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View Full Version : D&D 5e/Next The Primal Warden--elemental pet class (PEACH)



PhoenixPhyre
2018-02-20, 08:54 PM
Google Doc here (main class) (https://docs.google.com/document/d/1bCR5BxiOP-5w84rKvRvN_pYDKyOGHR4WNpRohwmzs0M/edit?usp=sharing) and here (synergies) (https://docs.google.com/document/d/1hoZHZ1jBGC4sIlBJzP0kjuUaFbfYn6Ca5HDApVzxur8/edit?usp=sharing)

Primal Warden
Empowered by a connection between their soul and one of the Elemental Planes, the Primal Warden stands between the elements and the Material Plane. She guards the door between worlds, subjugating those that would disturb the balance of the elements and aiding those she travels with. Some wardens focus on impeding the efforts of others; others focus on protecting and aiding their allies.

Class Features
As an primal warden, you gain the following class features.


Hit Points
Hit Dice: 1d8 per warden level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per warden level after 1st.

Proficiencies
Armor: Light armor
Weapons: Simple weapons
Tools: None
Saving Throws: Intelligence, Wisdom
Skills: Choose two skills from Arcana, History, Investigation, Nature, Perception, Persuasion, and Religion.

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 component pouch or (b) an arcane focus
(a) a scholar’s pack or (b) a dungeoneer’s pack
Leather armor, any simple weapon, and two daggers


Primal Manifestation
At 1st level you have obtained a primal source--a tiny tear into an elemental plane from which you draw power. This power manifests in one of several ways of your choice. Two of these Source manifestations, Manifestation of Stone and Manifestation of Wind, are detailed at the end of this class description. You gain features from your chosen source at 1st level, at 6th level, 10th level, and 14th level.

Elemental Companion
No matter what manifestation you choose, you gain the assistance of an elemental being--an elemental companion. The base statistics for an elemental companion are given at the end of this class description. You can summon your companion at the end of a short rest, a process which takes 5 minutes of undisturbed meditation. If it is reduced to 0 hit points, it is banished until resummoned in this same way.

Your companion obeys your commands as best it can. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your companion acts on its own.

Your companion has abilities and game statistics determined in part by your level. Your companion uses your proficiency bonus rather than its own. In addition to the areas where it normally uses its proficiency bonus, an elemental companion also adds its proficiency bonus to its AC and damage rolls.

Your companion gains proficiency in two skills of your choice. It also is proficient in all saving throws.

Your companion gains an additional hit die for every level you gain in this class and increases its hit points accordingly. When you gain the Ability Score Improvement class feature, your companion’s abilities also improve. Your companion can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your companion can’t increase an ability score above 20 using this feature unless its description specifies otherwise.

In addition to the improvements granted by this feature, some Synergies modify your companion as well.

Your companion shares your alignment and has a personality trait and a flaw that you choose. Your companion shares your ideal, and its bond is always “The warden that summoned me is my beloved master for whom I would gladly risk destruction.”

Source Magic
Your Primal Source has given you facility with spells. This does not contribute to your multiclass caster level (like Pact Magic).

Cantrips
You know two cantrips of your choice from the primal warden spell list. You learn additional warden cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Primal Warden table.

Spell Slots
The Primal Warden table shows how many spell slots you have. The table also shows what the level of those slots is; all your spell slots are the same level. To cast one of your primal warden spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.
For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell thunderwave, you must spend one of those slots, and you cast it as a 3rd-level spell.

Spells Known of 1st Level and Higher
At 1st level, you know two 1st-level spells of your choice from the primal warden list.
The Spells Known column of the Elemental warden table shows when you learn more warden spells of your choice of 1st level or higher. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach 6th level, for example, you learn a new warden spell, which can be 1st, 2nd, or 3rd level.
Additionally, when you gain a level in this class, you can choose one of the warden spells you know and replace it with another spell from the warden spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability
Intelligence is your spellcasting ability for your warden spells, so 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 warden spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier

Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your warden spells.

Elemental Synergy
At second level, your control over the manifestation of your Source has improved enough that you can alter its properties slightly. You gain two Synergies of your choice The number of synergies you know is listed in the Synergies column of the Primal Warden table.
Additionally, when you gain a level in this class, you can choose one of the synergies you know and replace it with another synergy that you could learn at that level.

Primal Path
At third level, your bond with your source is strong enough to allow you to branch out and draw power from an adjacent elemental plane of your choice--either Fire or Water.
Path of Fire
The Path of Fire teaches that direct and forceful action is often required to succeed in your goals. You can use either your Intelligence modifier or your Dexterity modifier when rolling initiative. In addition, your speed increases by 10 feet.
Additionally, you gain proficiency in Intimidation.
Path of Water
The Path of Water advocates patience and resilience as keys to overcoming the challenges of life. When you roll initiative you can reduce your own result by an amount of your choice up to your proficiency bonus and grant a bonus to any other ally equal to that amount. This takes place after all other initiative results are finished. Once you use this feature in this way, you cannot use it again until you finish a long rest.
Additionally, you gain proficiency in Persuasion.

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.

Planar Knowledge
When you reach 4th level you have gained a wide familiarity with planar manifestations. You can determine whether a particular creature is from another plane or whether a magical effect is due to an extraplanar source (such as a devil’s curse). Make an Intelligence (Arcana) check. On a result of 10 or higher, you know the source plane. For every 5 points higher, you learn one significant fact (such as the type of creature that created it or habits).

Piercing Slam
At 7th level, your companion’s slam attack counts as magical for overcoming resistance and immunity to non-magical damage.

Planar Communication
Starting at 9th level you have learned to communicate to all sorts of planar dwellers. You learn two languages of your choice from the following list: Abyssal, Infernal, Aquan, Ignan, Terran, or Auran.
In addition, you have advantage on any Charisma-based ability check to persuade, intimidate, or deceive while speaking those two languages, and advantage on Wisdom (Insight) checks against speakers of those languages.

Primal Channel
At 11th level, you have learned to channel the power flowing from your Source, an ability called a Primal Channel. Choose one 6th-level spell from the primal warden spell list to use with this channel.
You can cast your chosen spell once without expending a spell slot. You must finish a long rest before you can do so again.
At higher levels, you gain more warden spells of your choice that can be cast in this way: one 7th level spell at 13th level, one 8th-level spell at 15th level, and one 9th level spell at 17th-level. You regain all uses of your Primal Channel when you finish a long rest.

Planar Adaptation
Starting at 18th level, you have adapted to the elemental energies coursing through you. You no longer suffer the effects of extreme hot or extreme cold, and you no longer need to eat, drink, or breath. This extends to the effects from being on the elemental planes.

Elemental Mastery
At 20th level, your companion deals double damage and can use its Manifest Zone ability an unlimited number of times per rest.



Primal Manifestation

Manifestation of Wind
Those attuned to primal air are light on their feet and prone to wanderlust. They specialize in inhibiting the efforts of their foes.

Manifest Zone: Vortex
Your elemental companion gains the Manifest Zone: Vortex ability. As an action it churns the air and dust within 10 feet of it, whipping it into a vortex. Ranged attacks made by creatures other than you that pass through this zone are made at disadvantage. In addition, creatures other than the companion that start their turn within the zone or enter it for the first time on a turn must make a Constitution saving throw against the companion’s DC or be blinded by the whirling dust. They can take an action to clear the dust from their eyes. This manifest zone lasts for one minute, or until the companion is incapacitated or dismissed.
Once you use this feature, you can’t use it again until you finish a short or long rest.

Transposition
At 6th level, you can use a bonus action to exchange positions with your companion as long as you can see it. This ability can be used a number of times equal to half your proficiency bonus (rounded up); expended uses are regained after completing a long rest.

Enhanced Perception
From 10th level you can use your companion to detect even the smallest scents or sounds. When you roll a Wisdom (Perception) check for anything that can be detected by scent or sound, you treat all d20 results lower than a 10 as a 10.

Thundercrash
Starting at 14th level, when your companion hits an enemy with an attack you can have it blast the target with concentrated sound. The target takes 10d10 thunder damage and is stunned until the end of the companion’s next turn. Once you use this feature, you can’t use it again until you finish a long rest.

Manifestation of Rock
Solid and unyielding, wardens who manifest the power of earth make strong protectors of their allies, shielding them from harm and bolstering their efforts.

Manifest Zone: Stone Shield
Your elemental companion gains the Manifest Zone: Stone Shield ability. As an action, it sinks its feet into the ground and prepares to mitigate hostile actions against allies within a 10 foot radius of it. All allies within the zone have advantage against any effect that would cause unwilling movement or knock them prone. Additionally, all allies within the zone have resistance to the first source of bludgeoning, piercing, or force damage incurred by them per turn. While this zone is active, the companion’s speed is halved. This manifest zone lasts for one minute, or until the companion is incapacitated or dismissed.
Once you use this feature, you can’t use it again until you finish a short or long rest.

Interposing Transposition
Starting at 6th level, when an ally you can see within 30 feet of your companion is hit by an attack, you can use your reaction to make your companion trade places with the willing ally, making your companion the target of the attack instead. This ability can be used a number of times equal to half your proficiency bonus (rounded up); expended uses are regained after completing a long rest.

Vibrational Sensitivity
From 10th level you know the number, size, and location of any creature within 60 feet of your companion regardless of their visibility or any attempts at stealth. Hiding creatures are not hidden from you within this radius. You still incur penalties from not being able to see them if that condition applies.

Crushing Prison
Starting at 14th level, all enemies that start their turn inside the Manifest Zone of your companion must make a Strength saving throw against your spell DC or be restrained until the end of their next turn. Targets that are restrained take 4d10 bludgeoning damage at the beginning of their turn.