and at the end of your turn they return to an unoccupied space on the plane from which they originated. If no unoccupied space is available within that range, they appear in the nearest unoccupied space (chosen at random if more than one space is equally near).
If a creature does not use any movement they instead stay in the Ethereal Plane until the start of their next turn.
While on the Ethereal Plane, you can see and hear the plane you originated from, which is cast in shades of gray, and you can’t see anything there more than 60 feet away. You can only affect and be affected by other creatures on the Ethereal Plane. Creatures that aren’t there can’t perceive you or interact with you, unless they have the ability to do so.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the number of creatures increases by 1 for each spell slot level above 4th.
Leaching Grip
Necromancy Cantrip
- Casting Time: 1 action
- Range: Touch
- Components: V
- Duration: Instantaneous
You take hold of a creature, and sap away a portion of the targets strength, sending it to the void. Make a melee spell attack against the target. On a hit, the target takes 1d8 necrotic damage, and it has disadvantage on the next attack roll it makes before the end of its next turn.
This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Lightning Shock
1st-level evocation
- Casting Time: 1 bonus action
- Range: 30 feet
- Components: V
- Duration: Concentration, up to 1 minute.
You imbue the attacks of a creature of your choice that you can see within range with the sky's rage. The next time the creature hits with an attack during the spell’s duration, lightning arcs into the target and the attack does an additional 2d6 lightning damage. In addition the target has disadvantage on saving throws made to maintain concentration until the start of the attacker's next turn.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell deals an additional 1d6 lightning damage for each slot level above 1st.
Mote of Life
Conjuration Cantrip
- Casting Time: 1 Action
- Range: Self
- Components: V, S
- Duration: 1 minute.
You create three palpable motes of radiance in the palm of your hand. As a bonus action you or someone else can make a ranged spell attack with one of the motes by throwing it. If thrown, it has a range of 60 feet. If someone else attacks with the mote, that attacker adds your spellcasting ability modifier, not the attacker’s, to the attack roll. On a hit, the target takes radiant damage equal to 1d4 + your spellcasting ability modifier. Hit or miss, the mote fades away after being thrown.
Additionally, as an action a mote can be ingested by a creature to regain 1d4+1 hit points. A creature can only benefit from this effect once per short rest.
If you cast this spell again, the spell ends early on any motes previously created by it.
This spell's damage and healing increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Negate
1st-level necromancy
- Casting Time: 1 reaction*
- Range: Self
- Components: V, S
- Duration: Instantaneous
You draw a portion of the energy from a damaging effect into the void, harming any attackers in the process. You reduce the triggering damage by 5, and deal 5 necrotic damage to the attacker.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, both the damage reduction and the necrotic damage increase by 5 for each slot.
* - which you take when you take damage
Pillar of the
Great Mountain
7th-level conjuration
- Casting Time: 1 action
- Range: 80 feet, 15 foot radius
- Components: V, S
- Duration: Instantaneous
You tear open a portal to the Plane of Earth in the sky at a point you can see within range above a creature you choose, bringing a 30 foot wide monolithic piece of crystalline stone crashing down upon them.
The targeted creature must make a Dexterity saving throw (at disadvantage if it is of size Large or smaller). On a failed save the creature becomes pinned under the falling pillar and crushed against the ground for 6d10 bludgeoning damage in addition to 1d6 for every 10 feet the stone fell (rounded down). On a successful save, the creature takes half damage.
A creature pinned in this manner is considered restrained and prone while also under three-quarters cover. The pinned creature can make a Strength saving throw at the end of each of their turns to dislodge themselves from under the pillar.
Each creature besides the target within the path of the pillar must make a Dexterity saving throw or be crushed for 12d6 bludgeoning damage and knocked prone as the pillar of stone crashes towards the ground.
Refreshing Spring
1st-level transmutation
- Casting Time: 1 bonus action
- Range: 60 feet
- Components: V
- Duration: Concentration, up to 1 minute.
A creature of your choice that you can see within range gains temporary hit points equal to 3d4 + your spellcasting ability modifier for up to 1 minute. As long as the temporary hit points are active, the target regains 1d4 hit points at the start of each of its turns. This spell has no effect on constructs.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the initial temporary hit points increase by 2d4 for each slot level above 1st.
Pyroclastic Shock
1st-level evocation
- Casting Time: 1 bonus action
- Range: 30 feet
- Components: V
- Duration: Concentration, up to 1 minute.
You imbue the attacks of a creature of your choice that you can see within range with primal fire. The next time the creature hits with an attack during the spell’s duration liquid flame splashes across all creatures in a 20 foot cone.
Each creature must succeed on a Dexterity saving throw. On a failed save a creature catches fire taking 1d6 fire damage at the start of each turn as long as the fire burns. A creature can use its action to douse the flames, ending this effect.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell deals an additional 1d6 fire damage for each slot level above 1st.
Singularity
1st-level evocation
- Casting Time: 1 action
- Range: 30 feet
- Components: S
- Duration: Instantaneous
As you clench your fist a tiny fissure to the Negative Energy plane appears at a point you can see within range and within 20 feet of a creature of your choice. An unwilling creature must succeed on a Strength saving throw or be pulled 15 feet towards an unoccupied space near the singularity. Any unsecured objects that are within 5 feet of the target are automatically pulled 15 feet towards the singularity.
If the movement causes the target to enter another creature's space or to collide with a large stationary object the effect ends. In addition, if the creature moved at least 10 feet before entering another creature's space or colliding with a large stationary object the creature(s) take 2d6 bludgeoning damage, and the effect ends.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can create one additional fissure for each slot level above 1st.
Spirit Shock
1st-level evocation
- Casting Time: 1 bonus action
- Range: 30 feet
- Components: V
- Duration: Concentration, up to 1 minute.
You imbue the attacks of a creature of your choice that you can see within range with overwhelming energy. The next time the creature hits with an attack during the spell’s duration, the zeal of the plane of life radiates from the wounds inflicted. Each creature within 5 feet of the target can use a reaction to make 1 melee attack.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell deals an additional 1d8 radiant damage for each slot level above 1st.
Spiritual Journey
3rd-level transmutation
- Casting Time: 1 minute
- Range: 30 feet
- Components: V, S, M (a tiny oaken totem of a howling wolf)
- Duration: Concentration, up to 8 hours.
Choose up to 4 willing creatures within range. Each creature shifts into the form of their spirit animal (they may choose its appearance).
An affected creature has its movement speed increased to 60 feet, and isn’t slowed by difficult terrain. The spirit animal has 10 hit points, but otherwise shares your statistics.
Any objects worn or carried are merged into the new form. A spirit animal emits dim light out to 15 feet, has darkvision out to 30 feet, and is either medium or small in size. You understand spoken languages you know, but are unable to speak except telepathically to another creature in spirit animal form within 30 feet.
The spell ends on a creature if it makes an attack, its hit points are reduced to 0, or you fall unconscious.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of creatures increases by 1, the duration increases by 8 hours (up to a maximum of 24 hours), and the speed increases by an additional 10 feet for each spell slot level above 3rd.
Stone Stride
3rd-level transmutation
- Casting Time: 1 action
- Range: Self
- Components: S, M (a bead of mercury)
- Duration: Concentration, up to 1 minute.
The earth around you springs to life at your command, restructuring itself with each step you take. For the duration, you gain a burrow speed of 20 feet that allows movement through sand, earth, mud, or ice and a burrow speed of 5 feet through stone. Tunnels dug in this way collapse after 1 hour if not adequately reinforced.
Suffocate
2nd-level necromancy
- Casting Time: 1 action
- Range: 30 feet
- Components: S
- Duration: Concentration, up to 1 minute
With a snap of your fingers, the air around a creature you can see with range is sucked into the Negative Energy plane. The target must make a Constitution saving throw, taking 2d8 necrotic damage on a failed save, or half as much damage on a successful one. On a failed save, the creature is unable to breathe, deafened, unable to speak, and unable to cast spells that include a verbal component.
On each of your turns for the duration, you can use your action to deal 2d8 necrotic damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell’s range or if it has total cover from you.
If the spell is maintained for the full duration, the creature is reduced to 0 hit points.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Sundering Touch
4th-level transmutation
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (rusted fleck of iron)
- Duration: Concentration, up to 1 minute.
The touch of your element-wreathed hand can leach the key elements from your target's defenses leaving their armor brittle and ineffective. Make a melee spell attack against a creature within your reach. On a hit, the target takes 6d6 necrotic damage, and their AC is reduced by 2 for 1 minute. A creature's AC cannot be reduced below 10.
If a CR 1 or lower construct, ooze, or elemental is hit with this spell the creature is instantly destroyed.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the level of construct, ooze, or elemental that is instantly destroyed increases by 1 for each spell slot level above 4th.
Surge
Evocation Cantrip
- Casting Time: 1 action
- Range: Self
- Components: V
- Duration: Instantaneous
As part of the action used to cast this spell, you must make a weapon attack against one creature within range, otherwise the spell fails. On a hit, the target suffers the attack’s normal effects.
In addition, electricity courses through the creature causing 1d6 lightning damage, or you may choose to store the electrical energy instead, gaining one charge. When you hit a creature with Surge, you can choose to expend any number of stored charge(s) to deal 1d12 lightning damage to the target per charge.
You can store a number of charges equal to your primalist level.
Stored charges reset if you are knocked unconscious, or if you have gone more than 1 minute without attacking or casting a spell
The spell’s damage and the damage of charges increases by one die when you reach 5th level (2d6 or 2d12), 11th level (3d6 or 3d12), and 17th level (4d6 or 4d12).
Swarm of Motes
5th-level conjuration
- Casting Time: 1 action
- Range: 90 feet
- Components: V, S
- Duration: Concentration, up to 1 minute.
The very elements come to life at your command. 10 motes of pure primordial energy spring into existence hovering around you and you choose the type of damage they deal when you cast the spell (bludgeoning, cold, fire, lightning, necrotic, piercing, radiant, or thunder). As a bonus action, you can mentally command the motes you made with this spell if they are within 500 feet of you to move up to 30 feet and make a ranged spell attack on a target you can see within range. On a hit, the creature takes 1d4+1 damage per mote.
On a hit, you can instead detonate a number of motes you choose dealing additional damage but destroying all motes used in this manner. The target instead takes 1d4+4 damage per mote.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the number of motes increases by 2 for each spell slot level above 5th.
Tectonic Wards
Abjuration Cantrip
- Casting Time: 1 action
- Range: Self
- Components: V
- Duration: Instantaneous
You magically brace yourself with plates of earth and stone. Until the start of your next turn you are protected with 1d4 temporary hit points.
As a part of this action you can make a single melee attack, shove, or grapple check against a target that is in melee range.
This spell’s temporary health increases by 2d4 when you reach 5th level (3d4), 11th level (5d4), and 17th level (7d4).
Tidecaller's Blessing
Evocation Cantrip
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S
- Duration: 1 minute
You bless one creature you can see within range with the magic of the tides.
For the duration, they have advantage on attack rolls until their first successful attack each turn. This attack deals an additional 1d4 cold damage. The spell ends if you cast it again.
This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Unfettered Radiance
Evocation Cantrip
- Casting Time: 1 action
- Range: 90 feet
- Components: V, S
- Duration: Instantaneous
A pulse of chaotic radiance floods over a creature you can see within range and arcs wildly. The target must succeed on a Wisdom saving throw. On a failed save it takes 1d8 radiant damage or gains 1d8 temporary hit points until the start of your next turn, your choice.
In addition, energy arcs from the target to a different creature of your choice that you can see within 15 feet causing radiant damage or granting temporary hit points until the start of your next turn equal to half of the original amount.
The spell’s die increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Usher Chaos
9th-level conjuration
- Casting Time: 1 action
- Range: 90 feet
- Components: V, S, M (Burning incense for air, soft clay for earth, sulfur and phosphorus for fire, or water and sand for water)
- Duration: Instantaneous
You open a rift through which a Prince of the Elemental Plane can momentarily emerge. Choose a point within range and an elemental type for which you have the components.
A rift opens heralding the momentary emergence of an Elemental Prince of your choice:
- Ogrémoch Prince of Earth,
- Imix Prince of Fire,
- Yan-C-Bin Prince of Air,
- Olhydra Princess of Water.
All creatures within 15 feet must make a Dexterity saving throw or take 10d6 elemental damage corresponding to the chosen Elemental. The GM has the elemental’s statistics.
As part of the summoning you can grant up to 9 creatures within range that you can see immunity to the corresponding elemental type for 1 minute.
The Elemental Prince shares your initiative, and immediately uses it’s Summon Elemental Feature. It is Neutral toward any creatures granted immunity by the spell, but will target them if an action is perceived as hostile. It will also not attempt to prevent collateral damage caused by area of effect abilities.
The Elemental Prince lasts for 1d4+2 turns, or until it reaches 0 health, at which point it is pulled back through the portal to it’s home plane. Summoned elementals do not return with it, and become hostile to all creatures.
If you attempt to summon the same Elemental Prince within 1 month of a previous casting, the Prince and summoned elementals are hostile to all creatures within range including the caster.
Vampiric Shock
1st-level evocation
- Casting Time: 1 bonus action
- Range: 30 feet
- Components: V
- Duration: Concentration, up to 1 minute.
You imbue the attacks of a creature of your choice that you can see within range with the hunger of the void. The next time the creature hits with an attack during the spell’s duration, the hunger of the void draws life from the target of the attack. The attack deals an additional 1d12 necrotic damage and regain hit points equal to the damage dealt.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell deals an additional 1d12 necrotic damage for each slot level above 1st.
Well of Spirits
3rd-level transmutation
- Casting Time: 1 action
- Range: 60 feet
- Components: S
- Duration: Concentration, up to 1 minute.
A watery deluge of friendly spirits radiates from you surrounding up to 6 creatures you choose with protective energy. Until the spell ends, each creature gains 4d4 + your spell casting modifier in temporary hit points.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the temporary hit points increase by 2d4 for each spell slot level above 3rd.
Wildfire
Evocation Cantrip
- Casting Time: 1 action
- Range: 15 feet
- Components: V, S
- Duration: Instantaneous
You summon an arc of flame under each creature of your choice that you can see within range which must succeed on a Dexterity saving throw or take 1d4 fire damage.
The spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Witherlight
5th-level evocation
- Casting Time: 1 bonus action
- Range: Self
- Components: V, S
- Duration: Concentration, up to 1 minute
Your attacks and spells smother your enemies in darkness as each one sends light around the target into oblivion.
Your successful spell and weapon attacks also cause the target to be blinded until the start of your next turn.
Wait, where are you going? Don't you want to hear more?
— Lillian Goldflower
To a peer at the Academy
Character Creation Variants
The purpose of these variant rules is to breathe new life into the character creation process, rather than replace them outright.
Standard player character creation places most weight in only two player choices: your race and class selection. The goal of these variant rules is to redistribute some (but not all) of the importance and power of a new character’s race into other aspect’s of character creation.
By adding nuance and importance to a character’s life and talents before adventuring, players should be able to realize even more varied character concepts.
The Short Version: Remove 2 points from the race’s ability score improvements and add 1 to the background and use the other to offset the power of a 1st level feat.
Race Ability Scores
To use the variant rules for character creation, the first step is to remove some power from the race to redistribute it elsewhere and maintain power.
Subtract 2 from the total Racial Ability Score given by the race, and distribute the remaining point(s) between the abilities available to the race. For most races which receive a +2 to X and a +1 to Y, their new racial Ability Score increase will read:
- Your X or Y score increases by 1, your choice.
For example:
The Hill Dwarf gains the following according to the PHB:
“Your Constitution score increases by 2, and your Wisdom score increases by 1.”
Using the variant rules it becomes:
“Your Constitution or Wisdom score increases by 1, your choice.”
If you are not using the Variant Level 1st Level Feat Rules, you will instead subtract only 1 from the total Racial Ability Score.
Nature versus Nurture
Who your parents are should be important, especially in a fantasy setting with such a colorful array of potential races to choose from. So the nature side of nature versus nurture is well accounted for, but what about nurture? Background selections are often mostly fluff with the proficiencies being the primary reason one is selected over another.
For example: being born a half-orc means you have a +2 Strength and +1 Constitution, but the fact you have spent your entire life to this point as a Cloistered Scholar has no impact on your stats? Sure your lineage may give you a propensity for physical strength, but working your entire life as a calligrapher and librarian should have some impact as well. What if a high elf was taken as a slave and raised as a gladiator, wouldn’t you expect them to skew more towards constitution or strength after years of hardship?
Even take for example the Orc monster stat blocks. Looking closely at the variants among them highlights that there are orcs with lower (but still above average) strength, and instead high wisdom, intellect, dexterity, or charisma based in large part on the faction they were a part of.
Yes, assigning ability scores according to RAW to reflect the above nuance is an option, but there is a reason Racial stat variation exists outside of this system. It is supposed to be a meaningful springboard to the rest of the character creation process. Yes, you are naturally strong as a half orc, but you could give that trait minimal attention and still be average in strength while a halfling would need to compensate for their small frame when assigning stats.
These variant rules aim to make race selection less one sided, reducing the benefits for the optimized choice, while reducing the detriment for a ”sub optimal” choice. A half-orc wizard still won’t be the ”meta” option, but you won’t be starting the game with a hand tied behind your back.
Background Ability Scores
Your life experiences and daily routine have further honed your abilities. You can increase one of your background’s associated Ability Score(s) by 1 when you choose a background at 1st level. A background’s associated Ability Score(s) are determined by the skill proficiencies it provides.
Background Ability Scores
Skill | Ability Score (Primary) |
Ability Score (Secondary) |
---|---|---|
Acrobatics | DEX | - |
Animal Handling | WIS | STR/CON |
Arcana | INT | - |
Athletics | STR | CON |
Deception | CHA | INT |
History | INT | WIS |
Insight | WIS | CHA |
Intimidation | CHA | STR |
Investigation | INT | - |
Medicine | WIS | CON |
Perception | WIS | - |
Persuasion | CHA | - |
Religion | INT | WIS |
Sleight of Hand | DEX | - |
Stealth | DEX | - |
Survival | WIS | STR/CON |
For Example:
If you choose the Acolyte Background which has the skill proficiencies Insight and Religion, according to the Background Ability Scores Table you can increase your Charisma, Intelligence, or Wisdom score by 1 in addition to the background’s base features.
Why Change Backgrounds?
An argument can be made that skill proficiencies are already enough of a benefit for backgrounds. Yet the current system often incentivises a player to pick a background purely for the skill proficiency, even if it runs counter to their other choices.
Many players may pick a background to have stealth or perception proficiency solely because of their consistent combat utility, making backgrounds with niche proficiencies like animal handling much less attractive.
Perhaps the answer is layering back in what made the race selection a tad too heavy handed. If an ability score boost is added into the equation, a Wizard will have more incentive to take a background giving a potential bonus to intelligence, and a Barbarian could potentially get another point towards their strength by taking a background with Survival or Intimidation.
1st Level Feat
You have a natural talent or gift. Choose 1 feat from the list of feats. Feel free to curate the list of feats to pick from. Some common examples include:
- Exclude Lucky, Great Weapon Master, or Sharpshooeter to encourage feats that add more variety to the new character.
- Only allow feats that give one point to an ability score and a secondary feature.
- Only allow non-combat or utility feats.
Remember, if a slight increase to 1st level player power is a deal breaker for the style of game you like to run, you can exclude this portion of the variant rules and instead only redistribute 1 point to the background instead.
To Feat or not to Feat
The last option that gives players a means of differentiating their characters is how they use their Ability Score Improvements as they level. While feats are an optional rule within the PHB, they are much more fleshed out then some other optional features presented. While some are considered problematic from a “power gaming” perspective, they are still an attempt to give player’s another unique lever to pull on their character. However, many classes are not able to take advantage of these often flavorful choices without hamstringing their progression; the always on nature of a static ASI very often makes it the de facto best choice until later tiers of play.
The popularity of variant human characters highlights just how beneficial a 1st level feat can be. In fact an incredibly common house rule simply gives players a feat at first level for this purpose. By taking 1 other point from the default Race ability scores, we can at least partially maintain the balance at low tiers of play. And depending on the feat chosen, we give players another button to push at levels where they don’t have a lot of options to begin with.