Fighter
Base Class: Fighter

Primal Reavers are warriors who turn the untamed forces of the natural world into weapons. Through relentless training, supernatural transformation, ancient tradition, or exposure to raw primal power, these fighters learn to drive the fury of storm, flame, frost, venom, stone, thorn, and decay through their bodies and weapons.

Unlike spellcasters who shape such forces through incantation or communion, a Primal Reaver wields them through martial action. A sword stroke might become the conduit for a lightning strike, a rushing assault might carry the speed of a winter gale, or a thunderous sweep might scatter enemies across the battlefield.

Such power carries a cost. A mortal body can channel only so much primal force before it begins to break under the strain. Primal Reavers learn to push against those limits, accepting pain as the price of wielding nature at its most violent.

Level 3: Primal Surge

You learn to push primal power through your body and weapons in sudden bursts called Primal Surges. When you gain this feature, you learn three Primal Strike options of your choice.

Once per turn when you make a weapon attack as part of the [Tooltip Not Found] action, you can apply one of your Primal Surge options to that attack. You can decide to use the option before or after the attack hits, unless the option doesn't involve an attack roll.

When you use a Primal Surge, your body suffers from the effort of forcing such destructive power through it. You take Necrotic damage equal to one roll of its Strain Cost. This damage can't be reduced or prevented in any way.

A Primal Surge is considered a magical effect.

You can use this feature a number of times equal to 1 + your Constitution modifier (minimum of once), and you regain all expended uses when you finish a Short or Long Rest.

You learn one additional Primal Surge option of your choice when you reach Fighter levels 5, 9, 13, and 17. Each time you learn a new Primal Surge option, you can also replace one Primal Surge you know with another option.

Primal Surge Save DC. If a feature of this subclass requires a saving throw, the DC equals 8 plus your Constitution modifier and Proficiency Bonus.

Level 3: Primal Surge

You learn to push primal power through your body and weapons in sudden bursts called Primal Surges. When you gain this feature, you learn three Primal Strike options of your choice.

Once per turn when you make a weapon attack as part of the [Tooltip Not Found] action, you can apply one of your Primal Surge options to that attack. You can decide to use the option before or after the attack hits, unless the option doesn't involve an attack roll.

When you use a Primal Surge, your body suffers from the effort of forcing such destructive power through it. You take Necrotic damage equal to one roll of its Strain Cost. This damage can't be reduced or prevented in any way.

A Primal Surge is considered a magical effect.

You can use this feature a number of times equal to 1 + your Constitution modifier (minimum of once), and you regain all expended uses when you finish a Short or Long Rest.

You learn one additional Primal Surge option of your choice when you reach Fighter levels 5, 9, 13, and 17. Each time you learn a new Primal Surge option, you can also replace one Primal Surge you know with another option.

Primal Surge Save DC. If a feature of this subclass requires a saving throw, the DC equals 8 plus your Constitution modifier and Proficiency Bonus.

Gale Stride

Strain Cost: 1d4

When you take the [Tooltip Not Found] action, you can use this Surge immediately before or after one of your attacks. Move up to half your Speed without provoking Opportunity Attacks. If you end this movement within 5 feet of a creature, choose one creature within 5 feet of you. That creature takes 1d6 Cold damage.

At Fighter level 18, you can move up to your Speed instead, and the Cold damage increases to 3d6.

Glacial Prison

Strain Cost: 1d10

When you take the [Tooltip Not Found] action on a hit, supernatural ice erupts across its body. The target must make a Strength saving throw. On a failed save, it becomes completely encased in an impenetrable shell of primal ice until the end of its next turn. While encased:

  • its Speed is 0;
  • it has the Incapacitated condition;
  • it can’t be moved;
  • it can’t be targeted by attacks, spells, or other effects; and
  • it is immune to all damage.

 At the end of the creature’s next turn, the ice shatters and the effect ends.

At Fighter level 18, the creature has Disadvantage on the Strength saving throw against this Surge.

Predator's Strike

Strain Cost: 1d4

When you take the [Tooltip Not Found] action, before rolling the attack you can heighten your senses with supernatural predatory instinct. The attack ignores any bonus to Armor Class granted by a spell or other temporary magical effect, such as the Shield spell. Additionally, if the attack damages a creature that is concentrating on a spell, that creature has Disadvantage on the Constitution saving throw it makes to maintain Concentration as a result of that damage.

At Fighter level 18, the creature has Disadvantage on all Constitution saving throws to maintain Concentration until the start of your next turn. 

Tempest Strike

Strain Cost: 1d6

When you take the [Tooltip Not Found] action and hit the target, you can call down a violent bolt of lightning through your weapon. The target takes an extra 2d6 Lightning damage. Each other creature in a 10-foot Emanation originating from the target must make a Dexterity saving throw. On a failed save, a creature takes 2d6 Lightning damage. 

At Fighter level 18, both instances of Lightning damage increase to 4d6.

Thorn Lance

Strain Cost: 1d8

When you take the [Tooltip Not Found] action, you can replace one of your attacks with a hardened projection of thorn, wood, stone, or similar primal force. The projection forms a 1-foot-wide, 60-foot-long Line and passes harmlessly through objects, ignoring cover. Each creature in the Line must make a Dexterity saving throw. On a failed save, a creature takes damage as though it had been hit by the weapon you are wielding, plus 1d6 Piercing damage.

At Fighter level 18, the extra Piercing damage increases to 3d6.

 

Thunderous Quake

Strain Cost: 1d8

When you take the [Tooltip Not Found] action, you can replace one of your attacks with a violent discharge of concussive force in a 15-foot Cone. Each creature in the Cone must make a Strength saving throw. On a failed save, a creature takes 2d6 Thunder damage. If the creature is Large or smaller, it is also pushed 10 feet directly away from you and has the [condition]prone[/rules] condition. On a successful save, the creature takes half as much damage and is neither pushed nor knocked Prone.

At Fighter level 18, the Thunder damage increases to 4d6, and the forced movement can affect creatures that are Huge or smaller.

Venomous Coil

Strain Cost: 1d8

When you take the [Tooltip Not Found] action and hit the target, venomous tendrils erupt around it. The target takes an extra 1d6 Poison damage and must succeed on a Strength saving throw or have the Restrainedcondition until the start of your next turn.

At Fighter level 18, the extra Poison damage increases to 3d6.

Wildfire Burn

Strain Cost: 1d6

When you hit take the [Tooltip Not Found] action and hit the target, you can drive searing primal heat into the point of impact. The target takes an extra 2d6 Fire damage and begins Burning. If the target is wearing metal armor, it must also make a Constitution saving throw. On a failed save, the creature has Disadvantage on attack rolls while it remains Burning. A creature can use its action to extinguish the flames or otherwise cool the affected equipment, ending the Burning condition and this effect.

At Fighter level 18, the extra Fire damage increases to 4d6.

Withering Gash

Strain Cost: 1d6

When you take the [Tooltip Not Found] action and hit the target, you can flood the wound with primal decay. The target takes an extra 2d6 Necrotic damage and must make a Constitution saving throw. On a failed save, damage dealt by the target’s attacks is halved until the start of your next turn.

At Fighter level 18, the extra Necrotic damage increases to 4d6.

Level 3: Primal Resilience

Your body had particularly adapted to one destructive force of the natural world, altering your resilience. Choose one of the following damage types between Acid, Cold, Fire, Lightning, Poison, or Thunder. You gain resistance to the chosen damage type.

 

Primal Resilience - Acid Resistance

You are resistant to Acid damage.

Primal Resilience - Cold Resistance

You are resistant to Cold damage.

Primal Resilience - Fire Resistance

You are resistant to Fire damage.

Primal Resilience - Lightning Resistance

You are resistant to Lightning damage.

Primal Resilience - Poison Resistance

You are resistant to Poison damage.

Primal Resilience - Thunder Resistance

You are resistant to Thunder damage.

Level 7: Reaver Onslaught

Your primal power has become intertwined with your ability to push beyond your normal physical limits. When you use Action Surge, before you take the additional action, you can leap up to 30 feet to an unoccupied space you can see. This movement does not provoke Opportunity Attacks. When you land, each other creature in a 10-foot Emanation originating from you must make a Dexterity saving throw against your Primal Surge save DC. On a failed save, a Large or smaller creature is pushed 5 feet directly away from you.

At Fighter level 18, this forced movement can affect creatures that are Huge or smaller.

Level 10: Lightning Reflexes

Starting at 10th level, when you fail a Dexterity saving throw or Dexterity ability check, you can expend one use of your Primal Surge to reroll the d20. You must use the new roll.

Level 15: Surge Mastery

Your body has become exceptionally attuned to the primal forces you wield. Whenever you roll the Strain Cost of a Primal Surge, roll the die twice and use the lower result.

In addition, at the start of your first turn in combat, you can use the leap and shockwave of your Reaver Onslaught feature without expending your use of Action Surge. Using Reaver Onslaught in this way doesn’t grant an additional action.

Level 18: Improved Primal Surge

Your Primal Strike options improve, noted in each option’s description.

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