Primordial Knight (5e Subclass)

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Primordial Knight[edit]

Fighter Subclass

Primordial Knights are warriors touched by the elemental planes, and who use these powers in combat. There are many origins from the elemental magic contained by the primordial warriors. Some draw their power from the dragons, using their mystical energy to mimic the effects of dragon fire; others train in contacting and channeling mystical primal elements from genies. Regardless, these warriors have an untamed power that can't be ignored.

Spellcasting
Primordial Knight Spellcasting
Fighter
Level
Cantrips
Known
Spells
Known
—Spell Slots per Spell Level—
1st 2nd 3rd 4th
3rd 2 3 2
4th 2 4 3
5th 2 4 3
6th 2 4 3
7th 3 5 4 2
8th 3 6 4 2
9th 3 6 4 2
10th 4 7 4 3
11th 4 8 4 3
12th 4 8 4 3
13th 4 9 4 3 2
14th 4 10 4 3 2
15th 5 10 4 3 2
16th 5 11 4 3 3
17th 5 11 4 3 3
18th 5 11 4 3 3
19th 5 12 4 3 3 1
20th 5 13 4 3 3 1
When you reach 3rd level, you learn how to channel the powers of the elements.
Cantrips
You learn two cantrips of your choice from the primordial knight spell list. You learn an additional primordial knight cantrip of your choice at 13th level.
Spell Slots
The Primordial Knight Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. you regain all expended spell slots when you finish a long rest.
Spells Known of 1st Level and Higher
You know three 1st-level Primordial Knight spells of your choice. The Spells Known column of the Primordial Knight spellcasting table shows when you learn more primordial knight spells of 1st level or higher.
Whenever you gain a level in this class, you can replace one of the primordial knight spells you know with another spell of your choice from the Primordial Knight spell list. The new spell must be of a level for which you have spell slots.
Spellcasting Ability
Wisdom is your spellcasting ability for the Primordial Knight spells, since you learn this power through research and study. You use your Wisdom whenever a spell refers to his spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a primordial knight spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Primordial Control

Starting at 3rd level, you learn one of the following cantrips: gust, control flames, mold earth or shape water. You can choose one additional cantrip at 7th, 10th and 15th levels. When you take the Attack action, you can cast one of these cantrips using your bonus action. These cantrips don't count against the normal number of cantrips you know.

In addition, you learn how to write, read and speak Primordial.

Elemental Strikes

Starting at 7th level, when you take the Attack action, you can choose to change the damage of your weapon attacks and unarmed strikes to acid, cold, fire, lightning, poison or thunder damage, instead of the normal damage you would deal. If you do so, the reach of those attacks increases by 5 feet. This benefit lasts until the end of your turn.

In addition, when you use the above feature, you can spend one spell slot as a bonus action to increase the duration to 1 minute, and you deal additional damage with those attacks based on the level of the spell slot spent: 1d4 (1st level), 1d6 (2nd level), 1d8 (3rd level) or 1d10 (4th level).

Elemental Combat

Starting at 10th level, whenever you use your Action Surge, you can cast a Primordial Knight spell using your bonus action. This spell must have a casting time of 1 action or 1 bonus action.

Elemental Destruction

At 15th level, whenever you cast one of your Primordial Knight spells, and that spell would deal damage, the first time it deals damage to one or more targets, you roll an additional number of damage dice for that spell equal to 1 + the spell's level.

Elemental Apotheosis

At 18th level, you can imbue yourself with elemental power. Your fighter class features are enhanced in the following manners:

Action Surge (Fire). You gain the destructive power of raging fire. When you use your Action Surge, your attacks deal an additional 1d6 fire damage until the end of your turn.
Second Wind (Earth). You gain the earth's endurance. When you use your Second Wind feature, you gain resistance to all damage types until the start of your next turn.
Indomitable (Air). You gain the air's mobility. When you use your Indomitable feature, you gain a flying speed equal to your movement speed until the end of your next turn. While flying, you don't provoke opportunity attacks.
Fighting Style (Water). You gain the water's adaptability. When you finish a short or a long rest, you can replace your current fighting style for a new one.

Primordial Knight Spell List[edit]

Cantrips

acid splash, fire bolt, frostbite, lightning lure, produce flame, ray of frost, shocking grasp, thunderclap

1st Level

absorb elements, burning hands, chromatic orb, create or destroy water, earth tremor, ensnaring strike, feather fall, frost fingers, grease, hellish rebuke, ice knife, jump, longstrider, thunderwave, zephyr strike

2nd Level

acid arrow, barkskin, blur, catapult, dust devil, erupting earth, flaming sphere, gust of wind, heat metal, magic weapon, scorching ray, shatter, spider climb, warding wind

3rd Level

elemental weapon, fireball, fly, gaseous form, lightning bolt, protection from energy, sleet storm, thunder step, tidal wave, wall of sand, wall of water, water breathing, water walk, wind wall

4th Level

banishment, control water, fire shield, freedom of movement, ice storm, stoneskin, summon elemental, wall of fire, watery sphere

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