Base Class: Wizard
Arcane magic practiced by the native creatures of
the frozen arctic lands is primitive and raw, yet no
less esoteric and powerful than the most learned
and practiced sage-wizards of the civilized cities of
Faerun. The carefully cured and crafted spellbooks
of the wizards of the civilized lands would freeze
and shatter on the frozen tundra. The wizards
of those wild lands created their spells on cured
animal skins or other natural surfaces, burning
the runes rather than using fancy ink. The magic
is infused with the raw emotions of fear and hate,
passion and power, isolation and connection.
Martial Training
2nd-level Primal Magic feature
When you choose this arcane tradition at 2nd level,
you gain proficiency in light armor and all simple
weapons, and you gain proficiency in Constitution
saving throws
Primal State
2nd-level Primal Magic feature
Starting at 2nd level, you can enter a primal state
that lasts for 1 minute. When you are in this primal
state, you gain the following benefits:
- You gain a bonus to your AC equal to your
Intelligence modifier (minimum of +1). - You make Constitution saving throws to maintain
concentration on a spell with advantage. - You make melee spell attacks against adjacent
creatures with advantage.
Youu can use this feature a number of times equal to
your Intelligence modifier. You regain all expended
uses of it when you finish a long rest.
Primal Strike
6th-level Primal Magic feature
Starting at 6th level, you gain ferocious melee
attacks when in the primal state. When you use an
action to cast a spell or cantrip that is a melee spell
attack, you can also make a melee weapon attack as
part of that action. If that attack hits, in addition to
normal damage, you deal extra force damage equal
to your Intelligence modifier.
Primal Shield
10th-level Primal Magic feature
Starting at 10th level, you learn how to use your
magic to defend yourself in close-quarter battles.
When you are hit by a melee attack from an
adjacent foe, you can use your reaction to expend
a spell slot of 3rd level or higher. Doing so gives
you resistance to bludgeoning, piercing, or slashing
damage against that attack. Expending a slot of 5th
level or higher gives you resistance to all damage
against that attack.
Refocus Energy
14th-level Primal Magic feature
Starting at 14th level, when you lose concentration
on a wizard spell because of damage taken
in combat, you can use a reaction to channel
that energy into an immediate attack. When a
Constitution saving throw is failed to maintain
concentration, make a melee spell attack against an
adjacent enemy as a reaction. If that attack hits, deal
1d6 force damage for each level that the spell lost
was cast at. You may not choose to automatically fail
the concentration check.
Comments