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mcumoric
2021-05-19, 09:53 AM
Hello, I'm back again with this here same class.
I took in those there criticisms, and re-worked the class a bit, lemmi know if there's anything still wrong with it.

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 (Similar to druids, primeval warriors prefer shields and armor made of natural materials instead of metal).
Weapons: Simple weapons.
Tools: Choose 1 from: Herbalism kit, Mason’s Tools, Woodcarver’s tools.
Saving throws: Strength, Constitution.
Skills: Choose 2 from animal handling, Athletics, Arcana, intimidation, Nature, perception, survival.

HP
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, Druidic - 1d4 - -
2nd - +2 - Spirit, Spellcasting, Brute - 1d4 - 2 - 2
3rd - +2 - Guiding of nature - 1d4 - 2 - 3
4th - +2 - Ability score increase - 1d4 - 3 - 4
5th - +3 - Extra attack - 1d6 - 3 - 5
6th - +3 - Pure strikes - 1d6 - 3 - 5
7th - +3 - Spirit feature - 1d6 - 3 - 6
8th - +3 - Ability score increase - 1d6 - 3 - 6
9th - +4 - - 1d8 - 3 - 7
10th - +4 - Spirit feature - 1d8 - 3 - 7
11th - +4 - Guiding of nature (18-20) - 1d8 - 4 - 8
12th - +4 - Charged weapons - 1d8 - 4 - 8
13th - +5 - - 1d10 - 4 - 9
14th - +5 - Pure body - 1d10 - 4 - 9
15th - +5 - Natural selection - 1d10 - 4 - 10
16th - +5 - Charged weapons (+2) - 1d10 - 4 - 10
17th - +6 - Guiding of nature (17-20) - 1d10 - 4 - 11
18th - +6 - Spirit feature - 1d12 - 4 - 11
19th - +6 - Natural selection (+3) - 1d12 - 4 - 12
20th - +6 - Apex predator - 1d12 - 4 - 13

Level - Proficiency bonus - 1st level - 2nd level - 3rd level - 4th level - 5th level
1st - +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, your skin becomes tough, allowing you to shrug off attacks. Your armor class is equal to 13 + your dexterity modifier while you aren't wearing armor (you may still add a shield to this bonus however). This bonus increases by 1 at the 5th level (14 + dex), 11th level (15 + dex) and 17th level (16 + dex).

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 2nd level, you learn how to use druidic magic. You take your spells from the druid spell list.
At the 2nd 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.

Brute
Starting at the 2nd 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.

The guiding of nature
Starting at the 3rd 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.

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 strikes
Starting at the 6th 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.

Charged weapons
Starting at the 12th level, weapons you wield that are not made of metal, and made out of a natural material (Ie. wood, bone, stone), gain a +1 bonus to attack and damage rolls.
Starting at the 16th level, the bonus to attack and damage rolls becomes +2.

Pure body
Starting at the 14th level, your body becomes tolerant to disease and poison. You become immune to disease, poison damage, the poisoned condition.

Natural selection
Starting at the 15th level, when you make an attack roll against a creature whose current hp, you gain a +2 to damage rolls using strength.
The bonus becomes +3 starting at the 19th level.

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 strength and wisdom each increase by 2 as well as their maximums.

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 with a bite or strike as a bonus action. This unarmed strike always deals 1d4 + your strength modifier piercing or bludgeoning on a hit.

Thrill of the hunt
Starting at the 7th level, when you reduce a creature to 0 hit points, the next strength based attack you make deals an additional 5 psychic damage.

Relentless endurance
Starting at the 10th level, you can take the dash action as a bonus action as long as you are moving towards an enemy creature. In addition, you are now immune to the effects of exhaustion.

Rampage
Starting at the 18th level, when you reduce a creature to 0 hit points, once per turn, as part of that attack 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 - Awaken, 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 2 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 as a bonus action, 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 carrying capacity doubles. In addition, when you are moved unwillingly, you can choose to not move as a reaction a number of times equal to your strength modifier, before needing to take a long rest.

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. You may use this ability a number of times equal to your proficiency bonus before needing to take a long rest.

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 must make a strength saving throw, taking 1d8 + your guardian die, magical bludgeoning damage and being pushed 10 feet away from you on a fail. A creature takes half as much and is not pushed on a successful save. This ability deals an additional 1d8 damage for each level this spell is cast about 1st.

sandmote
2021-05-21, 08:56 AM
If you go to the bottom of your own posts, there's an edit function. I suggest editing your existing thread for the Primeval Warrior, so everyone can keep track of the current version.

For designing the class, I think it would be most helpful if you took a step backwards and looked at the goal of this class. What character concept are you trying to achieve? You've got nature magic and martial abilities; so does the ranger. Most games allow multiclassing, so they have druids with extra mobility (usually a monk dip) and characters with "extreme" martial bonuses (usually a barbarian dip). What are you trying to achieve that isn't already covered in the base game?

Composer99
2021-05-21, 05:29 PM
Speaking of editing, might I suggest either using the table functionality provided with the forum text editing, or include images of properly-formatted tables, for the class features and spellcasting tables? It's very difficult and obnoxious to read the un-formatted tables.

(For advanced table ideas, try this thread (https://forums.giantitp.com/showthread.php?521278-Preset-Class-Tables-for-5e-Homebrew).)

I think even this revised class is still altogether too powerful. You have half-caster spellcasting, SAD unarmoured defence (to the point where you basically don't ever need armour), plus the wallop you pack

Things that really stand out:
(1) The improved critical hit (Guiding of Nature). I just can't see how this feature can be justifiable on this class. Especially with everything else you get. Speaking of which...
(2) Both Brute and Ancient Guardian are usable far too often.
(3) The half-caster classes all have a big power-jump at 2nd level (spellcasting + fighting style for rangers, spellcasting + fighting style + smite for paladins, non-cantrip spellcasting + infusions for artificer), so their subclasses/archetypes come online at 3rd level. This class has the subclass/archetype coming online at 2nd level.
(4) Unless someone is desperate to avoid nature theming, here is what they get after 2 levels from this class as written:
- 13 + dex AC (great for characters who don't use armour)
- +1d4 once per turn on the damage a weapon attack with an eligible weapon - a great addition for quarterstaff-and-shield PAM fighting
- 3-5 times in between a short or long rests (so probably 9-15 times in a day!), +prof to a weapon damage roll
- 2 cantrips and 2 1st-level spells known with 2 1st-level slots to cast them with
- a subclass along with bonus spells known and a feature
- the druidic language (not a huge deal, just added for completeness)

There is no class in the PHB or Tasha's that offers anything like this in its first two levels, unless I'm much mistaken. It's wickedly overpowered in and of itself, but is also pretty serious dip-bait.