This is a class, as there is no "create a class" option. Upon the release of such a feature, should the option arise, this will be moved to the appropriate area. If anyone has any tips on how to balance this, I would greatly appreciate if we could have a friendly conversation about it! This is my first time ever undertaking anything of this proportion, so please be kind!
Primalists are full casters who use wisdom for their spellcasting. They live in deep communion with nature, specializing in the practices and defense of one four particular elemental forces: earth, air, water, and fire. Ring of Earth Primalists focus on defending others through earth magic, Ring of Fire Primalists focus on birth and regrowth through destruction and creation, Ring of Water Primalists focus on healing their allies and draining the watery life force from those that would dare oppose them, and Ring of Air Primalists focus on bringing a swift end to those that would dare challenge nature's delicate balance. Regardless of the nature of their studious focus, all Primalists share one common feature: they live and die for nature to be preserved.
1
Spellcasting, Primal Attunement
2
Primal Ring
3
Conjure Totem
4
ASI/Feat
5
Totemic Adept
6
Elemental Assault, Primal Ring Feature
7
Natural Savant
8
ASI/Feat
9
Natural Communion
10
Primal Ring Feature
11
Totemic Ward
12
ASI/Feat
13
Earth Walk
14
Elemental Assault Improvement, Primal Ring Feature
Starting equipment: a shield or a simple weapon; a Primal Focus or a Component Pouch, a martial weapon with which you are proficient; a suit of scale mail. You may forgo starting equipment and instead start with (5d4)*10 (an average of 125) gold.
Spellcasting:
Primalists are full casters that use Wisdom as their spellcasting ability. You may use a Primal Focus in place of using material components without a gold cost that are not consumed by the casting. Primal Focuses include a dreamcatcher, a wishbone from an animal with special meaning to you, a hand drum with a leather skin top, or a staff made of ash. The number of spells you know is equal to your level in this class + your Wisdom Modifier. Spells granted to you by your choice of Primal Ring do not count against the number of spells you know.
Primal Attunement:
At first level, you gain proficiency in the Nature skill. If you already have this proficiency, you instead may doubly apply your proficiency bonus when making nature checks. If you already have a feature that would allow you to do so without this feature, you instead gain advantage on all nature checks.
Conjure Totem:
At third level, as an action, you create a primal totem within 10 feet of you in an unoccupied space you can see. The totem is a Tiny object three feet high and one foot wide. The appearance of the totem is entirely up to the summoner. The totem grants all friendly creatures within 30 feet of it a number of temporary hit points equal to your proficiency bonus at the end of each turn when they end their turn within 30 feet of the primal totem. The affected creatures lose these benefits if they move to a space more than 30 feet away from the totem. If the totem is moved more than 10 feet from where it is initially summoned, its magic becomes inert. The totem also grants an additional bonus based on your choice of Primal Ring. The totem has AC 12 + your proficiency bonus, and hit points equal to 10 + your Wisdom Modifier + your level in this class, immunity to psychic, poison, and necrotic damage, and resistance to bludgeoning, piercing, and slashing damage from non-magical sources. You may do this twice before finishing a long rest. The totem lasts for one hour or until destroyed.
Totemic Adept:
At fifth level, you may now use your conjure totem feature as a bonus action, and regain one expended use of the feature whenever you finish a short rest.
Elemental Assault:
At sixth level, your weapon attacks and cantrips deal extra damage equal to 1d8 once per turn. The damage type varies by your Primal Ring: Ring of Fire Primalists deal fire damage as their extra damage, Ring of Earth Primalists deal magical bludgeoning damage as their extra damage, Ring of Water Primalists deal cold damage as their extra damage, and Ring of Air Primalists deal thunder damage as their extra damage.
Primal Ring feature
At sixth level, you gain a bonus based on your choice of Primal Ring, which is detailed at the end of the class description.
Natural Savant:
At seventh level, whenever you make an Intelligence (Nature) check, you may add your Wisdom modifier to the result of the check. Whenever you make a Charisma (Persuasion), Charisma (Intimidation) or Charisma (Deception) check to interact with Beasts, Plants, or vegetation, you may add your Wisdom modifier to the result of the check. Additionally, those creatures can understand you, though you have no special ability to understand them in return.
Natural Communion:
At ninth level, you learn the spells Speak with Plants, Speak with Animals, Speak with Dead, and Commune with Nature if you don’t already know them. They do not count against the number of spells you know and you may cast them without spending a spell slot.
Primal Ring feature:
At tenth level, you gain a bonus based on your choice of Primal Ring, which is detailed at the end of the class description.
Totemic Ward:
At eleventh level, you may use your reaction when you see your totem take damage to take the damage that would have been taken by your totem and gain a number of temporary hit points equal to the damage taken. While you have temporary hit points granted by this feature, you may not use this reaction.
Earth Walk:
At thirteenth level, difficult terrain does not cost you extra movement while using your walking speed to move across it. Additionally, you can move across terrain that would normally require an ability check to traverse without making an ability check.
Elemental Assault Improvement:
At fourteenth level, your weapon attacks and cantrips deal extra damage equal to 2d8 once per turn. The damage type varies by your Primal Ring: Ring of Fire Primalists deal fire damage as their extra damage, Ring of Earth Primalists deal magical bludgeoning damage as their extra damage, Ring of Water Primalists deal cold damage as their extra damage, and Ring of Air Primalists deal thunder damage as their extra damage.
Primal Ring feature:
At fourteenth level, you gain a bonus based on your choice of Primal Ring, which is detailed at the end of the class description.
Rapid Healing:
At fifteenth level, you may take a short rest over the course of one minute. You must then make a Constitution saving throw against your spell save DC or take a level of exhaustion. While exhausted in this manner, you may not use this feature.
Primal Ring feature:
At seventeenth level, you gain a bonus based on your choice of Primal Ring, which is detailed at the end of the class description.
Primordial Spirit:
At eighteenth level you no longer suffer the negative effects of old age, and for every 10 years that pass you only physically and mentally age one year. You can still die of old age.
Primordial Champion:
At twentieth level, when you would drop to 0 hit points but are not killed outright, you may instead transform into an avatar of primordial might: an elemental of the type of ring you embody. Ring of Fire Primalists become a Fire Elemental, Ring of Water Primalists become a Water Elemental, Ring of Earth Primalists become an Earth Elemental, and Ring of Air Primalists become an Air Elemental. You stay in this form for up to a minute or until your elemental form’s hit point total is reduced to 0, at which point you transform back into your original form, except you regain one hit point. While in your elemental form, you may still cast spells as normal, but your equipment and gear all meld into your form with you and you cannot access them, so you cannot cast spells with material components. You may use this feature once, and regain the ability to do so when you finish a long rest.
Primordial Ring of Earth
Earthen Bulwark:
At second level, your studies of earth magic confer themselves into your combat. While not wearing armor, your skin is imbued with a dull gray glow that grants your skin a stone-like appearance, and also allows you to calculate your armor class as follows: 10 + your Constitution modifier + your Wisdom modifier. A shield will still grant its normal bonus to armor class while benefiting from this armor calculation. You also gain proficiency in martial weapons.
Totemic Brutality:
At third level, you gain the ability to use your Wisdom modifier in the place of your usual modifier when making weapon attacks and determining your attack bonus and damage bonus when you are within 60 feet of your primal totem.
Primal Flurry:
At sixth level, you gain the extra attack feature, allowing you to make two attacks whenever you take the attack action on your turn. You may, in the place of making one of the attacks, cast a Cantrip with a casting time of one action, instead of making two attacks. Additionally, your weapon attacks are considered magical for the purposes of overcoming resistance and immunity to non-magical bludgeoning, piercing, and slashing damage.
Invoke Savagery:
At tenth level, your attacks pierce the minds of those who suffer them, and invoke their primal savagery upon you, allowing you to protect your allies. Whenever you hit a creature with a weapon attack, you may force it to make a Wisdom saving throw against your spell save DC. On a failure, the affected creature has disadvantage on all attack rolls against any creature or object that is not you. On a success, there is no effect, but the creature becomes aware of your attempt to force out its primal savagery.
Earthen Resilience:
At fourteenth level, your communion with the spirit of the earth grows so strong you can hardly be harmed without the aid of magic. While not wearing armor, you gain resistance to bludgeoning, piercing, and slashing damage from non-magical sources.
Ultimate Resilience:
At seventeenth level, you embody the fullness of the spirit of the earth, gaining immunity to non-magical bludgeoning, piercing, and slashing damage while not wearing armor. You also gain resistance to magical bludgeoning, piercing, and slashing damage. Furthermore, you gain a burrowing speed equal to your walking speed. You gain these benefits only while within 1,000 feet of your primal totem.
Ring spells
Level
Spells
2
Shield, Compelled Duel
3
Pass Without Trace, Spike Growth
5
Protection from Energy, Spirit Shroud
7
Stoneskin, Greater Invisibility
9
Steel Wind Strike, Destructive Wave
Primordial Ring of Fire
Fiery Savant:
At second level, whenever you cast a spell that would deal fire damage, you may reroll any ones that appear on the dice, but must keep the new result, even if the new result is a one. You take fire damage equal to the new number rolled’s difference from the original number rolled. For example, if you rolled a one followed by a five, you would take four points of fire damage.
Totemic Inferno:
At third level, your totem aids you in combat, empowering your ability to slay your enemies and damage your foes. Hostile creatures must make a Dexterity saving throw against your spell save DC when they start their turn within 60 feet of your primal totem, as well as when they enter the same radius on a turn. On a failed saving throw they take fire damage equal to your proficiency bonus, but on a successful saving throw, they take half as much damage. Additionally, your damaging spells that require an attack roll gain a +1 bonus to attack rolls and damage rolls if you cast them within 60 feet of your primal totem and the target of the spell is within the same radius. Finally, creatures subjected to your spells that require a saving throw have a -1 penalty to the saving throw if you cast the spell within 60 feet of your primal totem and the target of the spell is within the same radius.
Cauterizing Blaze:
At sixth level, your understanding of fire as a force of destruction as well as a tool for growth grows. As an action, you may deal 1d4 fire damage to a willing creature within 5 feet of you, and then restore a number of hit points equal to your Wisdom modifier times the number rolled (minimum of one point). You may do this a number of times equal to your proficiency bonus, and regain all expended uses upon completing a long rest.
Burning Willpower:
At tenth level, your fiery will overcomes creatures’ ability to resist your assaults. You ignore resistance to fire damage with spells that you cast, and you treat a creature with immunity to fire damage as though it has resistance to fire damage.
Incarnate of Flame:
At fourteenth level you embody the spirit of fire, gaining resistance to fire damage, and any time you cast a spell that deals fire damage, you gain temporary hit points equal to the level of the spell cast plus half the damage dealt by the spell, rounded down.
Blaze of Glory:
At seventeenth level, your mastery over fire becomes such that you gain immunity to fire damage, and may use an action to sacrifice your totem and force all creatures within sixty feet of it to make a Dexterity saving throw against your spell save DC. On a failed saving throw, they take 15d6 fire damage. On a successful saving throw, they take half as much damage. Creatures you choose that you can see take half damage on a failure and no damage on a success. You only gain immunity to fire damage while within 60 feet of your totem, and you lose this immunity if you sacrifice your totem; this loss of immunity occurs before damage is dealt by this feature.
Ring Spells
Level
Spell
2
Burning Hands, Cure Wounds
3
Scorching Ray, Heat Metal
5
Revivify, Fireball
7
Wall of Fire, Fire Shield
9
Immolation, Flame Strike
Primordial Ring of Water
Mending Rapids:
At second level, your primal connection to water allows you to soothe the pain of others’ wounds. You have a pool of mending rapids dice, which are all d6s. Your pool of dice is equal to your Wisdom modifier plus your proficiency bonus. You may use a bonus action to roll and expend a mending rapids die to cause a burst of soothing water to heal the wound of a creature within 60 feet of you that you can see, causing the targeted creature to regain a number of hit points equal to the number rolled.
Totemic Flow:
At third level your totem empowers your healing, and when you cast a spell or use an ability that restores hit points within 60 feet of your totem, you restore an additional amount of hit points equal to your proficiency bonus.
Intense Evaporation:
At sixth level, your command over water becomes sufficient to destroy some of the water inside of living creatures. As an action, you may force a creature within thirty feet of you that you can see to make a Constitution saving throw against your spell save DC. On a failed save the target takes 8d6 necrotic damage that cannot be reduced in any way as their body begins to wither away and they are stunned until the start of your next turn. On a successful save, the creature takes half as much damage and is not stunned. You may do this a number of times equal to your proficiency bonus, and regain the ability to do so again after completing a long rest.
Waterspout:
At tenth level, you gain the ability to conjure a whirling flood of water around a creature within sixty feet of you as an action, forcing them to make a Strength saving throw against your spell save DC. On a failed saving throw, they become restrained for up to five minutes and are unable to breathe, and take 2d6 bludgeoning and 2d6 cold damage at the start of their turns. On a successful saving throw, they take half as much damage and are not restrained or unable to breathe. A creature may repeat its saving throw at the end of its turns, ending the effect on a success. You must maintain concentration to maintain this effect, as though concentrating on a spell. You may use this feature once, and regain the ability to do so upon completing a short or long rest.
Tides of Change:
At fourteenth level, your ability to control water’s grace becomes so mighty that you can conjure a storm overhead as an action with a 120 foot radius, 20 foot high column centered on yourself. The storm causes alternating affects every time your turn begins. The first round causes a healing rain to fall on creatures you choose, and they regain a number of hit points equal to 3 times your Wisdom modifier (minimum of three). The second round causes an acidic rain to fall on creatures under the cloud that you choose, forcing them to make a Constitution saving throw. On a failed saving throw, they take 4d6 acid damage. On a successful save, they take half as much damage. These effects alternate in occurrence every time your turn happens for 1 minute, at which point the cloud dissipates. A strong wind can also disperse the cloud after three rounds if it is 30 miles per hour or faster. You may use this feature a number of times equal to half your proficiency bonus, and regain all expended uses of this feature upon completing a long rest.
Tides of Vengeance:
At seventeenth level you master the command over water as a force of destruction. As an action, you call upon the primordial magic of water to defeat your foes. Up to six creatures within 60 feet of your totem that you choose must make a Constitution saving throw. On a failure, all of the water inside their bodies flows out of them, causing them to fall to zero hit points. On a successful saving throw, they retain most of the water in their body, taking 10d10 necrotic damage that cannot be reduced in any way. You may use this ability one time, and regain the usage of this feature when you complete a long rest.
Ring spells
Level
Spells
2
Create or Destroy Water, Ice Knife
3
Healing Spirit, Lesser Restoration
5
Water Breathing, Water Walk
7
Water Wall, Control Water
9
Maelstrom, Greater Restoration
Primordial Ring of Air
Like the Wind:
Starting at second level, your connection to air leaves you capable of abnormally rapid movement. Your walking speed increases by 10 feet, and you gain the ability to use a bonus action to make a weapon attack after you take the attack action, even if it is a ranged weapon or a weapon you could not normally do so with, unless a feature such as the loading property would prevent you from doing so. You gain proficiency in martial weapons.
Totemic Swiftness:
Starting at third level, your totem grants you amazing nimbleness in combat. While you are within 60 feet of your totem, your movements do not provoke attacks of opportunity, and your movement speed is doubled. Additionally, while you are within 60 feet of your totem, you gain the ability to use your Wisdom modifier in the place of your usual modifier for your weapon attacks’ attack and damage bonuses.
Rapid Strikes:
At sixth level, your ability to fight in rapid flurries heightens, granting you the ability to make two weapon attacks whenever you take the attack action. Additionally, your weapon attacks are considered magical for the purposes of overcoming resistance and immunity to non-magical bludgeoning, piercing, and slashing damage. Finally, your weapon attacks deal an additional amount of thunder damage equal to your proficiency bonus on a hit.
Speed of the Storm:
At tenth level, your connection to air’s might grows, increasing your walking speed by an additional 10 feet. In addition to this, you may use an action to grant yourself and a number of allies equal to your proficiency bonus a flying speed for one hour equal to twice your walking speed. You may do this once, and regain the ability to do so upon completing a short or long rest.
Revoke Breathing Privileges:
At fourteenth level, you gain the ability to knock the breath from the lungs of other creatures. When you hit a creature with a weapon attack, you may force the creature to make a Constitution saving throw against your spell save DC. On a failure, the creature is stunned until the end of your next turn as you forcibly remove the air from their lungs. On a success, the target is unaffected. You may use this feature a number of times equal to your level in this class plus your Wisdom modifier, and regain the ability to do so upon completing a short or long rest.
Wrath of Air:
At seventeenth level, your near-total mastery over air culminates in you gaining the ability to call forth the wrath of air upon your foes. You may use an action to force all creatures of your choice within 60 feet of you to make a Strength saving throw against your spell save DC. On a failure, they take 10d10 bludgeoning damage and are paralyzed for 1 minute as air magically crushes them. On a successful saving throw, they take half as much damage and are restrained for one minute. Creatures that failed may repeat the saving throw at the end of their turns, ending the paralysis on a success. Creatures that succeeded on their Strength saving throws may make an additional saving throw at the end of their turns, ending the restraint on a successful saving throw. You may use this feature once, and regain the ability to do so upon completing a long rest.
Hello. I dont know if anyone will see this but I have a class I built too and want a class builder as well. I like your idea of an elemental class. My class is more martial but uses an ability to gain temporary hit points each round. I won't put the full class down here, but I think that the class you made is pretty effective. Except I think that for the primordial champion it should create an elemental in your space but you still have to make death saves, the elemental cannot take damage but stays until either you die or become stable.
Jylek_whiteshield I love that idea! I was worried that feature may have been a bit overpowered but couldn't think of a way to balance it out! I don't think I'm going to go exactly that route, but that has inspired some new creativity for the feature, so thank you!
Emblic, I'd love to hear some suggestions on how to balance it out a bit better! I hope to eventually run games with this class, so any tips would be greatly appreciated. Thank you for the compliment to the concept, too!
MaesterOlorin, I looked up the 5e shaman in the GM's binder, and it does bear a lot of similarities. This was just something I had created because I was bored and wanted to get creative. I just wanted to contribute to the wonderful community that is D&D. I did draw heavy inspiration from the Shaman class in World of Warcraft, though, so it makes sense to me that there would be some similarities in the concept of what it is and does. I'm not sure I understand your question as to there being a reason mechanically that I prefer the primalist. Could you perhaps expand on the question to help me better understand what you're asking?
Interesting, 😅 I hadn’t seen the GMB Shaman. Why ask? Well, it is sort of like if there was no official wizard, and someone made the wizard and called it “the arcanist” when wizard was sitting right there unused and fitting so well. Partly “-ist” of any kind feels more modern, and linguistically it is, well to English. Most “-ist”’s come into the language in Modern English (even though that is Shakespearean forward), with a few coming in in Middle English, most being Modern neologisms, (botanist, psychiatrist, etc) and heavily influenced by the Renaissance and later elevation of Latin and Greek as superior intellectually to native English. Aesthetically, Old English and actual Middle English and the words that originated then help keep the fantasy feel. That is why when I read a primalist I almost expect some kind scientist of primal magic; an interesting idea, but this is not what I expect when I hear/read it.
Exremely_Vicious_Mockery That is an excellent question! I'll edit the post to note that it is considered a tiny object of three feet high and one foot wide. Thank you for the note of clarification!
Emblic, while I think it would be a VERY cool thematic element, it could end up running into the same sort of issue that the Ranger runs into, where they are too situational to be consistently useful throughout a long-term campaign. Also, that isn't a knock against Rangers, as they are one of the coolest and most flavorful classes in 5e (in my humble opinion); I think they are just too situational without some multiclassing or going very specific routes like the Gloomstalker or Drakewarden.
Emblic, while I think it would be a VERY cool thematic element, it could end up running into the same sort of issue that the Ranger runs into, where they are too situational to be consistently useful throughout a long-term campaign. Also, that isn't a knock against Rangers, as they are one of the coolest and most flavorful classes in 5e (in my humble opinion); I think they are just too situational without some multiclassing or going very specific routes like the Gloomstalker or Drakewarden.
Galedor, I would absolutely love to share an example character, but unfortunately I can't seem to find a way to share the character sheets I created in a way that others can see. My personal recommendations are to max out Wisdom as fast as possible, put your next highest stat in Constitution, and take feats that would allow you to improve your casting or martial prowess depending on what Primal Ring you are going for. I recommend taking nature as a proficiency as it would allow you to basically gain expertise in it for free from level one. I would love to know if you have any further questions about how to build the class! I have updated a few bits here and there about some of the starting features and the capstone at level twenty, also.
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This is a class, as there is no "create a class" option. Upon the release of such a feature, should the option arise, this will be moved to the appropriate area. If anyone has any tips on how to balance this, I would greatly appreciate if we could have a friendly conversation about it! This is my first time ever undertaking anything of this proportion, so please be kind!
Primalists are full casters who use wisdom for their spellcasting. They live in deep communion with nature, specializing in the practices and defense of one four particular elemental forces: earth, air, water, and fire. Ring of Earth Primalists focus on defending others through earth magic, Ring of Fire Primalists focus on birth and regrowth through destruction and creation, Ring of Water Primalists focus on healing their allies and draining the watery life force from those that would dare oppose them, and Ring of Air Primalists focus on bringing a swift end to those that would dare challenge nature's delicate balance. Regardless of the nature of their studious focus, all Primalists share one common feature: they live and die for nature to be preserved.
1
Spellcasting, Primal Attunement
2
Primal Ring
3
Conjure Totem
4
ASI/Feat
5
Totemic Adept
6
Elemental Assault, Primal Ring Feature
7
Natural Savant
8
ASI/Feat
9
Natural Communion
10
Primal Ring Feature
11
Totemic Ward
12
ASI/Feat
13
Earth Walk
14
Elemental Assault Improvement, Primal Ring Feature
15
Rapid Healing
16
ASI/Feat
17
Primal Ring Feature
18
Primordial Spirit
19
ASI/Feat
20
Primordial Champion
Proficiencies:
Armor: Light armor, Medium armor, shields
Weapons: Simple Weapons, Flails, Warhammers, Whips, Blowguns, Nets,
Choose 3 from: Nature, Insight, Perception, Arcana, Persuasion, Animal Handling, Survival, Medicine
Saving Throws: Wisdom, Charisma
Starting equipment: a shield or a simple weapon; a Primal Focus or a Component Pouch, a martial weapon with which you are proficient; a suit of scale mail. You may forgo starting equipment and instead start with (5d4)*10 (an average of 125) gold.
Spellcasting:
Primalists are full casters that use Wisdom as their spellcasting ability. You may use a Primal Focus in place of using material components without a gold cost that are not consumed by the casting. Primal Focuses include a dreamcatcher, a wishbone from an animal with special meaning to you, a hand drum with a leather skin top, or a staff made of ash. The number of spells you know is equal to your level in this class + your Wisdom Modifier. Spells granted to you by your choice of Primal Ring do not count against the number of spells you know.
Primal Attunement:
At first level, you gain proficiency in the Nature skill. If you already have this proficiency, you instead may doubly apply your proficiency bonus when making nature checks. If you already have a feature that would allow you to do so without this feature, you instead gain advantage on all nature checks.
Conjure Totem:
At third level, as an action, you create a primal totem within 10 feet of you in an unoccupied space you can see. The totem is a Tiny object three feet high and one foot wide. The appearance of the totem is entirely up to the summoner. The totem grants all friendly creatures within 30 feet of it a number of temporary hit points equal to your proficiency bonus at the end of each turn when they end their turn within 30 feet of the primal totem. The affected creatures lose these benefits if they move to a space more than 30 feet away from the totem. If the totem is moved more than 10 feet from where it is initially summoned, its magic becomes inert. The totem also grants an additional bonus based on your choice of Primal Ring. The totem has AC 12 + your proficiency bonus, and hit points equal to 10 + your Wisdom Modifier + your level in this class, immunity to psychic, poison, and necrotic damage, and resistance to bludgeoning, piercing, and slashing damage from non-magical sources. You may do this twice before finishing a long rest. The totem lasts for one hour or until destroyed.
Totemic Adept:
At fifth level, you may now use your conjure totem feature as a bonus action, and regain one expended use of the feature whenever you finish a short rest.
Elemental Assault:
At sixth level, your weapon attacks and cantrips deal extra damage equal to 1d8 once per turn. The damage type varies by your Primal Ring: Ring of Fire Primalists deal fire damage as their extra damage, Ring of Earth Primalists deal magical bludgeoning damage as their extra damage, Ring of Water Primalists deal cold damage as their extra damage, and Ring of Air Primalists deal thunder damage as their extra damage.
Primal Ring feature
At sixth level, you gain a bonus based on your choice of Primal Ring, which is detailed at the end of the class description.
Natural Savant:
At seventh level, whenever you make an Intelligence (Nature) check, you may add your Wisdom modifier to the result of the check. Whenever you make a Charisma (Persuasion), Charisma (Intimidation) or Charisma (Deception) check to interact with Beasts, Plants, or vegetation, you may add your Wisdom modifier to the result of the check. Additionally, those creatures can understand you, though you have no special ability to understand them in return.
Natural Communion:
At ninth level, you learn the spells Speak with Plants, Speak with Animals, Speak with Dead, and Commune with Nature if you don’t already know them. They do not count against the number of spells you know and you may cast them without spending a spell slot.
Primal Ring feature:
At tenth level, you gain a bonus based on your choice of Primal Ring, which is detailed at the end of the class description.
Totemic Ward:
At eleventh level, you may use your reaction when you see your totem take damage to take the damage that would have been taken by your totem and gain a number of temporary hit points equal to the damage taken. While you have temporary hit points granted by this feature, you may not use this reaction.
Earth Walk:
At thirteenth level, difficult terrain does not cost you extra movement while using your walking speed to move across it. Additionally, you can move across terrain that would normally require an ability check to traverse without making an ability check.
Elemental Assault Improvement:
At fourteenth level, your weapon attacks and cantrips deal extra damage equal to 2d8 once per turn. The damage type varies by your Primal Ring: Ring of Fire Primalists deal fire damage as their extra damage, Ring of Earth Primalists deal magical bludgeoning damage as their extra damage, Ring of Water Primalists deal cold damage as their extra damage, and Ring of Air Primalists deal thunder damage as their extra damage.
Primal Ring feature:
At fourteenth level, you gain a bonus based on your choice of Primal Ring, which is detailed at the end of the class description.
Rapid Healing:
At fifteenth level, you may take a short rest over the course of one minute. You must then make a Constitution saving throw against your spell save DC or take a level of exhaustion. While exhausted in this manner, you may not use this feature.
Primal Ring feature:
At seventeenth level, you gain a bonus based on your choice of Primal Ring, which is detailed at the end of the class description.
Primordial Spirit:
At eighteenth level you no longer suffer the negative effects of old age, and for every 10 years that pass you only physically and mentally age one year. You can still die of old age.
Primordial Champion:
At twentieth level, when you would drop to 0 hit points but are not killed outright, you may instead transform into an avatar of primordial might: an elemental of the type of ring you embody. Ring of Fire Primalists become a Fire Elemental, Ring of Water Primalists become a Water Elemental, Ring of Earth Primalists become an Earth Elemental, and Ring of Air Primalists become an Air Elemental. You stay in this form for up to a minute or until your elemental form’s hit point total is reduced to 0, at which point you transform back into your original form, except you regain one hit point. While in your elemental form, you may still cast spells as normal, but your equipment and gear all meld into your form with you and you cannot access them, so you cannot cast spells with material components. You may use this feature once, and regain the ability to do so when you finish a long rest.
Primordial Ring of Earth
Earthen Bulwark:
At second level, your studies of earth magic confer themselves into your combat. While not wearing armor, your skin is imbued with a dull gray glow that grants your skin a stone-like appearance, and also allows you to calculate your armor class as follows: 10 + your Constitution modifier + your Wisdom modifier. A shield will still grant its normal bonus to armor class while benefiting from this armor calculation. You also gain proficiency in martial weapons.
Totemic Brutality:
At third level, you gain the ability to use your Wisdom modifier in the place of your usual modifier when making weapon attacks and determining your attack bonus and damage bonus when you are within 60 feet of your primal totem.
Primal Flurry:
At sixth level, you gain the extra attack feature, allowing you to make two attacks whenever you take the attack action on your turn. You may, in the place of making one of the attacks, cast a Cantrip with a casting time of one action, instead of making two attacks. Additionally, your weapon attacks are considered magical for the purposes of overcoming resistance and immunity to non-magical bludgeoning, piercing, and slashing damage.
Invoke Savagery:
At tenth level, your attacks pierce the minds of those who suffer them, and invoke their primal savagery upon you, allowing you to protect your allies. Whenever you hit a creature with a weapon attack, you may force it to make a Wisdom saving throw against your spell save DC. On a failure, the affected creature has disadvantage on all attack rolls against any creature or object that is not you. On a success, there is no effect, but the creature becomes aware of your attempt to force out its primal savagery.
Earthen Resilience:
At fourteenth level, your communion with the spirit of the earth grows so strong you can hardly be harmed without the aid of magic. While not wearing armor, you gain resistance to bludgeoning, piercing, and slashing damage from non-magical sources.
Ultimate Resilience:
At seventeenth level, you embody the fullness of the spirit of the earth, gaining immunity to non-magical bludgeoning, piercing, and slashing damage while not wearing armor. You also gain resistance to magical bludgeoning, piercing, and slashing damage. Furthermore, you gain a burrowing speed equal to your walking speed. You gain these benefits only while within 1,000 feet of your primal totem.
Ring spells
Level
Spells
2
Shield, Compelled Duel
3
Pass Without Trace, Spike Growth
5
Protection from Energy, Spirit Shroud
7
Stoneskin, Greater Invisibility
9
Steel Wind Strike, Destructive Wave
Primordial Ring of Fire
Fiery Savant:
At second level, whenever you cast a spell that would deal fire damage, you may reroll any ones that appear on the dice, but must keep the new result, even if the new result is a one. You take fire damage equal to the new number rolled’s difference from the original number rolled. For example, if you rolled a one followed by a five, you would take four points of fire damage.
Totemic Inferno:
At third level, your totem aids you in combat, empowering your ability to slay your enemies and damage your foes. Hostile creatures must make a Dexterity saving throw against your spell save DC when they start their turn within 60 feet of your primal totem, as well as when they enter the same radius on a turn. On a failed saving throw they take fire damage equal to your proficiency bonus, but on a successful saving throw, they take half as much damage. Additionally, your damaging spells that require an attack roll gain a +1 bonus to attack rolls and damage rolls if you cast them within 60 feet of your primal totem and the target of the spell is within the same radius. Finally, creatures subjected to your spells that require a saving throw have a -1 penalty to the saving throw if you cast the spell within 60 feet of your primal totem and the target of the spell is within the same radius.
Cauterizing Blaze:
At sixth level, your understanding of fire as a force of destruction as well as a tool for growth grows. As an action, you may deal 1d4 fire damage to a willing creature within 5 feet of you, and then restore a number of hit points equal to your Wisdom modifier times the number rolled (minimum of one point). You may do this a number of times equal to your proficiency bonus, and regain all expended uses upon completing a long rest.
Burning Willpower:
At tenth level, your fiery will overcomes creatures’ ability to resist your assaults. You ignore resistance to fire damage with spells that you cast, and you treat a creature with immunity to fire damage as though it has resistance to fire damage.
Incarnate of Flame:
At fourteenth level you embody the spirit of fire, gaining resistance to fire damage, and any time you cast a spell that deals fire damage, you gain temporary hit points equal to the level of the spell cast plus half the damage dealt by the spell, rounded down.
Blaze of Glory:
At seventeenth level, your mastery over fire becomes such that you gain immunity to fire damage, and may use an action to sacrifice your totem and force all creatures within sixty feet of it to make a Dexterity saving throw against your spell save DC. On a failed saving throw, they take 15d6 fire damage. On a successful saving throw, they take half as much damage. Creatures you choose that you can see take half damage on a failure and no damage on a success. You only gain immunity to fire damage while within 60 feet of your totem, and you lose this immunity if you sacrifice your totem; this loss of immunity occurs before damage is dealt by this feature.
Ring Spells
Level
Spell
2
Burning Hands, Cure Wounds
3
Scorching Ray, Heat Metal
5
Revivify, Fireball
7
Wall of Fire, Fire Shield
9
Immolation, Flame Strike
Primordial Ring of Water
Mending Rapids:
At second level, your primal connection to water allows you to soothe the pain of others’ wounds. You have a pool of mending rapids dice, which are all d6s. Your pool of dice is equal to your Wisdom modifier plus your proficiency bonus. You may use a bonus action to roll and expend a mending rapids die to cause a burst of soothing water to heal the wound of a creature within 60 feet of you that you can see, causing the targeted creature to regain a number of hit points equal to the number rolled.
Totemic Flow:
At third level your totem empowers your healing, and when you cast a spell or use an ability that restores hit points within 60 feet of your totem, you restore an additional amount of hit points equal to your proficiency bonus.
Intense Evaporation:
At sixth level, your command over water becomes sufficient to destroy some of the water inside of living creatures. As an action, you may force a creature within thirty feet of you that you can see to make a Constitution saving throw against your spell save DC. On a failed save the target takes 8d6 necrotic damage that cannot be reduced in any way as their body begins to wither away and they are stunned until the start of your next turn. On a successful save, the creature takes half as much damage and is not stunned. You may do this a number of times equal to your proficiency bonus, and regain the ability to do so again after completing a long rest.
Waterspout:
At tenth level, you gain the ability to conjure a whirling flood of water around a creature within sixty feet of you as an action, forcing them to make a Strength saving throw against your spell save DC. On a failed saving throw, they become restrained for up to five minutes and are unable to breathe, and take 2d6 bludgeoning and 2d6 cold damage at the start of their turns. On a successful saving throw, they take half as much damage and are not restrained or unable to breathe. A creature may repeat its saving throw at the end of its turns, ending the effect on a success. You must maintain concentration to maintain this effect, as though concentrating on a spell. You may use this feature once, and regain the ability to do so upon completing a short or long rest.
Tides of Change:
At fourteenth level, your ability to control water’s grace becomes so mighty that you can conjure a storm overhead as an action with a 120 foot radius, 20 foot high column centered on yourself. The storm causes alternating affects every time your turn begins. The first round causes a healing rain to fall on creatures you choose, and they regain a number of hit points equal to 3 times your Wisdom modifier (minimum of three). The second round causes an acidic rain to fall on creatures under the cloud that you choose, forcing them to make a Constitution saving throw. On a failed saving throw, they take 4d6 acid damage. On a successful save, they take half as much damage. These effects alternate in occurrence every time your turn happens for 1 minute, at which point the cloud dissipates. A strong wind can also disperse the cloud after three rounds if it is 30 miles per hour or faster. You may use this feature a number of times equal to half your proficiency bonus, and regain all expended uses of this feature upon completing a long rest.
Tides of Vengeance:
At seventeenth level you master the command over water as a force of destruction. As an action, you call upon the primordial magic of water to defeat your foes. Up to six creatures within 60 feet of your totem that you choose must make a Constitution saving throw. On a failure, all of the water inside their bodies flows out of them, causing them to fall to zero hit points. On a successful saving throw, they retain most of the water in their body, taking 10d10 necrotic damage that cannot be reduced in any way. You may use this ability one time, and regain the usage of this feature when you complete a long rest.
Ring spells
Level
Spells
2
Create or Destroy Water, Ice Knife
3
Healing Spirit, Lesser Restoration
5
Water Breathing, Water Walk
7
Water Wall, Control Water
9
Maelstrom, Greater Restoration
Primordial Ring of Air
Like the Wind:
Starting at second level, your connection to air leaves you capable of abnormally rapid movement. Your walking speed increases by 10 feet, and you gain the ability to use a bonus action to make a weapon attack after you take the attack action, even if it is a ranged weapon or a weapon you could not normally do so with, unless a feature such as the loading property would prevent you from doing so. You gain proficiency in martial weapons.
Totemic Swiftness:
Starting at third level, your totem grants you amazing nimbleness in combat. While you are within 60 feet of your totem, your movements do not provoke attacks of opportunity, and your movement speed is doubled. Additionally, while you are within 60 feet of your totem, you gain the ability to use your Wisdom modifier in the place of your usual modifier for your weapon attacks’ attack and damage bonuses.
Rapid Strikes:
At sixth level, your ability to fight in rapid flurries heightens, granting you the ability to make two weapon attacks whenever you take the attack action. Additionally, your weapon attacks are considered magical for the purposes of overcoming resistance and immunity to non-magical bludgeoning, piercing, and slashing damage. Finally, your weapon attacks deal an additional amount of thunder damage equal to your proficiency bonus on a hit.
Speed of the Storm:
At tenth level, your connection to air’s might grows, increasing your walking speed by an additional 10 feet. In addition to this, you may use an action to grant yourself and a number of allies equal to your proficiency bonus a flying speed for one hour equal to twice your walking speed. You may do this once, and regain the ability to do so upon completing a short or long rest.
Revoke Breathing Privileges:
At fourteenth level, you gain the ability to knock the breath from the lungs of other creatures. When you hit a creature with a weapon attack, you may force the creature to make a Constitution saving throw against your spell save DC. On a failure, the creature is stunned until the end of your next turn as you forcibly remove the air from their lungs. On a success, the target is unaffected. You may use this feature a number of times equal to your level in this class plus your Wisdom modifier, and regain the ability to do so upon completing a short or long rest.
Wrath of Air:
At seventeenth level, your near-total mastery over air culminates in you gaining the ability to call forth the wrath of air upon your foes. You may use an action to force all creatures of your choice within 60 feet of you to make a Strength saving throw against your spell save DC. On a failure, they take 10d10 bludgeoning damage and are paralyzed for 1 minute as air magically crushes them. On a successful saving throw, they take half as much damage and are restrained for one minute. Creatures that failed may repeat the saving throw at the end of their turns, ending the paralysis on a success. Creatures that succeeded on their Strength saving throws may make an additional saving throw at the end of their turns, ending the restraint on a successful saving throw. You may use this feature once, and regain the ability to do so upon completing a long rest.
Ring Spells
Level
Spells
2
Feather Fall, Thunderous Smite
3
Shatter, Gust of Wind
5
Wind Wall, Call Lightning
7
Storm Sphere, Staggering Smite
9
Hello. I dont know if anyone will see this but I have a class I built too and want a class builder as well. I like your idea of an elemental class. My class is more martial but uses an ability to gain temporary hit points each round. I won't put the full class down here, but I think that the class you made is pretty effective. Except I think that for the primordial champion it should create an elemental in your space but you still have to make death saves, the elemental cannot take damage but stays until either you die or become stable.
"When at first you don't succeed. Try and try again" Story of my life.
Nicknamed 'doppleganger' by AnnoyedCecealia. given title: that guy! by drummer. lol XD
wishing to live.
whispering wind.
falling through sky.
knowing i died.
falling.
dying...
slowly......
Jylek_whiteshield I love that idea! I was worried that feature may have been a bit overpowered but couldn't think of a way to balance it out! I don't think I'm going to go exactly that route, but that has inspired some new creativity for the feature, so thank you!
I don't know if it's well balanced but I like your concept of Primalist. It a bit like a druid with a sorcerer twist. Very interesting !
My Homebrew: Spells Subclasses
Emblic, I'd love to hear some suggestions on how to balance it out a bit better! I hope to eventually run games with this class, so any tips would be greatly appreciated. Thank you for the compliment to the concept, too!
Feels really close to what a Shaman might work out mechanically, at least to me. Is there a reason mechanically you prefer primalist?
My Brews:
Race: Tropical Dwaves Spells: Summon Spirits Rites of Mummification
Monster: Osprey Feat: Skill Mastery–Animal Handler (Provides DCs for training animals applicable to those with and without this feat)
MaesterOlorin, I looked up the 5e shaman in the GM's binder, and it does bear a lot of similarities. This was just something I had created because I was bored and wanted to get creative. I just wanted to contribute to the wonderful community that is D&D. I did draw heavy inspiration from the Shaman class in World of Warcraft, though, so it makes sense to me that there would be some similarities in the concept of what it is and does. I'm not sure I understand your question as to there being a reason mechanically that I prefer the primalist. Could you perhaps expand on the question to help me better understand what you're asking?
Maybe the effects of the totem could vary based on the environment ?
My Homebrew: Spells Subclasses
How big is the totem?
Studded Leather: He does exactly what I do
Natural Armor: But better
Interesting, 😅 I hadn’t seen the GMB Shaman. Why ask? Well, it is sort of like if there was no official wizard, and someone made the wizard and called it “the arcanist” when wizard was sitting right there unused and fitting so well. Partly “-ist” of any kind feels more modern, and linguistically it is, well to English. Most “-ist”’s come into the language in Modern English (even though that is Shakespearean forward), with a few coming in in Middle English, most being Modern neologisms, (botanist, psychiatrist, etc) and heavily influenced by the Renaissance and later elevation of Latin and Greek as superior intellectually to native English. Aesthetically, Old English and actual Middle English and the words that originated then help keep the fantasy feel. That is why when I read a primalist I almost expect some kind scientist of primal magic; an interesting idea, but this is not what I expect when I hear/read it.
My Brews:
Race: Tropical Dwaves Spells: Summon Spirits Rites of Mummification
Monster: Osprey Feat: Skill Mastery–Animal Handler (Provides DCs for training animals applicable to those with and without this feat)
Exremely_Vicious_Mockery That is an excellent question! I'll edit the post to note that it is considered a tiny object of three feet high and one foot wide. Thank you for the note of clarification!
Emblic, while I think it would be a VERY cool thematic element, it could end up running into the same sort of issue that the Ranger runs into, where they are too situational to be consistently useful throughout a long-term campaign. Also, that isn't a knock against Rangers, as they are one of the coolest and most flavorful classes in 5e (in my humble opinion); I think they are just too situational without some multiclassing or going very specific routes like the Gloomstalker or Drakewarden.
Yeah, you're right about that.
My Homebrew: Spells Subclasses
Really nice! I like how it's like a druid/monk/barbarian/sorcerer mix. It looks very fun, and I would love it if you make an example character!
Galedor, I would absolutely love to share an example character, but unfortunately I can't seem to find a way to share the character sheets I created in a way that others can see. My personal recommendations are to max out Wisdom as fast as possible, put your next highest stat in Constitution, and take feats that would allow you to improve your casting or martial prowess depending on what Primal Ring you are going for. I recommend taking nature as a proficiency as it would allow you to basically gain expertise in it for free from level one. I would love to know if you have any further questions about how to build the class! I have updated a few bits here and there about some of the starting features and the capstone at level twenty, also.