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THE PRIMORDIALIST 5.

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In this lands where elements are alive, some decide to commune with them.

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Primordialist

N
ature is the ruler of the life, the damage, sometimes to keep the group alive through
omnipresent state of the living. Before defending or healing them. Yet we cannot forget their callings
creatures, all that be in this world were that benefit the group in some mysterious ways.
elements combining and existing together, Primordialists role is very similar to druids. Elements
modeling the world all things lives in, the are natural, as is necessary to protect the plants and animals
material plane. All that raw power of is well needed to protect the balance of air, earth, fire and
creation and destruction made balance water that allows the ecosystem remain standing
letting creatures to sprout, rise and live. Primordialists are
masters of this elements and they tend to preserve the Creating a Primordialist
balance that keep this world such alive and beautiful even if When making a primordialist, the most important think
they have to use their destructive or healing powers to do so. should be how you get your approach to elemental spirits.
Primordialists gain their powers through knowledge and This could happened by many ways. Perhaps you born in a
experiences with elements, they can achieve this by making community with an adoration to spirits or elements, you
pacts with intelligent elemental creatures, studying great could born from an elemental creature or have linage of it, or
elemental events on the nature or even live in planes with born in another plane with high elemental influence. Maybe
high elemental influence. you have a special contact with an elemental creature that
The Guide give you part of his soul or teach you the way to commune
with them. One of the most important things is that you get
Primordialist have an important role in helping a group, special training with raw primordial magic, an ancient magic
sometimes right through their skills in combat and elemental served by the interaction with elemental spirits in the nature.

The Primordialist
Proficiency Cantrips Spells Callings
Level Bonus Features Known Known 1st 2nd 3rd 4th 5th Known
1st +2 Elemental Doctrine, Elemental
Affinity
2nd +2 Elemental Magic, Elemental Callings 2 2 2 2
3rd +2 Elemental Affinity Feature 2 3 3 3
4th +2 Ability Score Improvement 2 3 3 3
5th +3 2 4 4 2 4
6th +3 Elemental Affinity Feature 2 4 4 2 4
7th +3 2 5 4 3 5
8th +3 Ability Score Improvement 2 5 4 3 5
9th +4 2 6 4 3 2 6
10th +4 Primordialism 3 6 4 3 2 6
11th +4 Elemental Affinity Feature 3 7 4 3 3 7
12th +4 Ability Score Improvement 3 7 4 3 3 7
13th +5 3 8 4 3 3 1 8
14th +5 Elemental Affinity Feature 3 8 4 3 3 1 8
15th +5 3 9 4 3 3 2 9
16th +5 Ability Score Improvement 3 9 4 3 3 2 9
17th +6 3 10 4 3 3 3 1 10
18th +6 Timeless Body 3 10 4 3 3 3 1 10
19th +6 Ability Score Improvement 3 11 4 3 3 3 2 10
20th +6 Ascendance 3 11 4 3 3 3 2 10
Quick build. Elemental Unleash
You can make a Primordialist quickly by following this From 7th level, when you score a critical hit with an attack,
suggestions. First, Wisdom should be your highest ability you can impose one condition to the target, the type of
score, following by Strength/Dexterity if you want to use condition depends of the power focus you are at the time:
weapons, if not, Constitution is a good choice. Second,
choose the hermit background. Then, the Fire Affinity and the Air: The target is Stunned until the start of your next turn or
Elemental Shaman doctrine. the target is pushed 10 ft. away from you and falls prone to
the ground.
Earth: The target is Poisoned for 1d4 rounds
Class Features Fire: The targets get extra 1d6 Fire damage or if the target is
As a Primordialist, you gain the following class features. an undead it gets an extra 1d8 radiant damage and it use
his next turn to dash away from you as much as possible.
Hit Points Water: The target is Grappled for 1d4 rounds.
Hit Dice: 1d8 per Primordialist Level. Elemental Battery
Hit Points at 1st Level: 8 + your Constitution modifier At 15th level, you can charge an elemental battery with your
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution attacks. Once per round, when you manage to hit a hostile
modifier per Primordialist Level after 1st enemy with a weapon attack, you can charge your elemental
Proficiencies battery. You can have up to 3 charges. Once you have three
Armor: Light Armor, medium armor and shields. charges, instead of charge your battery in that round, you can
Weapons: Simple weapons. discharge all three charges to change the casting time of one
Tools: Herbalisms kit spell or calling from an action to a bonus action. You must
Saving Throws: Wisdom and Intelligence take a short rest after you discharge your elemental battery to
Extra language: Primordial be able to charge it again.
Skills: Choose two from Acrobatics, Athletics, Arcana, Elemental Shaman
Insight, Intimidation, Nature, Perception, and Survival You gain the Elemental Magic class feature at 1st level
Equipment instead of do it at 2nd level. Also your reservoir of Spell
You start with the following equipment, in addition to the Known, Cantrips Known and Spell Slots change using the
equipment granted by your background: Elemental Shaman Spellcasting table.
Scalemail or (b) leather armor Elemental Shaman Spellcasting
One martial weapon you have proficiency with (and a Cantrips Spells
quiver with 20 ammunition is needed) or a quarterstaff Level Known Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Two simple weapons or (b) a simple weapon and a shield. 1st 3 2 2
A dungeoneer's pack or (b) an explorer's pack
A Primordialist focus 2nd 3 3 3
3rd 3 4 4 2
Elemental Doctrine 4th 4 5 4 3
As a Primordialist you get a doctrine: or you become an 5th 4 6 4 3 2
Elemental Warrior or you become an Elemental Shaman.
6th 4 7 4 3 3
Elemental Warrior 7th 4 8 4 3 3 1
From 1st level, your hit point increases by 1 per level in this
class. Also, you gain Martial Weapon Proficiency, and the 8th 4 9 4 3 3 2
following: 9th 4 10 4 3 3 3 1
Elemental Weapons 10th 5 11 4 3 3 3 2
From 2nd level, you know how to mix your elemental magic 11th 5 12 4 3 3 3 2 1
with your martial capabilities. As an attack action, you can 12th 5 12 4 3 3 3 2 1
deliver a cantrip with a weapon attack. You must have at least
one spirit power available to use this feature but it does not 13th 5 13 4 3 3 3 2 1 1
consume any. The attack uses your weapon attack and 14th 5 13 4 3 3 3 2 1 1
damage modifiers. You can choose to rather use the damage
dice and type of the damage from the cantrip or from the 15th 5 14 4 3 3 3 2 1 1 1
weapon. Also, all cantrip effects apply. You can only use 16th 5 14 4 3 3 3 2 1 1 1
cantrips that requires a spell attack, use the weapon range 17th 5 15 4 3 3 3 2 1 1 1 1
instead of the cantrip range.
The cantrip damage increments at higher levels start to 18th 5 15 4 3 3 3 3 1 1 1 1
apply with this ability when you reach 5th level in this class. 19th 5 15 4 3 3 3 3 2 1 1 1
For the extra attacks from cantrips that allow you to make
multiple attacks, you use the weapon attack and damage 20th 5 15 4 3 3 3 3 2 2 1 1
bonus, but use the cantrip damage dice and type.

3
Ritual caster Spellcasting Ability
From 1st level you can cast any primordialist spell you know Wisdom is your spellcasting ability for your primordialist
as ritual if that spell has the ritual tag. spells. The power of your spells comes from communing with
elemental spirits. You use your Wisdom whenever a
Damage Adaptability primordialist spell refers to your spellcasting ability. In
From 2nd level, you can change the type of damage of one addition, you use your Wisdom modifier when setting the
spell you cast that dealt acid, cold, fire or lightning damage. saving throw DC for a primordialist spell you cast and when
To do so, you spend a number of spirit power equal to the making an attack roll with one.
spell level (1 point for cantrips) and change its damage to
another type of that list. Spell save DC = 8 + your proficiency bonus + Your Wisdom
modifier
Elemental Affinity
The Primordialists have a stronger bond with one element Spell attack modifier = your proficiency bonus + Your
than the others. This bond determinate many options and Wisdom modifier
give the flavor to the characters.
At 1st level, you choose one affinity: Air, Earth, Fire or Spellcasting Focus
Water. Each Affinity is detailed at the end of the class You can use a Primordialist Focus (see Adventuring Gear for
description. Your choice grants additional benefits at 3rd, 6th, druid focus) as a spellcasting focus for your primordial spells.
11th and 14th levels. Each affinity grants one bonus cantrip
at 1st level. You get a list of spells its affinity spells that Elemental Conjuration
you gain depending of the max spell level you can learn. Once Any primordialist summon conjuration spell calls an
you gain an affinity spell, you always have it known. If you elemental creature. This summons are elemental subtype
have an affinity spell that doesnt appear on the Primordialist instead of any choice the spells give. This doesnt change the
spell list, the spell is nonetheless a Primordialist spell for you. base stats or abilities of the creature
Elemental Magic
The Primordialist use her connection with elemental spirits Elemental Spirit
to produce magic as elemental spells. Tiny elemental, neutral
Cantrips Armor Class 13 (natural armor)
At 2nd level, you know two cantrips of your choice from the Hit Points 7 (2d4+1)
Primordialist spell list. You learn additional Primordialists Speed 10 ft., 40 fly (hover).
cantrips of your choice at higher levels, as shown in the
Cantrips Known column of the Primordialist table.
STR DEX CON INT WIS CHA
Spell Slots 4 (-3) 15 (+2) 12 (+1) 6 (-2) 12 (+1) 10 (0)
The Primordialist table shows how many spell slots you have
to cast your spells of 1st level and higher. To cast one of these Senses darkvision 60 ft., passive perception 13
primordialist spells, you must expend a slot of the spells level Languages Primordial
or higher. You regain all expended spell slots when you finish Challenge 1/8 (30 XP)
a long rest. For example, if you know the 1st-level spell Damage Immunity: Acid, Ice, Fire and Lightning
burning hands and have a 1st-level and a 2nd-level spell slot damage
available, you can cast burning hands using either slot.
Actions
Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the Elemental Missile. Range Spell Attack: +4 to hit,
primordialist spell list. The Spells Known column of the reach 30ft., one target. Hit 4 (1d4 + 2)
Primordialist table shows when you learn more primordialist
spells of your choice. Each of these spells must be of a level
for which you have spell slots. For instance, when you reach Elemental Callings
5th level in this class, you can learn one new spell of 1st or
2nd level. Additionally, when you gain a level in this class, you Primordialists excel in calling for aid to elemental spirits to
can choose one of the primordialist spells you know and help him and his allies, or make his magic powerfull. At 2nd
replace it with another spell from the primordialist spell list, level you make a bonds with elemental spirits. This elemental
which also must be of a level for which you have spell slots. spirits let you use your callings lending their power to you.
Spirit Power
Find familiar Option At 2nd level, you gain power lend by elemental spirits, this
You can use the elemental spirit for the Find power come as a number of points you gain when you spend
Familiar spell a spell slot of 1st to 5th level to cast a spell that is of the same
element of your focus or is a general type spell, you gain a

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number of spirit power equal to the spell slot level used. You The maximum spirit power cost to activate a calling must
can gain a maximum of spirit power equal to your be equal to the higher spell slot you can use.
primordialist level this way and they wear off when you finish
a long rest. Ability score Improvement
Also, when you finish a long rest you gain a number of When you reach 4th level, and again at 8th, 12th, 16th, and
temporary spirit power equal to your wisdom modifier. 19th level, you can increase one ability score of your choice
Temporary spirit power are not cumulative and they are the by 2, or you can increase two ability scores of your choice by
first ones to be consumed. 1. As normal, you cant increase an ability score above 20
Power Focus using this feature.
You are focused on one element at all times, Air, Earth, Fire
or Water. At the end of a long rest you choose one element to Primordialism
focus for the start of the day. As a bonus action, spending one At 10th level, you can focus on two elements at the same
spirit power, you can change your focus element. time. You can spend one spirit power to change one of your
focus to another one. Also you can spend 2 spirit power in
Learning Callings one bonus action to change both of your focus elements.
You learn two callings. You can learn callings that their costs
are equal or less of your maximum spell slot when you learn Timeless body
or replace them. You learn additional callings as shown in the
Callings Known column in the Primordialist table. In Starting at 18th level, the primordial magic that you wield
addition, whenever you gain an odd level in this class, you can causes you to age more slowly. For every 10 years that pass,
replace one of callings you know with a different one of your your body ages only 1 year.
choice.
Some callings does not have a cost, but they have a spell as Ascendance
prerequisite. You can learn this callings if you have that spell At 20th level, you focus on all elements at the sametime. Also
known. If you choose to replace the spell when you level up, you dont need to sleep nor eat, and you are not affected by
you must change the calling too, for this you must use your magic that makes you sleep. You can resist any plannar efect
calling replace option at the next odd level in this class. from all elemental planes, making you endure any condition
in those planes leting you live there as a native creature from
Using Callings those planes.
The calling specifies the type of action and number of spirit
power it requires. It also details whether you must
concentrate on its effects, how many targets it affects, what Elemental Affinity
saving throws it requires and if it requires an attack. Air
For area of effect, saving throws, attacks rolls and
combination of effects, use your spellcasting ability and the Its represent all about air, flying, lightning and Thunder
rules for Spells, as presented in chapter 10, Spellcasting, of
the Players Handbook. Air Spells
Active a callings dont require the components that many Spell Level Spell
spells require. Using a calling requires no spoken words, 1st Thunderwave, Lightning Shield
gestures, or materials.
Some callings use concentration. This callings have a 2nd Gust of Wind, Tornado
conc. word inside the parenthesis with a duration after it 3rd Fly, Lightning Bolt
when they have a concentration requirement and use the 4th Storm Sphere, Freedom of Movement
same rules for concentration on spells, as presented in
chapter 10, Spellcasting, of the Players Handbook. This 5th Far Step, Destructive Wave
rule means you cant concentrate on two callings abilities at
the same time nor one spell and one calling abilities. Bonus Cantrip
At 1st level you learn a bonus cantrip. Choose one from
Elemental Callings Cost Message, Shocking Grasp, Booming Blade, Gust, Lightning
Most callings have the spirit power cost appearing in Lure or Thunderclap.
parentheses after its name and you must spend that number
of spirit powers to use that calling. Those with a spell as Tempest
prerequisite are boost for those spells and dont requires At 3th level, when you score a critical hit or reduce to 0 hit
extra spirit power. points an enemy creature with a weapon attack while
Some options show a range of spirit powers, rather than a focusing in the air element, you can choose to gain 2
specific cost. To use that, you must spend a number of spirit temporary spirit power. Once you use this feature, you must
power within that range. finish a short or long rest before you can use it again. Starting
Some callings let you spend additional spirit powers to at 7th level, you can use it twice before a rest, but only once
increase its potency. This callings can spend a maximum of 9 on the same turn.
spirit power per use and you must spend all the spirit powers
when you first use the calling; you cant decide to spend
additional powers once you see the calling in action.

5
Windedge Elemental resistance
Starting at 6th level, you gain the ability to augment your At 11th level you gain resistance to acid damage.
weapons with the strength of your elemental spirits. As a
bonus action, you can expend spirit power to grant weapons Earth Body
you hold a bonus to attack and damage rolls for one minute. At 14th level, can cast Investiture of Stone one time per long
rest without spending spell slots and you dont need
Windedge Cost and Bonus concentration to maintain the spell.
Spirit Power Bonus
2sp +1 Fire
3sp +2 Its represent all about fire, light, heat and magma
4sp +3 Fire Spells
Spell Level Spell
Breeze 1st Guiding Bolt, Burning Hands
At 6th level, you will start be surrounded by a small breeze
that keeps you dry and fresh all the time. 2nd Moonbeam, Heat Metal
3rd Daylight, Fireball
Elemental resistance 4th Fire Shield, Wall of Fire
At 11th level you gain resistance to lightning damage.
5th Immolation, Dawn
Wind Body
At 14th level, can cast Investiture of Wind one time per long Bonus Cantrip
rest without spending spell slots and you dont need At 1st level you learn a bonus cantrip. Choose one from
concentration to maintain the spell. Control Flames, Green Flame Blade, Fire Bolt, Light,
Produce Flame or Sacred Flame
Earth
Its represent all about rock, earth, acid and metals Hearth of Fire
At 3rd level, while you are focusing on the fire element, you
Earth Spells add your wisdom modifier to the damage of your cantrips.
Spell Level Spell
Empower Fire
1st Compelled Duel, Shield At 6th level, when you deal fire or radiant damage with a spell
2nd Maximilians Earthen Grasp, Melf's Acid Arrow or calling ability, you can spend one spirit power and select
3rd Erupting Earth, Meld into Stone any number of dice and reroll them. You can do this once per
cast or calling use.
4th Stone Shape, Otiluke's Resilient Sphere
5th Wall of Stone, Acid Hydra Sun Warmth
At 6th level, you feel warm in natural cold environments that
Bonus Cantrip are not magical or impossible to live.
At 1st level you learn a bonus cantrip. Choose one from Acid
Splash, Blade Ward, Mending, Poison Spray, Magic Stone or Elemental resistance
Mold Earth At 11th level you gain resistance to fire damage.
Stone Defender Fire Body
From 3rd level, as a bonus action, while you are focusing on At 14th level, can cast Investiture of Fire one time per long
the Earth element you can spend one spirit power to become rest without spending spell slots and you dont need
resistant to bludgeoning, piercing and slashing damage for a concentration to maintain the spell.
number of rounds equal to your Wisdom or Constitution
modifier, whichever is higher. Water
Its represent all about water, oceans, ice, rain and restoration
Stone Roots
At 6th level, you can use an action to blend yourself with the Water Spells
ground, this reduce your movement by half while blended. Spell Level Spell
When you are blend to the ground you cannot be knocked 1st Cure Wounds, Armor of Agathys
prone and enemies moving in your melee reach provokes
attacks of opportunity from you. Un-blend yourself is a bonus 2nd Misty Step, Healing Spirit
action. You lose this bonus if you stop touching ground. 3rd Mass Healing Word, Tidal Wave
4th Ice Storm, Watery Sphere
Earth Skin
At 6th level, your skin get a thick and rough layer that make 5th Cone of Cold, Maelstrom
you look tougher and resilient, this makes you avoid one point
of bleeding damage.

6
Bonus Cantrip choose a friendly creature who can see or hear you, that
At 1st level you learn a bonus cantrip. Choose one from creature can use its reaction to make a Dash action. If you hit
Guidance, Minor Illusion, Ray of Frost, Spare the dying, the target with the attack, your companion doesn't provoke
Frostbite, Shape Water or Virtue opportunity attacks from it with this movement.
Blessing of the Oceans Ride the lightning
At 3th level, while you are focusing on the water element, you Prerequisite: Lightning Bolt spell
add your Wisdom modifier bonus to cold damage cantrips When you cast the Lightning Bolt spell, you can teleport to
and spells that give temporary hit points. an unoccupied space reached by the line of the spell.
Torrents Flying Wind
At 6th level, you learn to expand your water and ice spells: Prerequisite: Fly spell.
You dont need to concentrate on the Fly spell when cast
Water torrent: When you spend spell slots or spirit power to on yourself. The duration of the spell remains the same.
heal one or several creatures, you can use an extra spirit
power to place a water shield on those targets. Up to your Static Strike (4 sp).
wisdom modifier targets affected by the spell or the calling, As an action, you can make a lightning bolt leap from your
gets 2 temporary hit points per spirit power or spell slot hands to one target in 60 ft and then it will jump to one target
spend. to another until the bolt affect four targets, each of which
Ice torrent: When you do cold damage with a spell or a must be within 20 feet of the previous target. The targets of
calling, you can spend one spirit power to freeze the the bolt can be a creature or an object and can be targeted
targets. Up to your Wisdom modifier targets affected by the only one time each. The targets of the bolt make a Dexterity
spell or the calling ability are restrained for the end of their saving throw, and takes 7d6 lightning damage and it is
next turn. stunned until the end of your next turn. On a successful save,
Water flow a target takes half as much damage and are not stunned. Per
At 6th level, you are never thirsty if you have been in presence additional spirit power spent on it, the bolt jump to one
of water within a week. aditional time to another target.
Elemental resistance Animate Air (4 sp; conc., 1 hour).
At 11th level you gain resistance to cold damage. You can cast the Conjure Elemental spell but only for Air
Elementals.
Ice Body
At 14th level, can cast Investiture of Ice one time per long rest Teleporting Wind (5 sp).
without spending spell slots and you dont need concentration You can use the Teleport Spell once per long rest, but you can
to maintain the spell. target up to two creatures.
Earth Callings
Callings Mighty Leap (1 sp).
Air Callings As part of your movement, you get impulse by earth on your
Lightning Crashes feet jumping in any direction up to 20 ft.
Prerequisite: Lightning Shield
When you cast your Lightning Shield spell, the first attack Rock Shield (1 -5 sp).
against the chosen target dealt an additional 1d6 lightning On your turn, you can use a bonus action to make the skin of
damage per spell slot used with the spell to a maximum of a a creature hard as rock. Choose yourself or a companion and
5d6. that creature gains 1d8 temporary hit points per spirit power
spend.
Blurry Wind (1 sp).
As a bonus action, you take the Dash, Disengage or Dodge Knock Back (1-5 sp).
action. When you hit a target with a melee attack, you can activate
this calling as a reaction. The target must succeed on a
Clouding (1-5; conc., 10 min). Strength saving throw or be knocked 10 feet away from you
As an action, you conjure forth clouds to create a solid, per spirit power spent. The target moves in a straight line. If
translucent, simple structure like a ramp, a wall, a bridge, a it hits an object, this movement immediately ends and the
stair or so, which lasts until your concentration ends. The target takes 2d6 bludgeoning damage for one spirit power
Structure can fills up to a 20 feet wide, high and length. You spend plus 1d6 per extra spirit power spent after one.
can make the structure increase its size by another 10 feet in
every direction per spirit power spent. Steel Shield
Prerequisite: Shield spell.
Wind Step (2 sp). You can also cast your Shield spell on an ally in 30 ft. from
You have advantage with your next weapon attack and you you.
can manuver one of your allies with a powerful wind. You

7
Cold Iron Shield (2 sp; conc., 1 min). As a bonus action on your turn, you can move the spear up
As an action you gain resistance to spells. You have advantage to 20 feet and repeat the attack against a creature within 5
on Saving Throws made against spells and spells effects. feet of it. You can use the spear to cauterize an ally's wounds,
doing so you can move the spear to an ally at 20 ft. from it
Acid Wound (2 sp). and heal him, he regains 1d8 + your wisdom modifier hit
As a reaction when you take piercing or slashing damage, you points and the spear disappears. You can increase, both
cause acid to spray from your wound; each creature within 5 damage and healing by 1d8 per extra spirit power used
feet of you takes 3d6 acid damage.
Aura of Bloodletting (3 sp; conc., 1
Tremorsense (3 sp; conc., 10 min.). min.).
As a bonus action, you gain tremorsense with a radius of 30 As a bonus action, you unleash an aura of rage. Until your
feet, which lasts until your concentration ends. concentration ends, you and any creature within 60 feet of
you has advantage on melee attack rolls.
Animate Earth (4 sp; conc., 1 hr.).
You can cast the Conjure Elemental spell but only for Earth Meteor.
Elementals. Prerequisite: Fireball spell.
Your Fireball spell knock prone those who fail its save.
Telekinetic Barrier (5 sp; conc., 10 min.).
As an action, you create a transparent wall of telekinetic Blaze Feet
energy, at least one portion of which must be within 60 feet of Prerequisite: Wall of Fire spell.
you. The wall is 40 feet long, 20 feet high, and 1 inch thick. You can make the shape of the Wall of Fire spell with your
The wall lasts until your concentration ends. Each 10-foot movement, making it take the shape you want. You can take
section of the wall has an AC of 10 and 40 hit points. the Dash action as bonus action when you cast the spell and
all your movement on the round you cast the spell
Fire Callings determinates the long and shape of the wall.
Mindless Charge (1 sp). Animate Fire (4 sp; conc., 1 hr.).
As a bonus action, choose up to three creatures you can see You can cast the Conjure Elemental spell but only for Fire
within 60 feet of you. Each target can immediately use its Elementals.
reaction to move up to its speed in a straight line toward its
nearest enemy. To avoid this effect the creature must make a Universal Callings
charisma saving throw.
Chromatic Shock
Flashlight (1-5 sp). Prerequisite: Chromatic Orb spell
As a reaction, you can impose disadvantage on an attack roll When you cast the Chromatic Orb spell you can choose to
against you if you can see the attacker. If the attack still hits use this different effects depending on the element picked.
you, the attacker takes 2d8 radiant damage and 1d8 per extra Acid: You can make it a 15 ft. cone instead. Those in the area
spirit power use beyond one. must make a constitution saving throw or get 3d6 acid
Burn Away (1 sp; conc., 1 min.). damage. Damage increasing at higher level is 1d6.
As a bonus action, choose up to three allies you can see Cold: If you hit the target he gets his speed halved until the
within 60 feet of you (you can choose yourself in place of one start of your next turn.
of the allies). Until your concentration ends, each target have Fire: The target catch on fire getting 1d6 fire damage for a
a +1 bonus to spell attacks and DC. number of rounds equal to the spell level used.
Lightning: The target is restrain until the start of your next
Moonburn turn.
Prerequisite: Moonbeam spell. Poison: the target is poisoned until the start of your next
Your Moonbeam spell leave a trail, this area start to shine turn.
radiant energy, for one round after the sphere moves. Any Thunder: The target is pushed 10 ft. away from you and is
creature trespassing or starting his turn in the area must knocked prone.
make a Constitution saving throw vs your calling DC or get Feral Spirits
2d10 radiant damage. Prerequisite: Conjure Animals
Once in the duration of the concentration on the Conjure
Spear of Light (2 sp). Animals spell, the creatures can make one of this effect each:
As a bonus action, you create a floating, spear of light in 30 ft.
of you that lasts for one minute or until you use this ability Bash: Every creature you summon can stun one creature
again. When you create it, you can make an attack against a they hit with an attack. The creature have to do a
creature within 5 feet of the spear. On a hit, the target takes constitution saving throw or be stunned for one round.
1d8 radiant + your Wisdom modifier. Spirit Blend: As an action, the creatures can heal you or a
companion within 30 ft. of the creature for 3d8 hit points
or his remaining hit points, whichever is lower. The
creature disappears after heal the ally.

8
Water Callings Animate Water (4 sp; conc., 1 hr.).
You can cast the Conjure Elemental spell but only for Water
Soothing Dew (1 sp). Elementals.
As a bonus action, you can conjure a small dew that heals you
or your allies. This dew last for 2 rounds and heals one ally Deep Healing (5 sp).
you chose in 30 ft. of you in your turn. The creature regains You can cast the Healing spell once per long rest.
2d4 hit points the first round and 1d4 following round(s). You
can make the dew last two extra rounds or target another Primordialist & multiclassing
creature every round per extra spirit power used.
The Primordialist follow all the normal rules for
Ice Sheet (1 sp). multiclassing. The following tables function as additions to
As an action, choose a point on the ground you can see within those listed on page 163 and 164 of the Players Handbook.
60 feet of you. The ground in a 20-foot radius centered on Multiclassing Prerequisites
that point becomes covered in ice for 10 minutes. It is
difficult terrain, and any creature that moves more than 10 Class Ability Score Minimum
feet on it must succeed on a Dexterity saving throw or fall Primordialist Wisdom 13
prone. If the surface is sloped, a creature that falls prone in
the area immediately slides to the bottom of the slope. You Multiclassing Proficiencies
can have only one of this effects active at a time. Class Proficiencies Gained

Water Barrier Primordialist Light armor, medium armor, shields and


simple weapons
Prerequisite: Absorb Elements spell.
You can also cast Absorb Elements spell on an ally within
30 ft.
Healing Tide
Prerequisite: Cure Wounds spell.
When you cast Cure Wounds as a 2nd spell level it can heal
a second target for 1d4 plus wisdom modifier within the
range of the spell. If you cast it as a 3rd level it can heal a
third target for 1d4 plus wisdom modifier. Each healing
increase for 1d4 per spell level above 2nd and 3rd level
respectively.
Frozen Rain (3 sp; conc., 1 min.).
As an action, choose a point you can see within 120 feet of
you. The air in a 20-foot-radius sphere centered on that point
becomes deathly cold and saturated with moisture. Each
creature in that area must make a Constitution saving throw.
On a failed save, a target takes 6d6 cold damage, and its
speed is reduced to 0 until your concentration ends. On a
successful save, a target takes half as much damage. As an
action, a target that has its speed reduced can end the effect
early if it succeeds on a Strength (Athletics) check with a DC
equal to this effects save DC. You can increase this effects
damage by 1d6 per each additional spirit power spent on it.
Energy Immunity (3 sp; conc., 1 min.).
As an action, you can touch one creature and give it immunity
to acid, cold, fire, lightning, or thunder damage (your choice),
which lasts until your concentration ends.
Spirit Link (3 sp; conc., 1 min.).
As a bonus action, you radiate a spirit link with your allies
until your concentration ends. Up to wisdom modifier allies
within 60 feet of you that can see you have their spirits linked
making them distribute all damage taken among those that
are linked. You can use your reaction to cut the link of any of
them. The link is broken to the creature if is going to drop
below 1 hit point from the damage.

9
Primordialist Spells
Cantrips (0 Level) Enhance Ability (general) Ice Storm (water) Reverse Gravity (earth)
Acid Splash (earth) Flame Blade (fire) Stone Shape (earth) Teleport (air)
Booming blade (air) Gust of Wind (air) Stoneskin (earth) Whirlwind (air)
Control Flames (fire) Healing Spirit (water) Storm Sphere (air)
Elemental Attunement Heat Metal (fire) Vitriolic Sphere (earth) 8th Level
(general) Lesser Restoration (water) Wall of Fire (fire) Abi-Dalzims horrid wilting
Elemental Blast (general) Levitate (air) Watery Sphere (water) (water)
Fire Bolt (fire) Maximilians Earthen Grasp Control Weather (air)
Frostbite (water) (earth) 5th Level Earthquake (earth)
Green-Flame Blade (fire) Mirror Image (air) Commune with Nature Sunburst (fire)
Gust (air) Misty Step (water) (general) Tsunami (water)
Light (fire) Pass Without Trace (earth) Cone of Cold (water)
Lightning Lure (air) Scorching Ray (fire) Conjure Elemental (general) 9th Level
Magic Stone (earth) Shatter (air) Contact Other Plane Gate (general)
Mending (earth) Skywrite (air) (general) Imprisonment (earth)
Mold Earth (earth) Snillocs Snowball Swarm Control Winds (air) Mass Heal (water)
Produce Flame (fire) (water) Destructive Wave (air) Meteor Swarm (fire)
Ray of Frost (water) Warding Wind (air) Dispel Evil and Good Storm of Vengeance (air)
Shape Water (water) (general) True Resurrection (general)
Shocking Grasp (air) 3rd Level Flame Strike (fire)
Thunderclap (air) Call Lightning (air) Greater Restoration (water)
Weather Adaptation (water) Conjure Animals (general) Immolation (fire)
Daylight (fire) Maelstrom (water)
1st Level Dispel Magic (general) Mass Cure Wounds (water)
Absorb Elements (general) Elemental Weapon (general) Passwall (earth)
Armor of Agathys (water) Fireball (fire) Planar Binding (general)
Burning Hands (fire) Flame Arrows (fire) Reincarnate (general)
Catapult (earth) Fly (air) Steel Wind Strike (air)
Chaos Bolt (general) Haste (air) Teleportation Circle (air)
Chromatic Orb (general) Lightning Arrow (air) Transmute Rock (earth)
Create or Destroy Water Magic Circle (general) Wall of Light (fire)
(water) Meld into Stone (earth) Wall of Stone (earth)
Cure Wounds (water) Melfs Minute Meteors
Detect Evil and Good (earth) 6th Level
(general) Protection from Energy Bones of the Earth (earth)
Detect Magic (general) (general) Chain Lightning (air)
Earth Tremor (earth) Sending (air) Disintegrate (fire)
Faery Fire (fire) Sleet Storm (water) Investiture of Flame (fire)
Feather fall (air) Slow (earth) Investiture of Ice (water)N
Find Familiar (general) Thunder Step (air) Investiture of Stone (earth)
Fog Cloud (air) Tidal Wave (water) Investiture of Wind (air)
Healing Word (water) Wall of Sand (earth) Move Earth (earth)
Ice Knife (water) Wall of Water (water) Otiluke's Freezing Sphere
Jump (air) Water Breathing (water) (water)
Purify Food and Drink (water) Water Walk (water) Planar Ally (general)
Thunderwave (air) Wind Wall (air) Primordial Ward (general)
Wild Cunning (general) Scatter (air)
Zephyr Strike (air) 4th Level Wall of Ice (water)
Banishment (general) Wind Walk (air)
2nd Level Conjure Minor Elementals
Aganazzars Scorcher (fire) (general) 7th Level
Darkvision (fire) Control Water (water) Crown of Stars (fire)
Dragon Breath (general) Dimension Door (air) Delayed Blast Fireball (fire)
Dust Devil (earth) Elemental Bane (general) Fire Storm (fire)
Earthbind (earth) Fire Shield (fire) Plane Shift (general)
Freedom of Movement (air) Regenerate (water)
10
You activate lightning spheres around yourself that harm
Spell description those that hit you with a melee attack with 1d6 lightning
Acid Hydra
damage. Also, when you cast this spell, you can pick a
5th-level Conjuration creature in 90 ft. from you, when you hit that creature with an
attack you can choose to electrocute the target with the
Casting Time: 1 action spheres dealing the same damage. If the target drops to 0 hit
Range: 150 feet points before this spell ends, you can use a bonus action on a
Components: V, S, M (a vial of stomach acid from a turn of yours to pick a new creature to electrocute when you
poisonous creature) attack.
Duration: Instantaneous At Higher Levels. When you cast this spell using a spell
You create 4 hydra heads made of acid. Every head jump to slot of 3rd or 4th level, you can maintain your concentration
a 5 ft. square point, in a 60 ft. of you. For each head, creatures on the spell for up to 8 hours. When you use a spell slot of 5th
in the area must make a Constitution saving throw, taking level or higher, you can maintain your concentration on the
5d10 acid damage on a failed save, or half as much on a spell for up to 24 hours.
successful one. Objects in the area start to melt getting 2
points of permanent and cumulative damage per head. Tornado
At Higher Levels. When you cast this spell using a spell 2st-level Evocation
slot of 6th level or higher, you create one additional head. Casting Time: 1 action
Range: 60 ft.
Elemental Attunement Components: V, S, M (a feather of an owl or an eagle)
Cantrip Conjuration Duration: Instantaneous
Casting Time: 1 action Choose a point you can see within the range to create a
Range: 10 ft. tornado. Winds howl in a 10-foot-radius and 20 ft. tall
Components: S, V cylinder centered on that point. Each creature in the cylinder
Duration: Instantaneous or 1 hour must succeed on a Strength saving throw or take 4d6
You can briefly control elemental forces nearby, causing bludgeoning damage and be moved to an unoccupied space
one of the following effects of your choice: of your choice in the pillar dimensions, or half as much
damage on a successful one. Any loose object in the sphere is
Create a harmless, instantaneous sensory effect related to moved to an unoccupied space of your choice within it if the
air, earth, fire, or water, such as a shower of sparks, a puff object weighs no more than 100 pounds.
of wind, a spray of light mist, or a gentle rumbling of stone. At Higher Levels. When you cast this spell using a spell
Instantaneously light or snuff out a candle, a torch, or a slot of 3rd level or higher, the damage increases by 1d6 for
small campfire. each slot level above 1st.
Chill or warm up to 1 pound of nonliving material for up to
1 hour. Weather Adaptation
Cause earth, fire, water, or mist that can fit within a 1-foot Transmutation Cantrip
cube to shape itself into a crude form you designate for 1 Casting Time: 1 action
minute. Range: Touch
Elemental Blast Components: V, S
Cantrip Evocation Duration: Concentration, up to 1 minute
Casting Time: 1 action You or a creature you touch ignores the effects of extreme
Range: 90 feet heat or cold (but not cold or fire damage).
Components: S, V.
Duration: Instantaneous
You hurl bolt of energy at a creature or object that you can
see within range. You choose acid, cold, fire, lightning, poison,
or thunder for the type of bolt you create, and then make a
ranged spell attack against the target. If the attack hits, the
creature takes 1d8 damage of the type you chose.
The spell creates more than one bolt when you reach
higher levels; two bolts at 5th level, three bolts at 11th level,
and four bolts at 17th level. You can direct the bolts at the
same target or at different ones. Make a separate attack roll
for each bolt.
Lightning Shield
1st-level Evocation
Casting Time: 1 bonus action
Range: Self
Components: V
Duration: Concentration, up to 1 hour

11

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