Primal Reflector (5e Subclass)

From D&D Wiki
Jump to navigation Jump to search
Stub Logo.png This page is incomplete and/or lacking flavor. Reason: Incomplete. I'm still building this, 22DEC.


You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs

Inspiration is from Blue Mages from final fantasy, https://finalfantasy.fandom.com/wiki/Blue_Mage

Primal Reflector[edit]

Rangers who follow the Primal Reflector path attune themselves to the primal forces of nature, drawing upon the abilities of the creatures they encounter. Through keen observation and combat, they learn to absorb and reflect the powerful traits of beasts, fey, and other creatures. This connection to the natural world allows them to momentarily harness the abilities they witness, channeling the primal energy of those they study.

As they grow in experience, these rangers develop the ability to permanently absorb and internalize the powers they encounter, transforming the fleeting traits they mimic into lasting parts of their own repertoire. Their growing mastery allows them to reflect the strengths of the creatures they’ve studied, becoming a living mirror of the wild forces, they’ve encountered, drawing upon them whenever they choose.

Beast Echo[edit]

To do list for this, emphasis on "creature" and does this work on humanoids?

You gain the ability to mimic the special abilities of creatures you encounter, called Beast Echoes. These abilities are temporary and fade after use, but give you a brief glimpse into the powers of the creatures you study.

  • Learning Beast Echoes

When you witness a creature use a special ability, you may attempt to learn it. A special ability includes traits, actions, reactions, or magical effects, such as "Pack Tactics," "Fire Breath," or a single-use spell-like effect. Abilities that reshape the environment or require legendary power (like Legendary Actions or Lair Actions) cannot be learned.

To learn an ability:

  • Witness It: The creature must use the ability within 60 feet of you during combat or another observed encounter.
  • Make a Skill Check: After the encounter, roll a Wisdom (Nature or Survival) check. The DC is 10 + the creature’s CR. On a success, you temporarily learn the ability.

Using Beast Echoes

  • You can prepare a number of Beast Echoes equal to your Wisdom modifier (minimum of 1) during a long rest. Abilities you prepare can be used a number of times equal to your proficiency bonus per long rest. If the ability requires a saving throw, the DC is equal to your spell save DC. After using an ability, Once you use a Beast Echo, it fades until you can permanently learn it.

Azure Magic Assimilation[edit]

At 5th level, you can permanently assimilate the special powers of creatures you observe or defeat. This builds on Beast Echoes, allowing you to permanently keep abilities you encounter.

When you attempt to learn an ability, use the following:

  • Success: You permanently learn the ability. The ability's power will scale with your level (e.g., scaling damage for breath weapons, range for spell-like abilities).
  • Failure: You don’t learn the ability, but can attempt again on your next short rest, but before the end of your next long rest. If you fail, the DC increases by 2 on subsequent attempts for that specific ability.

Learning Limitations[edit]

At 7th level, while you can learn many abilities, your body can only retain a limited number of them at any given time. You may permanently learn up to 3 abilities by 7th level. As you level up, you can learn more abilities (5 by 11th level, and 7 by 15th level). However, you can only prepare a certain number of abilities each day, similar to how a spellcaster prepares spells. At 5th level, you can prepare 2 abilities, 4 at 9th level, and 6 at 13th level. These abilities are drawn from your permanent collection. The higher-level abilities take more time and effort to learn and are harder to keep prepared.

Versatile Learning[edit]

consider adjusting this that the user learns abilities after getting hit with them.

At 11th level, you can learn abilities from more powerful creatures. After defeating a creature, you can use a Wisdom (Survival) or Intelligence (Nature) check to attempt to absorb the ability into your repertoire. You may attempt to learn one new ability per long rest, and if successful, it becomes part of your personal collection. You can also now choose a learned ability to upgrade—its effectiveness improves, such as a breath weapon dealing more damage or a regeneration ability healing more hit points.

Master Hunter's Repertoire[edit]

At 15th level, you’ve started to now fully grasp the art of Blue Magic assimilation. You can prepare any combination of abilities you’ve learned, with no limit on the total number of abilities you can learn. However, you still retain the restriction on the number of abilities you can prepare each day. Additionally, you can learn Legendary Abilities from creatures, though you can only store one such ability at a time. These are powerful abilities like those of a dragon’s Frightful Presence or a beholder’s Antimagic Cone. Legendary Abilities are more difficult to learn and require the creature’s death to absorb.

Azure Magic Mastery[edit]

At 18th level, Mechanics: You gain the ability to call upon the power of any creature you've learned from, regardless of how long it’s been since you last fought it. Once per long rest, you can call upon an ability for free, using it for 1 minute. In addition, you can now learn and prepare any ability you wish, with no limits to how many you can retain or prepare, but the powerful abilities will require an even greater amount of time and effort to use. Note: This doesn’t mean you can prepare every single ability, just that you can make a choice from your expanded collection of abilities each day.

Sample Blue Magic Abilities (for flavor)

  • Basilisk’s Gaze (learned from a basilisk): As an action, force a creature to make a Constitution saving throw or become petrified for 1 minute. The creature may repeat the save at the end of each of its turns.
  • Dragon’s Breath (learned from a dragon): As an action, exhale an elemental breath weapon (fire, cold, acid, or lightning) in a 15-foot cone. Deals 2d6 damage (Dex save for half).
  • Beholder’s Eye Ray (learned from a beholder): As an action, target one creature within 60 feet. The creature must make a Wisdom saving throw or become paralyzed for 1 minute.
  • Troll Regeneration (learned from a troll): Regain hit points equal to your Wisdom modifier at the start of each of your turns for 1 minute, unless you take fire or acid damage.
  • Phoenix’s Flame (learned from a phoenix): When you drop to 0 hit points, you can use your reaction to gain 1d10 hit points and immediately stand up, burning enemies in a 5-foot radius for 2d6 fire damage.


0.00
(0 votes)

Back to Main Page5e HomebrewCharacter OptionsSubclasses [[Category:]]