Primal
A spiritual conduit between mortal and nature, channeling beasts, elements, and living essence directly.
The Primal is a spiritual conduit between mortal and nature, channeling beasts, elements, and living essence directly through flesh and will. They do not command the wild so much as let it speak through them.
One bends nature's regenerative force to mend wounds, purify, and keep the balance between wild and civilized. One embodies the aspects of nature that remind mortals how small they truly are. And one crosses the line between humanoid and animal entirely, shifting form and borrowing instincts that civilization long ago forgot.
- STR
- d6
- AGI
- d8
- RES
- d6
- FCS
- d6
- INT
- d6
- Core Attributes
- INT · AGI
- Innate Skills
- magicka, herbalism, nature/religion/survival
- Innate School
- Nature
- Armor
- Cloth
Starting EquipmentQuarterstaff. Cloth armor. 1d6 plant seeds from their region, herb pouch, vial of pure water.
Core Abilities
Abilities and talents that define the class at its core - granted at creation, or available as early signature picks.
Wild Empathy
AbilityFor a minute each day, you are able to understand the emotions of animals without spells or skill rolls.
The wolf isn't angry. It's afraid. There's a difference.
Natural Recovery
TalentWhen Resting in nature, you regain Will every hour, instead of every two hours.
The earth gives freely to those who listen.
Path of Advancement
Levels 2–10. Each level lists the dice that step up and the core-attribute bonuses your character must have reached to take it.
| Level | Dice Ups | Required Bonuses |
|---|---|---|
| 2 | — | INT 5 · AGI 4 |
| 3 | Free Up | INT 7 · AGI 4 |
| 4 | FCS Up | INT 8 · AGI 6 |
| 5 | INT Up | INT 10 · AGI 8 |
| 6 | AGI Up | INT 11 · AGI 9 |
| 7 | — | INT 12 · AGI 10 |
| 8 | Free Up | INT 13 · AGI 12 |
| 9 | — | INT 14 · AGI 14 |
| 10 | Free Up | INT 16 · AGI 16 |
Specializations
Restoration
11Channels nature's regenerative force to mend wounds, purify, and keep the balance between wild and civilized.
Nature
14Embodies the aspects of nature that remind mortals how small they truly are.
Beastmind
15Transcends the line between humanoid and animal, shifting forms and borrowing instincts that civilization has long forgotten.
General Class Picks
Picks available to every Primal, before a specialization is chosen.
Level 1
Spend a Bonus Action on your turn to form a spiritual bond with an ally within 30 meters. While linked, whenever they receive healing, you receive half that amount. When either of you takes damage, the damage is split between you two. While active, you can communicate your surface thoughts telepathically between the two of you. The link lasts for 5 rounds or until you are more than 30 meters apart.
Details →Wild Attunement
Your Nature Bond duration increases to 10 minutes. Beast Tongue and Speak with Plants spells are empowered, extending their duration to 1 hour and their use costs are halved. Additionally the two spells allow you to lend some of your intelligence, allowing for more complex conversations with them.
Details →Spend 2 Bonus Actions on your turn to shapeshift into an animal you know. The beast may not be bigger than your physical body in size and it gains stats from its monster block. The beast you choose can not exceed ½ your level in TR (rounded down). You retain FCS and INT from your natural shape. For 1 hour or until you drop to 0 HP, you retain the shape. While in Beast Form, you can not cast any spells.
Details →Use ½ Action and target a willing creature within 10 meters. They regain HP equal to INT Roll + bonus and WP equal to your level.
Details →Spend 1 Action and make a Ranged Spell Attack. On hit, the target takes INT Bonus Nature Damage and must succeed a STR Save against INT Roll or become Immobilized until the start of your next turn.
Details →Nature's Protection
You can cast Barkskin on yourself without WP Cost once per day, even if you haven't learned it.
Details →Toxic Bloom
When you deal Nature damage to an enemy with a single target action, they receive Poison Rating equal to half your level (rounded down).
Details →Level 2
As an Extended Action (1 minute) you change your elemental affinity. Every time you finish a Rest, you may use this spell and choose one element (Fire, Cold, Arcane, Nature). Your spells gain additional effects based on your choice: Fire (+1d6 Fire damage), Cold (targets gain additional Cold(1)), Arcane (+5m to spell ranges), Nature (targets lose 3m Speed). You must attune to elements each time you finish a rest or lose the effect. Use Cost: Fire (Powdered Amber and Ash), Cold (Petrified Ice), Arcane (Dreambeads), Nature (Dried Dreamroot). Cost: 16 SP
Details →Primal Surge
Spend a ½ Action to channel primal energy into your body. You gain +2 to STR and AGI for 3 rounds. During this time your Unarmed Attacks deal extra 1d6 damage.
Details →Spend 1 Action and choose up to 3 allies (including yourself) within 15 meters. They each regain HP equal to your INT Bonus at the start of their turn for 2 rounds.
Details →Nature's Voice
You can speak with plants as if they were sentient creatures once per day without spending WP. Gain +2 to Survival checks in natural environments.
Details →Level 3
Spend a ½ Action to concentrate magical flows to create a blade of concentrated air. Make a Ranged Spell Attack against a target within 20 meters with +2 to Hit. On hit, deal 2d6 + INT Bonus Slashing Damage. The target must succeed a RES Save against your INT Roll or gain Bleed(2).
Details →Use 1½ Action to create a natural wall of thorny thicket. Thick branches and growth spurt out from the ground, creating a barrier 3 meters wide, 2 meters high and one meter thick on a point you choose within 20 meters of you. You may position the barrier any way you like. The barrier is made of non-magical plants that remain where casted and grow organically over time. Targets caught in the barrier or attempting to move through the Barrier requires target to succeed a STR Roll against Difficulty(15) or spending a Full Action to push through.
Details →Spend 1 Action to shift yourself into the spirit realm, allowing you to move incorporeally for 3 rounds. While in spirit form, you can pass through solid objects (except those made of pure metal), are immune to physical damage, and can't affect the material realm. You can still cast spells but you can not target anyone in the material realm.
Details →Elemental Erosion
While attuned to an element through Elemental Shift, you gain Resistance to that element equal to half your level (rounded down). Additionally, your damaging Nature spells ignore Resistance to your attuned element equal to half your Nature school level (rounded down). Arcane attunement does not grant Resistance or penetration, as Arcane Resistance does not exist.
Details →Level 4
Using 1 Action you cause the soil to become unstable in a 5 meter radius within 15 meters and targeting up to 3 enemies within it. They must succeed an AGI Save against your INT Check or become Immobilized for 3 rounds. On their turn, they may spend an Action to attempt to break free. An area 1 meter in radius around characters who failed the Save becomes Difficult Terrain permanently, forcing the roll on anyone stepping in it.
Details →Verdant Vitality
Your maximum HP increases by INT Bonus × 2 and your maximum WP increase equal to your RES Bonus.
Details →Up to ½ your level (rounded down) times per Rest, you can automatically succeed on a failed Save or Skill Check related to nature or survival.
Details →Level 5
Spend a Full Action to call upon the elements to strike your foes. Choose a 15-meter radius within 60 meters. All enemies in the area must make an AGI Save against your INT Check. On failure, they take 5d10 + INT Bonus Nature Damage and gain a random Condition (Roll 1d4: 1-Immobilized(2), 2-Poisoned(3), 3-Blinded(2), 4-Stunned(1)). On success, they take half damage and no Condition. Usable once per Rest.
Details →Bestial Fury
As a Full Action, you enter a primal rage, gaining aspects of multiple beasts. For 5 rounds, your Attacks deal an additional 2d6 damage, you gain +2 to all Saves, and you can make an additional basic Attack each round as a Free Action. After the effect ends, you gain Dazed(2). Usable once per Rest.
Details →Thorned Rebuke
When you take damage from a Melee Attack, you may spend a Bonus Action to retaliate with a burst of natural energy. The attacker takes Nature damage equal to your INT Bonus and must succeed on a STR Save against your INT Check or have their movement speed reduced to 0 until the end of their next turn. Usable up to half your level (rounded down) times per Rest.
Details →Level 6
Burgeoning Shell
Each time you cast a Nature spell or use a class ability that costs WP or HP, your Defense Rating increases by 1 until the end of combat. This bonus stacks up to half your level (rounded down). The bonus resets when combat ends or if you become Incapacitated or Dying.
Details →Surging Seasons
When an action you take deals Nature damage, you regain WP equal to half your level (rounded down). You may choose to forego the WP recovery and instead add your level as additional Nature damage.
Details →Spend a ½ Action to make a Ranged Spell Attack against a target within 30 meters. On hit, the target takes damage equal to INT Roll + Bonus, dealt as half Piercing and half Nature damage (round up both).
Details →Spend 1 Action to cause tremors in a 10-meter radius area centered on a point you choose within 40 meters. The area becomes Difficult Terrain for 3 rounds. At the start of each of your turns while the spell is active, you may designate one ally within the area who is unaffected by the Difficult Terrain until the start of your next turn. All enemies within the area must make an AGI Save against Difficulty(10 + your Nature school level) at the start of their turns. On a failure, they are Immobilized until the start of their next turn.
Details →Level 8
Primal Ascension
Choose either AGI or INT. That attribute's bonus cap increases by 2 (from 20 to 22) and you gain +1 to that bonus immediately.
Details →Any
Wild Empathy
For a minute each day, you are able to understand the emotions of animals without spells or skill rolls.
Details →Natural Recovery
When Resting in nature, you regain Will every hour, instead of every two hours.
Details →