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Primal

Classes Designed by austin outlaw • Art by LAKE HURWITZ

About this class

As a Primal, you mimic beasts and the environment of nature to defend it and others from the schemes of evil.

Domains

Core domain
Valor
Core domain
Sage

Starting stats

Evasion
9
Hit points
7

Hope feature

Bestial Grasp
Spend 3 Hope to maintain a Feral move until your next rest or this feature is used again. Hope does not need to be spent to use a maintained Feral move.

Class features

  • The Heart of Beasts

    You can make a Feral move by either mimicking the behavior of beasts or subtly changing your body through natural arcane magic to enhance your actions. You can make any move of your Tier and below, but can only apply one move to an action roll or your movement.

    Tier 1:

    Rend: Spend a Hope before your attack roll within Very Close range. If it hits, the target is temporarily Bleeding. When a creature acts while Bleeding, they must Mark a Stress if they are still Bleeding at the end of their action.

    Hone: Spend a Hope before making an attack to add +2 to the attack roll.

    Charge: As part of your movement, Spend a Hope to sprint in a straight path up to Far range without making an Agility Roll.

    Lurk: As part of your movement, Spend a Hope to move completely silent up to Far range. An Agility Roll is still required to reach Far range.

    Tier 2:

    Adapt: Spend a Hope to reduce the severity of the next physical damage you take. This can be used as a reaction.

    Swim: As part of your movement, Spend a Hope to breathe and move naturally under water up to Far range. An Agility Roll is still required to reach Far range. While sustained, you always breathe and move naturally under water.

    Spray: Spend a Hope before your next attack within Far range. If it hits, the target is temporarily On Fire. When a creature acts while On Fire, they must take an extra 2d6 magic damage if they are still On Fire at the end of their action.

    Tier 3:

    Prey: Spend a Hope to make one adversary temporarily your Prey. If an adversary is hit while having this condition, add 1d12 as additional damage to the attack then end the condition early. If an adversary without the prey condition is attacked, the Prey condition ends early on other adversaries.

    Glide: As part of your movement, Spend a Hope to fly in an arc up to Far range. An Agility Roll is still required to reach Far range.

  • Nature's Wrath

    When attacking an adversary with a condition applied by you or your allies (or they are Vulnerable from Marking their last Stress), using your Instinct you gain a bonus to attack rolls and a d4 bonus to damage rolls. You also gain the bonus to damage rolls when your attack applies a condition.

Class items

  • A pelt or worn bones of a beast
  • a carved symbol of your primal circle

Character questions

Background prompts

  1. When did you discover that you had a connection to the beasts around you?
  2. What about yourself did you want to be different that your Primal powers helped you achieve?
  3. How has your Primal powers made you feel more powerful? Or have they caused a rift in your life?

Connection prompts

  1. What about my Primal powers make you uncomfortable?
  2. What have I done that has connected you closer to the nature around you?
  3. What have you done to help me in my duty to protect nature and its beasts?

Discussion

Be thoughtful and kind.

Remember to be respectful. Comments are moderated and should add to the discussion.