Base Class: Fighter
Primal Knights use nature magic in combination with their deadly martial prowess. Gifted by the divine spirits of nature, they learn spells and are able to heal friends.
Level 3: Spellcasting
You have learned to cast spells.
Cantrips. You know two cantrips of your choice from the Druid spell list. Whenever you gain a Fighter level, you can replace one of these cantrips with another cantrip of your choice from the Druid spell list.
When you reach Fighter level 10, you learn another Druid cantrip of your choice.
Spell Slots. The Primal Knight Spellcasting table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.
| —Spell Slots per Spell Level— | |||||
|---|---|---|---|---|---|
| Fighter Level | Spells Prepared | 1 | 2 | 3 | 4 |
| 3 | 3 | 2 | — | — | — |
| 4 | 4 | 3 | — | — | — |
| 5 | 4 | 3 | — | — | — |
| 6 | 4 | 3 | — | — | — |
| 7 | 5 | 4 | 2 | — | — |
| 8 | 6 | 4 | 2 | — | — |
| 9 | 6 | 4 | 2 | — | — |
| 10 | 7 | 4 | 3 | — | — |
| 11 | 8 | 4 | 3 | — | — |
| 12 | 8 | 4 | 3 | — | — |
| 13 | 9 | 4 | 3 | 2 | — |
| 14 | 10 | 4 | 3 | 2 | — |
| 15 | 10 | 4 | 3 | 2 | — |
| 16 | 11 | 4 | 3 | 3 | — |
| 17 | 11 | 4 | 3 | 3 | — |
| 18 | 11 | 4 | 3 | 3 | — |
| 19 | 12 | 4 | 3 | 3 | 1 |
| 20 | 13 | 4 | 3 | 3 | 1 |
Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose three level 1 spells from the Druid spell list.
The number of spells on your list increases as you gain Fighter levels, as shown in the Prepared Spells column of the Primal Knight Spellcasting table. Whenever that number increases, choose additional spells from the Druid spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 7 Fighter, your list of prepared spells can include five Druid spells of levels 1 and 2 in any combination.
Changing Your Prepared Spells. Whenever you gain a Fighter level, you can replace one spell on your list with another Druid spell for which you have spell slots.
Spellcasting Ability. Wisdom is your spellcasting ability for your Druid spells.
Spellcasting Focus. Your weapon is your spellcasting focus.
Level 3: Elemental Weapon
As a bonus action, you may imbue your weapon with elemental magic. This effect lasts a minute. Choose one of the options below each time you use this ability. You may use this ability a number of times equal to your proficiency modifier. You regain all expended uses when you finish a long rest.
Fire: Fire wreathes your weapon. You deal an extra 1d4 fire damage each time you hit a creature with this weapon. It also sheds light like a torch. This damage increases to 2d4 at level 7, and 3d4 at level 11.
Ice: An icy aura surrounds your weapon. When you hit a creature with this weapon, they make a constitution saving throw (DC equal to 8 + proficiency modifier + wisdom modifier). On a failure, their movement speed is halved. At level 7, they also take an additional 2d4 cold damage. At level 11, instead of the original speed debuff, the creature is under the effect of the Slow spell.
Lightning: Lightning sparks around your weapon. You may replace an attack from your attack action with a 30ft ranged lightning strike. This attack roll uses the modifiers of your weapon (strength). On a hit, deal 2d6 lightning damage. At level 7, the creature can't take reactions until the start of your next turn. At level 11, increase the range to 60ft and the damage to 3d6.
Level 7: Knightly Discipline
When you take the Attack action on your turn, you can replace one of the attacks with a casting of one of your Druid cantrips that has a casting time of an action.
Level 10: Nature's Touch
You can call upon the spirits of nature to mend wounds. As an action, you can touch a creature and heal them for 4d6. They also gain the benefits of the Lesser Restoration spell. You can do this number of times equal to your proficiency modifiers. You regain all expended uses on a long rest.
Level 15: Friend of the Land
The natural world recognizes you as a protector and friend. Once per day, you can cast Transport Via Plants.
Additionally, gain proficiency in the Nature skill. If you're already proficient, gain expertise.
Level 18: Primal Magic
You may learn one 9th level spell from the Druid spell list. You gain one 9th level spell slot, which can only be used to cast this spell.
Previous Versions
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