Base Class: Fighter
Primal magic is older than arcane spellcasting. While ancient druids shaped it through incantations and rites, certain warriors learned to commune with the wild spirits of the old ways, drawing on their primal power to heighten physical prowess, combat mastery, and instincts forged in blood and soil.
Wildblood Fighters preserve those forgotten traditions. They study the movement, instincts, and fighting methods of nature’s fiercest creatures, developing martial forms that imitate them with extraordinary precision. Through ritual communion, a Wildblood can form a supernatural bond with an ancient primal spirit. This bonded spirit is known as an Aspect.
Level 3: Aspect Channeling
Through disciplined training and communion with primal spirits, you learn to channel the instincts and abilities of ancient beasts as supernatural martial techniques called Aspects.
Aspects Known. At 3rd level, you learn three Standard Aspects of your choice from the Standard Aspect options presented below. You learn additional Aspects as you gain Fighter levels, as shown in the Aspect Channeling table. Whenever you learn one or more new Aspects, you can replace one Aspect you already know with another Aspect available to you at that level.
Beginning at 10th level, you can also choose from the Greater Aspect options.
Aspect Channeling Table
|
Fighter Level |
Aspects Known |
Aspect Channeling Uses |
Aspect Dice |
|
3 |
3 |
4 |
d6 |
|
5 |
3 |
4 |
d8 |
|
7 |
4 |
5 |
d8 |
|
10 |
6 |
6 |
d10 |
|
15 |
7 |
7 |
d10 |
|
18 |
7 |
7 |
d12 |
Using Aspect Channeling. When you use a Standard Aspect, you expend one use of Aspect Channeling. You can use only one Aspect per turn, unless a feature states otherwise. You regain one expended use of Aspect Channeling when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.
Aspect Save DC. If an Aspect Channeling option requires a saving throw, the DC equals 8 plus your Wisdom modifier and Proficiency Bonus.
Level 3: Aspects Known
At 3rd level, you learn three Standard Aspects of your choice. You learn one additional Aspect at 7th level, two additional Aspects at 10th level, and one additional Aspect at 15th level.
Whenever you learn one or more new Aspects, you can replace one Aspect you already know with another Aspect available to you at that level. Beginning at 10th level, you can also choose from the Greater Aspect options.
Biting Sting
You invoke the Aspect of the Wasp. When you take the Attack action on your turn, you can expend one use of Aspect Channeling to manifest and hurl a spectral, venomous barb at a creature you can see within 30 feet of you as part of that action (no attack roll or action required). The target must make a Constitution saving throw against your Aspect Save DC. On a failed save, it takes Poison damage equal to your Aspect Die and has the Poisoned condition until the start of your next turn. On a successful save, it takes half as much damage and isn't Poisoned.
Bristling Assault
You invoke the Aspect of the Boar. When you hit a creature with a melee weapon attack or Unarmed Strike, you can channel the Boar’s relentless ferocity. Roll your Aspect Die and add the number rolled to the attack’s damage. You also gain Temporary Hit Points equal to the number rolled.
Call of the Hunt
You invoke the Aspect of the Dire Wolf. As a Bonus Action, mark one creature you can see within 5 feet of you as your quarry until the start of your next turn. You can choose up to two willing creatures you can see within 30 feet of you. Each chosen creature can use its [Tooltip Not Found] to move up to half its Speed toward the marked quarry without provoking an Opportunity Attack. If it ends this movement within reach of the quarry, it can make one melee attack against it as part of the same Reaction.
Cunning Feint
You invoke the Aspect of the Fox. When a creature you can see makes an attack roll against you, you can use your Reaction to roll your Aspect Die and subtract the number rolled from the attack roll, potentially causing the attack to miss. If the attack misses, you can immediately move up to half your Speed without provoking an Opportunity Attack from that creature.
Death Roll
You invoke the Aspect of the Crocodile. When you take the Attack action, you can replace one of your attacks to seize a Large or smaller creature within your reach. The target must succeed on a Strength saving throw against your Aspect Save DC or have the Restrained condition until the start of your next turn.
Earthshaker
You invoke the Aspect of the Bear. As a Bonus Action, you channel the Bear’s overwhelming strength and strike the ground with primal force. Each creature of your choice within 10 feet of you must make a Strength saving throw against your Aspect Save DC. On a failed save, a creature takes Force damage equal to one roll of your Aspect Die and has the Prone condition. On a successful save, it takes half as much damage and doesn’t have the Prone condition.
Go for the Eyes
You invoke the Aspect of the Hamster. When you hit a creature with a melee weapon attack or Unarmed Strike, you can channel the Hamster to strike at a vulnerable point. The target must succeed on a Constitution saving throw against your Aspect Save DC or have the Blinded condition until the start of your next turn.
Goring Charge
You invoke the Aspect of the Stag. When you move at least 20 feet straight toward a Large or smaller creature immediately before you hit it with a melee weapon attack or Unarmed Strike, you can channel the Stag to ferociously gore the target. Roll your Aspect Die and add the number rolled to the attack’s damage. You can then push the target up to 10 feet directly away from you. The target must also succeed on a Strength saving throw against your Aspect Save DC or have the Prone condition.
Ironhide
You invoke the Aspect of the Rhino. When you take damage from an attack, you can use your Reaction to roll your Aspect Die twice and reduce the damage by the total rolled. If this reduces the damage to 0, the attacker takes Force damage equal to the amount of damage prevented.
Pack Tactics
You invoke the Aspect of the Wolf. When you hit a creature with a melee weapon attack or Unarmed Strike, you can channel the Wolf to expose your prey to the pack. Roll your Aspect Die and add the number rolled to the attack’s damage. Until the start of your next turn, the first time a creature other than you hits the target with an attack, that attack deals extra damage equal to the number you rolled on your Aspect Die.
Phase Strike
You invoke the Aspect of the Phase Spider. When you make a melee weapon attack or Unarmed Strike, you can channel the Phase Spider to cause your attack to pass through a localized tear in space and strike a creature you can see within 30 feet of you, regardless of the attack’s normal reach. Make the attack against that creature as normal. On a hit, roll your Aspect Die and add the number rolled to the attack’s damage as Force damage.
Planar Rend
You invoke the Aspect of the Displacer Beast. As a Bonus Action, choose one creature you can see within 30 feet of you and make one melee weapon attack or Unarmed Strike against it as though it were within your reach. On a hit, you teleport to an unoccupied space you can see within 5 feet of the target. In addition, the attack deals Force damage equal to one roll of your Aspect Die to your target and each creature of your choice within 5 feet of the target. On a miss, you can still teleport to an unoccupied space within 5 feet of the target.
Pouncing Ambush
You invoke the Aspect of the Panther. When you hit a creature with a melee weapon attack or Unarmed Strike before that creature has taken a turn in the current combat, you can channel the Panther’s predatory ferocity. Roll your Aspect Die twice and add the total to the attack’s damage.
Stormfall
You invoke the Aspect of the Thunderbird. Immediately after you hit a creature with a melee weapon attack or Unarmed Strike, you can use a Bonus Action to call down a burst of primal lightning centered on the target. The target and each other creature of your choice within 5 feet of it must make a Dexterity saving throw against your Aspect Save DC. On a failed save, a creature takes Lightning damage equal to three rolls of your Aspect Die. On a successful save, it takes half as much damage.
Turn the Fang
You invoke the Aspect of the Mongoose. When a creature hits you with an attack, you can use your Reaction to choose another creature within 5 feet of you. You and that creature swap places, provided both spaces can accommodate the other creature. If the chosen creature is unwilling, it must succeed on a Wisdom saving throw against your Aspect Save DC or swap places with you. A willing creature can choose to fail the save. If you swap places, the chosen creature becomes the target of the triggering attack instead of you, using the same attack roll.
Level 7: Primal Communion
Your Aspect Channeling begins to shape you more intensely. Choose one of the following features to represent your deepening bond with your Aspect spirits. You also learn one additional Standard Aspect of your choice.
Bestial Might. You gain a +1 bonus to your AC. In addition, you have Advantage on Strength (Athletics) checks made to break objects, smash doors, or force open stuck barriers.
Bestial Speed. Your Speed increases by 10 feet. In addition, you can cast Jump without expending a spell slot. Once you use this feature, you can’t do so again until you finish a Long Rest unless you expend an Anima Die (no action required) to restore your use of it.
Bestial Hunt. You gain a Climb Speed equal to your Speed and can move across vertical surfaces and ceilings while leaving your hands free. In addition, you gain a bonus to your Initiative rolls equal to your Wisdom modifier (minimum of +1).
Bestial Hunt
You gain a Climb Speed equal to your Speed and can move across vertical surfaces and ceilings while leaving your hands free. In addition, you gain a bonus to your Initiative rolls equal to your Wisdom modifier (minimum of +1).
Bestial Might
You gain a +1 bonus to your AC. In addition, you have Advantage on Strength (Athletics) checks made to break objects, smash doors, or force open stuck barriers.
Bestial Speed
Your Speed increases by 10 feet. In addition, you can cast Jump without expending a spell slot. Once you use this feature, you can’t do so again until you finish a Long Rest unless you expend an Anima Die (no action required) to restore your use of it.
Level 10: Greater Aspect Channeling
Your connection to primal spirits deepens, allowing you to channel more powerful and supernatural beast Aspects. You learn two additional Aspects of your choice. These Aspects can be chosen from either the Standard Aspect options or the Greater Aspect options.
When you use a Greater Aspect, you expend two uses of Aspect Channeling instead of one.
Level 15: Primal Embodiment
Your chosen Primal Communion feature gains the corresponding improvement below.
Bestial Might. Your aura further emulates the Anima of the Bear. You have Advantage on Strength saving throws, and you can’t be moved against your will while you do not have the Incapacitated condition.
Bestial Speed. Your aura further emulates the Anima of the Stag. Your Speed increases by 10 feet. In addition, an Opportunity Attack against you is now made with Disadvantage.
Bestial Hunt. Your aura further emulates the Anima of the Phase Spider. You can cast Misty Step without expending a spell slot.
Once you use this feature, you can’t do so again until you finish a Long Rest unless you expend an Anima Die (no action required) to restore your use of it.
Bestial Hunt
You can cast Misty Step without expending a spell slot.
Once you use this feature, you can’t do so again until you finish a Long Rest unless you expend an Anima Die (no action required) to restore your use of it.
Bestial Might
You have Advantage on Strength saving throws, and you can’t be moved against your will while you do not have the Incapacitated condition.
Bestial Speed
Your Speed increases by another 10 feet. In addition, an Opportunity Attack against you is now made with Disadvantage.
Level 18: Aspect Mastery
Your command of the wild spirits has become instinctive. When you roll Initiative, if you have fewer than three uses of Aspect Channeling remaining, you regain expended uses until you have three.
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