mcumoric
2021-05-18, 01:06 PM
Hey hey hey, it's me again, this time with a complete class instead of random subclasses.
I finally finished up this class, so have a look and tell me what you all think:
Primeval Warrior
Primeval warriors are druidic people who follow in the steps of spirits of nature, supplementing their combat with nature spells.
Proficiencies
Armor: Light and medium armor, shields (primeval warriors will not wear armor or shields made of metal).
Weapons: Simple weapons.
Tools: Herbalism kit, Mason’s Tools, Woodcarver’s tools.
Saving throws: Constitution, Wisdom.
Skills: Choose 2 from animal handling, Athletics, intimidation, Nature, perception, survival.
Hit die: 1d12 per level.
Hp at level 1: 12 + your constitution modifier.
Hp at higher levels: 1d12 (7) + your constitution modifier.
Primeval warrior table
Level - proficiency bonus - Features - Guardian die - Cantrips known - Spells known
1st - +2 - Ancient guardian, Natural armor, Spellcasting, Druidic - 1d4 - 2 - 2
2nd - +2 - Spirit, Guiding of nature - 1d4 - 2 - 3
3rd - +2 - Pure strikes - 1d4 - 2 - 4
4th - +2 - Ability score increase - 1d4 - 3 - 4
5th - +3 - Extra attack - 1d6 - 3 - 5
6th - +3 - Pure body - 1d6 - 3 - 5
7th - +3 - Spirit feature - 1d6 - 3 - 6
8th - +3 - Ability score increase - 1d6 - 3 - 6
9th - +4 - Magic resistance - 1d8 - 3 - 7
10th - +4 - Spirit feature - 1d8 - 3 - 7
11th - +4 - Guiding of nature (18-20) - 1d8 - 4 - 8
12th - +4 - - 1d8 - 4 - 8
13th - +5 - - 1d10 - 4 - 9
14th - +5 - - 1d10 - 4 - 9
15th - +5 - Natural selection - 1d10 - 4 - 10
16th - +5 - - 1d10 - 4 - 10
17th - +6 - Guiding of nature (17-20) - 1d10 - 4 - 11
18th - +6 - Spirit feature - 1d12 - 4 - 11
19th - +6 - - 1d12 - 4 - 12
20th - +6 - Apex predator - 2d8 - 4 - 13
Level - Proficiency bonus - 1st level - 2nd level - 3rd level - 4th level - 5th level
1st - +2 - 2
2nd - +2 - 2
3rd - +2 - 3
4th - +2 - 3
5th - +3 - 4 - 2
6th - +3 - 4 - 2
7th - +3 - 4 - 3
8th - +3 - 4 - 3
9th - +4 - 4 - 3 - 2
10th - +4 - 4 - 3 - 2
11th - +4 - 4 - 3 - 3
12th - +4 - 4 - 3 - 3 -
13th - +5 - 4 - 3 - 3 - 1
14th - +5 - 4 - 3 - 3 - 1
15th - +5 - 4 - 3 - 3 - 2
16th - +5 - 4 - 3 - 3 - 2
17th - +6 - 4 - 3 - 3 - 3 - 1
18th - +6 - 4 - 3 - 3 - 3 - 1
19th - +6 - 4 - 3 - 3 - 3 - 2
20th - +6 - 4 - 3 - 3 - 3 - 2
Natural armor
Starting at the 1st level, you gain the ability to deflect attacks with your toughened body. While unarmored, your armor class equals 10 + your proficiency bonus + your constitution modifier. You may still gain the benefit of a shield with this natural armor.
Ancient guardian
Starting at the 1st level, you gain the ability to ingrain primeval magic into your weapons. Once per turn if you make a weapon attack against a creature with a simple weapon made of a non metal and natural material (ie. wood, bone, stone), you can deal an additional 1d4 damage. This is your guardian die. It increases at certain levels as determined by the above table.
Druidic
You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message's presence with a successful DC 15 Wisdom (Perception) check but can't decipher it without magic.
Spellcasting
Starting at the 1st level, you learn how to use druidic magic. You take your spells from the druid spell list.
At the 1st level, you learn 2 cantrips and two spells of first level. You learn more spells as you level up as determined by the above table.
Wisdom is your spellcasting modifier for your spells.
Save dc: 8 + your proficiency bonus + your wisdom modifier.
Spell attack modifier: Your proficiency bonus + your wisdom modifier.
Spirit
Starting at the 2nd level, you choose a spirit you focus your magic from. This spirit takes the form of a beast or plant, which is limited to the options at the bottom of the class. You gain features at the 2nd, 7th, 10th and 18th levels.
The guiding of nature
Starting at the 2nd level, when you make a melee weapon attack, you now roll a critical hit on a 19 to 20.
Starting at the 11th level, you now roll a critical hit on a 18 to 20.
Starting at the 17th level, you now roll a critical hit on a 17 to 20.
Pure strikes
Starting at the 3rd level, when you hit a creature with a simple weapon attack and the weapon is not made of metal, and is made of a natural material (Ie. wood, bone, stone), you ignore resistance and immunity to non-magical bludgeoning piercing and slashing.
Ability score increase
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
Starting at the 5th level, you can attack twice whenever you take the attack action on your turn.
Pure body
Starting at the 6th level, your body becomes tolerant to disease and poison. You become immune to disease, poison damage, the poisoned condition.
Magic resistance
Starting at the 9th level, your ties to the natural world heighten your tolerance to magic. You now have advantage on saving throws against magic and magical effects.
Brute
Starting at the 14th level, when you hit a creature with a melee weapon attack, you can choose to deal extra damage equal to your proficiency bonus. You may use this ability a number of times equal to your strength modifier before needing to take a short or long rest.
Natural selection
Starting at the 15th level, when you make an attack roll against a creature who lacks all of their hp, you gain a bonus to the attack roll equal to your wisdom modifier.
Apex predator
Starting at the 20th level, you are the peak of your kind as enemies revear you as the peak of natural perfection. Your constitution, strength and wisdom each increase by 2 as well as their maximums.
In addition you have advantage on all attack rolls against enemy creatures.
Spirits:
Spirit of the carnivore
You take your spirit from a carnivorous animal.
Carnivore spells
At the specified levels, the following spells are added to the spells you know.
Level - spells
2nd - Hunters mark, Wrathful smite.
5th - Crown of madness, Invisibility.
9th - Fear, Haste.
13th - Staggering smite, Greater invisibility.
17th - Destructive wave, Steel wind strike (XGE).
Frenzy
Starting at the 2nd level, when you make a weapon attack as an action, you can make an unarmed strike as a bonus action. This unarmed strike always deals 1d4 + your strength modifier on a hit.
Primal shout
Starting at the 7th level, you can use an action to emit a powerful cry. Each creature within 20 feet of you must make a wisdom saving throw against your spell save dc, or be frightened of your for the next minute. A creature can repeat the saving throw as an action to end the condition. A creature who succeeds the saving throw is immune to this effect for the next 24 hours.
Relentless endurance
Starting at the 10th level, you can take the dash action as a bonus action. In addition, when you gain levels of exhaustion, you can reduce the total level by half your constitution modifier (rounded up).
Rampage
Starting at the 18th level, when you reduce a creature to 0 hit points, you can immediately move up to your movement speed and make a melee attack. You may use this ability a number of times equal to your strength modifier, before needing to take a short or long rest.
Spirit of wood
You take your spirit from a type of tree.
Wood spells
At the specified levels, the following spells are added to the spells you know.
Level - spells
2nd - Shield, Shield of faith.
5th - Aid, Silence.
9th - Beacon of hope, Nondetection.
13th - Death ward, Aura of life.
17th - Wall of force, Hold monster.
Heart of the tree
Starting at the 2nd level, you gain a barky exterior for deflecting attacks. Your hit point maximum increases by 1 and increases by an additional 1 each time you level up after 2nd level.
Tree Stride
Starting at the 7th level, once on each of your turns, you can use 10 feet of your movement to step magically into one living tree within 5 feet of yourself and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be at least 1 size larger than you.
Unmoving wall
Starting at the 10th level, your weight doubles. In addition, when you are moved unwillingly, you can choose to not move.
The mighty oak
Starting at the 18th level, when you take damage, unless it is fire, necrotic or psychic, you can choose to reduce the damage by your constitution modifier.
Spirit of the winds
You take your spirit from an animal with a flying speed.
Winds spells
At the specified levels, the following spells are added to the spells you know.
Level - spells
2nd - Feather fall, Thunderous smite.
5th - Levitate, Blur.
9th - Fly, Haste.
13th - Dimension door, Storm sphere (XGE).
17th - Conjure volley, Far step (XGE).
Step of the wind
Starting at the 2nd level, you can now take the disengage and dash actions as bonus actions. In addition, when you make a running long jump, the distance increases by (your guardian die x 5) feet.
Wings of the aviator
Starting at the 7th level, as a bonus action, you can sprout wings from your back, resembling your spirit (for example, if your spirit is a bird, you’d get bird wings, if it’s a bat, you’d get bat wings, ect...). While you have these wings sprouted, you gain a flying speed of 60 feet. You may retract these wings using another bonus action.
Falcon dive
Starting at the 10th level, once on your turn if you fly at least 30 feet straight towards a creature and hit them with a melee attack, they take extra magical bludgeoning damage equal to your guardian die.
Avatar of zephyr
Starting at the 18th level, you can spend a spell slot to surround yourself in a twister of wind for the next minute. Any creature that ends their turn within 5 feet of you takes 1d8 + your guardian die, magical bludgeoning damage and is pushed 10 feet away from you. This ability deals an additional 1d8 damage for each level this spell is cast about 1st.
I finally finished up this class, so have a look and tell me what you all think:
Primeval Warrior
Primeval warriors are druidic people who follow in the steps of spirits of nature, supplementing their combat with nature spells.
Proficiencies
Armor: Light and medium armor, shields (primeval warriors will not wear armor or shields made of metal).
Weapons: Simple weapons.
Tools: Herbalism kit, Mason’s Tools, Woodcarver’s tools.
Saving throws: Constitution, Wisdom.
Skills: Choose 2 from animal handling, Athletics, intimidation, Nature, perception, survival.
Hit die: 1d12 per level.
Hp at level 1: 12 + your constitution modifier.
Hp at higher levels: 1d12 (7) + your constitution modifier.
Primeval warrior table
Level - proficiency bonus - Features - Guardian die - Cantrips known - Spells known
1st - +2 - Ancient guardian, Natural armor, Spellcasting, Druidic - 1d4 - 2 - 2
2nd - +2 - Spirit, Guiding of nature - 1d4 - 2 - 3
3rd - +2 - Pure strikes - 1d4 - 2 - 4
4th - +2 - Ability score increase - 1d4 - 3 - 4
5th - +3 - Extra attack - 1d6 - 3 - 5
6th - +3 - Pure body - 1d6 - 3 - 5
7th - +3 - Spirit feature - 1d6 - 3 - 6
8th - +3 - Ability score increase - 1d6 - 3 - 6
9th - +4 - Magic resistance - 1d8 - 3 - 7
10th - +4 - Spirit feature - 1d8 - 3 - 7
11th - +4 - Guiding of nature (18-20) - 1d8 - 4 - 8
12th - +4 - - 1d8 - 4 - 8
13th - +5 - - 1d10 - 4 - 9
14th - +5 - - 1d10 - 4 - 9
15th - +5 - Natural selection - 1d10 - 4 - 10
16th - +5 - - 1d10 - 4 - 10
17th - +6 - Guiding of nature (17-20) - 1d10 - 4 - 11
18th - +6 - Spirit feature - 1d12 - 4 - 11
19th - +6 - - 1d12 - 4 - 12
20th - +6 - Apex predator - 2d8 - 4 - 13
Level - Proficiency bonus - 1st level - 2nd level - 3rd level - 4th level - 5th level
1st - +2 - 2
2nd - +2 - 2
3rd - +2 - 3
4th - +2 - 3
5th - +3 - 4 - 2
6th - +3 - 4 - 2
7th - +3 - 4 - 3
8th - +3 - 4 - 3
9th - +4 - 4 - 3 - 2
10th - +4 - 4 - 3 - 2
11th - +4 - 4 - 3 - 3
12th - +4 - 4 - 3 - 3 -
13th - +5 - 4 - 3 - 3 - 1
14th - +5 - 4 - 3 - 3 - 1
15th - +5 - 4 - 3 - 3 - 2
16th - +5 - 4 - 3 - 3 - 2
17th - +6 - 4 - 3 - 3 - 3 - 1
18th - +6 - 4 - 3 - 3 - 3 - 1
19th - +6 - 4 - 3 - 3 - 3 - 2
20th - +6 - 4 - 3 - 3 - 3 - 2
Natural armor
Starting at the 1st level, you gain the ability to deflect attacks with your toughened body. While unarmored, your armor class equals 10 + your proficiency bonus + your constitution modifier. You may still gain the benefit of a shield with this natural armor.
Ancient guardian
Starting at the 1st level, you gain the ability to ingrain primeval magic into your weapons. Once per turn if you make a weapon attack against a creature with a simple weapon made of a non metal and natural material (ie. wood, bone, stone), you can deal an additional 1d4 damage. This is your guardian die. It increases at certain levels as determined by the above table.
Druidic
You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message's presence with a successful DC 15 Wisdom (Perception) check but can't decipher it without magic.
Spellcasting
Starting at the 1st level, you learn how to use druidic magic. You take your spells from the druid spell list.
At the 1st level, you learn 2 cantrips and two spells of first level. You learn more spells as you level up as determined by the above table.
Wisdom is your spellcasting modifier for your spells.
Save dc: 8 + your proficiency bonus + your wisdom modifier.
Spell attack modifier: Your proficiency bonus + your wisdom modifier.
Spirit
Starting at the 2nd level, you choose a spirit you focus your magic from. This spirit takes the form of a beast or plant, which is limited to the options at the bottom of the class. You gain features at the 2nd, 7th, 10th and 18th levels.
The guiding of nature
Starting at the 2nd level, when you make a melee weapon attack, you now roll a critical hit on a 19 to 20.
Starting at the 11th level, you now roll a critical hit on a 18 to 20.
Starting at the 17th level, you now roll a critical hit on a 17 to 20.
Pure strikes
Starting at the 3rd level, when you hit a creature with a simple weapon attack and the weapon is not made of metal, and is made of a natural material (Ie. wood, bone, stone), you ignore resistance and immunity to non-magical bludgeoning piercing and slashing.
Ability score increase
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
Starting at the 5th level, you can attack twice whenever you take the attack action on your turn.
Pure body
Starting at the 6th level, your body becomes tolerant to disease and poison. You become immune to disease, poison damage, the poisoned condition.
Magic resistance
Starting at the 9th level, your ties to the natural world heighten your tolerance to magic. You now have advantage on saving throws against magic and magical effects.
Brute
Starting at the 14th level, when you hit a creature with a melee weapon attack, you can choose to deal extra damage equal to your proficiency bonus. You may use this ability a number of times equal to your strength modifier before needing to take a short or long rest.
Natural selection
Starting at the 15th level, when you make an attack roll against a creature who lacks all of their hp, you gain a bonus to the attack roll equal to your wisdom modifier.
Apex predator
Starting at the 20th level, you are the peak of your kind as enemies revear you as the peak of natural perfection. Your constitution, strength and wisdom each increase by 2 as well as their maximums.
In addition you have advantage on all attack rolls against enemy creatures.
Spirits:
Spirit of the carnivore
You take your spirit from a carnivorous animal.
Carnivore spells
At the specified levels, the following spells are added to the spells you know.
Level - spells
2nd - Hunters mark, Wrathful smite.
5th - Crown of madness, Invisibility.
9th - Fear, Haste.
13th - Staggering smite, Greater invisibility.
17th - Destructive wave, Steel wind strike (XGE).
Frenzy
Starting at the 2nd level, when you make a weapon attack as an action, you can make an unarmed strike as a bonus action. This unarmed strike always deals 1d4 + your strength modifier on a hit.
Primal shout
Starting at the 7th level, you can use an action to emit a powerful cry. Each creature within 20 feet of you must make a wisdom saving throw against your spell save dc, or be frightened of your for the next minute. A creature can repeat the saving throw as an action to end the condition. A creature who succeeds the saving throw is immune to this effect for the next 24 hours.
Relentless endurance
Starting at the 10th level, you can take the dash action as a bonus action. In addition, when you gain levels of exhaustion, you can reduce the total level by half your constitution modifier (rounded up).
Rampage
Starting at the 18th level, when you reduce a creature to 0 hit points, you can immediately move up to your movement speed and make a melee attack. You may use this ability a number of times equal to your strength modifier, before needing to take a short or long rest.
Spirit of wood
You take your spirit from a type of tree.
Wood spells
At the specified levels, the following spells are added to the spells you know.
Level - spells
2nd - Shield, Shield of faith.
5th - Aid, Silence.
9th - Beacon of hope, Nondetection.
13th - Death ward, Aura of life.
17th - Wall of force, Hold monster.
Heart of the tree
Starting at the 2nd level, you gain a barky exterior for deflecting attacks. Your hit point maximum increases by 1 and increases by an additional 1 each time you level up after 2nd level.
Tree Stride
Starting at the 7th level, once on each of your turns, you can use 10 feet of your movement to step magically into one living tree within 5 feet of yourself and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be at least 1 size larger than you.
Unmoving wall
Starting at the 10th level, your weight doubles. In addition, when you are moved unwillingly, you can choose to not move.
The mighty oak
Starting at the 18th level, when you take damage, unless it is fire, necrotic or psychic, you can choose to reduce the damage by your constitution modifier.
Spirit of the winds
You take your spirit from an animal with a flying speed.
Winds spells
At the specified levels, the following spells are added to the spells you know.
Level - spells
2nd - Feather fall, Thunderous smite.
5th - Levitate, Blur.
9th - Fly, Haste.
13th - Dimension door, Storm sphere (XGE).
17th - Conjure volley, Far step (XGE).
Step of the wind
Starting at the 2nd level, you can now take the disengage and dash actions as bonus actions. In addition, when you make a running long jump, the distance increases by (your guardian die x 5) feet.
Wings of the aviator
Starting at the 7th level, as a bonus action, you can sprout wings from your back, resembling your spirit (for example, if your spirit is a bird, you’d get bird wings, if it’s a bat, you’d get bat wings, ect...). While you have these wings sprouted, you gain a flying speed of 60 feet. You may retract these wings using another bonus action.
Falcon dive
Starting at the 10th level, once on your turn if you fly at least 30 feet straight towards a creature and hit them with a melee attack, they take extra magical bludgeoning damage equal to your guardian die.
Avatar of zephyr
Starting at the 18th level, you can spend a spell slot to surround yourself in a twister of wind for the next minute. Any creature that ends their turn within 5 feet of you takes 1d8 + your guardian die, magical bludgeoning damage and is pushed 10 feet away from you. This ability deals an additional 1d8 damage for each level this spell is cast about 1st.