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View Full Version : D&D 5e/Next Primal domain (Cleric subclass)



mcumoric
2020-10-10, 11:07 PM
Primal Domain
Clerics who worship the primal domain are clerics who worship the gods of old, which usually take the form of animal spirits. They wield magic infused with primal druidic magic which allows them to channel the spirits of a primeval era.

Expanded spell list
You gain the following spells at their respective levels:

Cleric level - Spells
1st - Entangle, Faerie fire
3rd - Moonbeam, Enhance ability
5th - Plant growth, Call lightning
7th - Conjure woodland beings, Guardian of nature (XGE)
9th - Commune with nature, Conjure elemental

Primal magic
Starting at the 1st level, you magic calls back to a primal era before the gods. You learn the gust, control flames, shape water and mold earth spells (from XGE). These spells count as cleric spells for you.

Warrior of old
Starting at the 1st level, you gain proficiency in martial weapons and you gain a +1 to attack and damage rolls with weapons as long as they are made of wood, bone or stone.
In addition you may use a druidic focus instead of a holy symbol as your spellcasting focus.

Channel divinity: Primal Form
Starting at the 2nd level, you can use your channel divinity to become one with the spirits of nature.
As an action you can present your holy symbol or druidic focus to gain the following features for the next minute.
During this time:
Your size becomes large if you were not already large or larger.
Your weapons and spell attacks attacks deal an additional 1d6 points of damage.
Your strength score increases by 2 for the duration (To a maximum of 22).
You become more animal-like and gain a natural weapon (Like claws, jaws, a tail, ect...) that deals 1d10 damage. The damage type can be bludgeoning, piercing or slashing (your choice).

Primal armor
Starting at the 6th level, the spirits of the wind help shield you. When you are hit with an attack, you may emit a gust of wind which gives you a bonus to your armor class equal to your proficiency bonus, potentially causing the attack to miss you. In addition each creature within 5 feet of you must make a strength saving throw versus your spell save DC, which on a failure they are pushed 5 feet away from you.

Primal strike
Starting at the 8th level, when you hit a creature with a weapon attack you can cause the attack to channel the elements and deal either an extra 1d8 fire, thunder, cold or magical bludgeoning damage. The cold damage deals double damage to fire elementals. Starting at the 14th level, this extra damage increases to 2d8.

Ancient force
Starting at the 17th level, you can cast the polymorph spell on yourself a number of times equal to your proficiency bonus without spending a spell slot per long rest. In addition when you polymorph yourself you can stay in this form a number of hours equal to your level instead of 1 minute. You may only transform into a beast with a challenge rating of 4 and lower however.