Primordial Brawler (5e Class)

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Primordial Brawler[edit]

Primordial Brawlers are powerful warriors, bound to the power of the world's primal past. Shaped by the forces that predate even the gods, they learn how to channel the strength of TItans and the raw and untamed essence of creation into a mythical combat prowess. Whether born of ancient lineages, or cultivation of the primordial forces through either training and contemplation or worship, these brawlers wield overwhelming strength and elemental fury and are a living memorial to the world that came before.

Creating a Primordial Brawler[edit]

When creating your Primordial Brawler, think about your relationship with the ancient powers of the world. Have you been chosen by these forces, or did you seek them out in your own journey? What does it mean to be a living force of the primordial world? Do you feel the weight of that responsibility, or do you see it as a gift to be wielded against those who would destroy the world?

What drives you forward in your path? Are you a guardian of the ancient sites, tasked with protecting the sacred lands from those who would exploit them? Or are you a wandering force, seeking out threats to the primordial balance and taking action where others fear to tread? Perhaps you are driven by a personal quest to uncover your true origins or the lost knowledge of the Titans themselves.

Create a Primordial Brawler with these questions in mind, and forge a character who stands as an ancient force in the world—both protector and destroyer, part mortal and part primordial.

Quick Build

You can quickly build a Primordial Brawler following these steps: first, Strength should be your highest ability score, followed by Constitution. Then, choose the Hermit as your background. For starting equipment, cestus, the sling (20 bullets) and 5 javelins.

Class Features

As a Primordial Brawler you gain the following class features.

Hit Points

Hit Dice: 1d12 per Primordial Brawler level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Primordial Brawler level after 1st

Proficiencies

Armor: Light armor, hide armor
Weapons: Simple weapons, glove weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two from Animal Handling, Athletics, Insight, Intimidation, Nature, Perception, Religion, and Survival.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) Cestus or (b) any simple weapon
  • (a) sling (20 bullets) or (b) darts (5)
  • (a) javelin (5) or (b) shortbow (20 arrows)
  • (a) Dungeoneer's Pack or (b) Explorer' Pack
  • If you are using starting wealth, you have 5d4 × 10 in funds.

Table: The Primordial Brawler

Level Proficiency
Bonus
Features Vigor Primordial Might Die (Burst)
1st +2 Primordial Might, Vigor, Unarmored Defense 2 1d6 (6)
2nd +2 Titan Grip, Atlantean Might 4 1d6 (6)
3rd +2 Primordial Legacy, Voice of the Deep Earth 6 1d6 (6)
4th +2 Ability Score Improvement 8 1d6 (6)
5th +3 Extra Attack, Titanic Presence 10 1d6 (5-6)
6th +3 Primordial Fist, Legacy Feature 12 1d6 (5-6)
7th +3 World Walker 14 1d6 (5-6)
8th +3 Ability Score Improvement 16 1d6 (5-6)
9th +4 Tearing Grasp 18 1d8 (6-8)
10th +4 Legacy Feature 20 1d8 (6-8)
11th +4 Mythic Endurance 22 1d8 (6-8)
12th +4 Ability Score Improvement 24 1d8 (6-8)
13th +5 Typhonic Throw 26 1d10 (7-10)
14th +5 Legacy Feature 28 1d10 (7-10)
15th +5 Immortal Essence 30 1d10 (7-10)
16th +5 Ability Score Improvement 32 1d10 (7-10)
17th +6 Titanic Wrath 34 1d12 (7-12)
18th +6 Hand of the Earthmother, 36 1d12 (7-12)
19th +6 Ability Score Improvement 38 1d12 (7-12)
20th +6 Legacy Feature 40 1d12 (7-12)

Unarmored Defense[edit]

Starting at 1st level, when not wearing armor nor wielding a shield, your AC equals 10 + your Strength modifier + your Constitution modifier.

Primordial Might[edit]

Starting at 1st level, you fight with the raw strength of the pre-Olympian world. Your unarmed strikes are considered simple weapons that bludgeoning damage equal to your Primordial Might Die (shown on the homonymous column above).

Primordial Burst

In the Primordial Might Die column, there's a number within parenthesis called Burst. Once per attack or roll (for features that use this die and are not attacks), when you score the burst number range on the Primordial Might Die roll (starting in a roll of 6), you can roll it again and add the result the damage caused.

Primordial Save DC

Some of your Primordial Brawler features require a saving throw. Unless otherwise stated, the save DC for such features is DC 8 + your proficiency bonus + your Strength modifier.

Vigor[edit]

Also at 1st level, you have the resilience of a giant. This resilience is represented by the number of Vigor points you have. You have Vigor points is indicated on your Primordial Brawler table, at the homonymous column, and you regain all your vigor after finishing a long rest.

Promethean Endurance

When you start your turn below half your maximum hit points, but not unconscious, you can spend 1 Vigor (no action required) to regain 1 + your Constitution modifier hit points. You can’t go beyond your half your maximum hit points using this feature.

Trample

When you take the Dash action, you can spend 1 Vigor to move through the space occupied by other creatures. If the creature is of a size that can be shoved by you, that creature is pushed to an unoccupied space within 5 feet.

As a Bonus Action, you can make a Shove attempt against any creature you pass through, and if the creature fails, you trample it and cause damage as if you had hit it with an unarmed strike.

Unyielding Body

Whenever you make a Strength and Constitution check or saving throw, you can spend 1 Vigor to roll your Primordial Might die and add it to the roll (you can Burst in this roll).

If the effect you are resisting on a save would cause half damage on a successful save and you succeed the save, you take no damage instead.

Titan Grip[edit]

At 2nd level, you have the might of a Titan. You can use a Bonus Action to Grapple or Shove a creature. If you succeed the Grapple or Shove, you cause damage equal to your Primordial Might die.

Whenever you Burst, you can forgo the additional damage to take the Grapple or Shove actions without requiring an Action.

Atlantean Might[edit]

Also at 2nd level, you have the might of giants. If you have more than half your Vigor, you are considered a Large creature for the purposes of carrying, dragging or lifting weight, and for shove or grapple checks.

This improves as you gain levels in this class: you are considered a huge creature whenever your current vigor is at 30 or higher, or gargantuan whenever your current vigor is at 40.

Primordial Legacy[edit]

At 3rd level, you awaken the legacy power of one of the ancient primordial. Your choice grants you features at 3rd level, and again at 6th, 10th, 14th and 20th levels.

Voice of the Deep Earth[edit]

At 3rd level, you can hear the whispering echoes of Gaia. You learn how to speak, read and write in Primordial and Giant. In addition, once a day during a short rest, you can meditate and ask a question to the spirit of the land (about the nearby terrain, creatures, weather or ancient events in the region). The DM must provide a truthful impression, visual or sensation in return: a howling wind to indicate the presence of wolves, a cold breeze indicating a snowstorm for example.

Ability Score Improvement[edit]

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.

Blessing of the Titans (Optional Feature)

At 19th level, you can choose to gain a Blessing or an Epic Boon, instead of an Ability Score Improvement.

Extra Attack[edit]

At 5th level, you can attack twice, rather than once, when you take the Attack action.

Titanic Presence[edit]

At 5th level, you gain proficiency in Intimidation or Athletics. If you are proficient in both, choose one of them and double the proficiency bonus with it.

In addition, whenever you enter a settlement or approach a creature who can see you, they sense the pressure of your mythical aura. Any hostile creature not immune to the frightened condition that is within 5 feet of you have Disadvantage on attack rolls against creatures other than you.

Primordial Fists[edit]

At 6th level, your unarmed strikes are considered magical for the purposes of overcoming resistance and immunity to non-magical damage.

World Walker[edit]

At 7th level, your steps are known to the roots of the world. You gain a climb and swimming speed equal to your movement speed, and you ignore any movement reduction caused by non-magical difficult terrain.

In addition, you can spend 1 vigor to make a vigorous leap. This functions as a fly speed that equals twice your movement speed, mustn’t provoke opportunity attacks and you must end the movement on the ground, or you fall.

Tearing Grasp[edit]

At 9th level, you can shatter a creature grappled by you. You force that creature to make a Constitution saving throw or you tear one of that creature’s limbs apart. You can tear an arm, leg, tail, horn or wing. That limb is lost, and the creature takes 3d12 slashing damage. On a successful saving throw the creature takes half damage and the limb are not torn apart.

You can’t use this feature again until you finish a long rest. You regain use of this feature when a target of your grapple rolls a 1 on a contested check.

Mythic Endurance[edit]

At 11th level, your vigor makes you nearly impossible to wear down. If you have at least 1 Vigor left, when you are reduced to 0 hit points, you don't fall unconscious nor are you incapacitated. You still are required to make Death Saving Throws to be stabilized.

Typhonic Throw[edit]

Starting at 13th level, you can throw any object or creature you can grapple using an Attack you can make during the attack action. The creature is thrown up to 30 feet in any direction, suffering the effects of falling that distance upon colliding with a solid surface.

If you throw an object or creature towards another creature, that target can make a Dexterity saving throw your primordial save DC to avoid the throw, otherwise it suffer the same effects.

Immortal Essence[edit]

At 15th level, you can withstand the ravages of time. You can’t naturally or magically age.

In addition, when you start your turn and have no Vigor left, you regain 1 Vigor. You don't benefit from this if you are at 0 hit points.

Titanic Wrath[edit]

At 17th level, you channel your fury into ruinous attacks. Once per turn when you score a critical hit with an unarmed strike, you can make another unarmed strike (no action required). You can ignore this attack to regain the use of your Tearing Grasp.

Hand of the Earthmother[edit]

At 18th level, you move with the unstoppable authority of a true Titan. You gain the following benefits:

  • When you are grappling a creature, it is also considered restrained for the duration of the grapple.
  • When you shove a creature into a solid surface or into another creature, that creature takes extra bludgeoning damage equal to your Primordial Might die, and must succeed on a Strength saving throw, or is stunned until the end of your next turn. This can only be used once per turn.

Primordial Legacies[edit]

Legacy of Typhon[edit]

Born from the fury of Gaia and Tartarus, Typhon was the storm incarnate, a churning mass of wind, fire, and destruction. You channel a fraction of that apocalyptic tempest, becoming a vessel of thunder and lightning.

Storm's Fury

Starting at 3rd level, you can conjure the wrath of the storm. Whenever you use your Promethean Endurance feature, you may choose to unleash a burst of storm energy. All creatures of your choice within 10 feet take thunder or lightning damage (your choice) equal to your proficiency bonus.

Thunderous Strikes

Also at 3rd level, your fists crackle with primordial energy. When you trigger a Primordial Burst, you may choose to deal thunder or lightning damage instead of bludgeoning.

In addition, as a Bonus Action when you successfully burst, you can unleash your Storm's Fury without spending Vigor.

Typhonic Nature

At 6th level, as long as you have at least 1 Vigor, you gain resistance to lightning and thunder damage, and Advantage on checks to resist being grappled.

Storm Roar

At 10th level, when you use your Storm's Fury, you now only target creatures of your choice. In addition, any hostile creature in the area of effect must succeed on a Strength saving throw, or is pushed 10 feet back.

Thunderstorm Strike

At 14th level, your strikes carry the crushing roar of Typhon. Once per turn when you burst on an unarmed strike, if you deal thunder damage with that additional burst strike, the target must succeed on a Constitution saving throw, or is stunned until the end of your next turn.

Avatar of Typhon

At 20th level, as a bonus action, you can unleash the full fury of the storm god-beast within. For 1 minute, you become the living storm, gaining the following benefits:

  • Your unarmed strikes are wreathed in raging elemental power. They deal an additional 2d8 thunder or lightning damage (your choice) on hit.
  • You gain a flying speed equal to twice your movement speed, sustained by cyclone winds. You can hover, and your movement does not provoke opportunity attacks.
  • When you use Storm’s Fury, its range increases to 30 feet, and affected hostile creatures must succeed on a Constitution saving throw or be deafened and pushed 15 feet.
  • Thunderstorm Strike can be used more than once per turn.

This transformation lasts for 1 minute or until you fall unconscious. Once you use Avatar of Typhon, you cannot do so again until you finish a long rest.

Legacy of Echidna[edit]

Echidna’s legacy imbues you with terrifying, mutating powers that bend and twist your body into monstrous, nightmarish forms. As you embrace her eldritch essence, your once-mortal form gives way to grotesque transformations, making you a being of primal, chaotic horror. You become a living abomination, a true agent of destruction and madness.

Mutating Strikes

Starting at 3rd level, whenever you Burst on an unarmed strike, your limbs distort and mutate, triggering one of the following effects depending on the number rolled on the additional burst damage roll:

1-2. Rending Claws: The target must succeed on a Constitution saving throw or the target bleeds, suffering an additional 1d6 necrotic damage at the start of their next turn.
3-4.Barbed Tail You lash out with a tail strike. Choose another creature within 10 feet—it takes piercing damage equal to your Strength modifier.
5-6.Maw Split A horrific maw splits open on your body and bite a chunk from your target. You cause additional piercing damage equal to your Constitution modifier and gain temporary hit points equal to the same amount.
7+.Aberrant Surge You sprout extra limbs and can make one additional unarmed strike as part of this attack. This attack has reach property and causes either slashing, piercing or bludgeoning damage (your choice).
Twisting Horror

Also at 3rd level, you can willingly twist your body by channeling Echidna's influence. You can spend 1 vigor to add your Primordial Die to your Charisma (Intimidation) checks.

In addition, whenever you spend Vigor on your turn, you can choose to cause either slashing, piercing or bludgeoning damage with your unarmed strikes and they gain the reach property.

Aberrant Flesh

At 6th level your body becomes a shifting mass of chaotic biology. If you have at least 1 vigor point, you have resistance to poison damage, and is immune to disease and the poisoned condition.

When you are hit by a melee attack, you can spend 1 Vigor as a reaction to mutate defensively, forcing the attacker to make a Dexterity saving throw. On a failure, the attacker takes damage equal to your Primordial Might Die and their weapon, if it is holding one, is pushed away and thrown to the ground.

Chimera's Terror

At 10th level your presence distorts reality around you. As an action, you can unleash a horrifying display of shifting limbs, mouths, and monstrous features. Each hostile creature of your choice within 15 feet must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn. While frightened in this way, they must also use half of their movement on each of their turns to move away from you if able.

Once per turn when you trigger your burst, you can forgo the extra damage and use this feature as a Bonus Action.

Twisted Retort

At 14th level, whenever a creature within 10 feet causes damage to you, you can make an attack, choosing to apply one of the effects from Mutating Strikes.

Avatar of Echidna

At 20th level you become a true spawn of chaos, a mythic horror made flesh. As a bonus action, you can assume your monstrous form for 1 minute. For the duration:

  • You gain two additional limbs, allowing you to make two additional unarmed strikes when you take the Attack action.
  • Hostile creatures within 10 feet of you have disadvantage on saving throws against fear effects.
  • You have resistance to all damage except radiant.
  • When you Burst, you can choose two effects from Mutating Strikes instead of one.

Once you use Avatar of Echidna, you can’t do so again until you finish a long rest.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Primordial Brawler class, you must meet these prerequisites: Strength 13, Constitution 13.

Proficiencies. When you multiclass into the primordial brawler class, you gain the following proficiencies: Light armor, simple weapons.

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