Primal
About this class
As a Primal, you mimic beasts and the environment of nature to defend it and others from the schemes of evil.
Included subclasses
Domains
Valor
Sage
Starting stats
Hope feature
Class features
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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.
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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
- When did you discover that you had a connection to the beasts around you?
- What about yourself did you want to be different that your Primal powers helped you achieve?
- How has your Primal powers made you feel more powerful? Or have they caused a rift in your life?
Connection prompts
- What about my Primal powers make you uncomfortable?
- What have I done that has connected you closer to the nature around you?
- What have you done to help me in my duty to protect nature and its beasts?
Subclass cards
Printable via header menu
Brute
Foundation
SPELLCAST TRAIT: Strength
Nature's Fury: Damage rolls for your "Nature's Wrath" feature instead uses d6s.
Overwhelm: If you make a successful attack with Hope on an adversary that has a condition or will gain a new condition from your attack, the adversary must Mark a Stress.
Brute
Specialization
Beastial Pummeling: If an adversary Marks a Stress from your Overwhelm feature, you can Mark a Stress to force them to Mark an additional HP from the attack.
Brute
Mastery
Nature's Frenzy: Damage rolls for your "Nature's Wrath" feature instead uses d8s. When an attack rolls additional damage from your Nature's Wrath feature, for each damage die that rolls its maximum you can Spend a Hope to force the adversary to Mark a Stress.
Prowler
Foundation
SPELLCAST TRAIT: Finesse
Pack Fighting: You gain the benefits of your Nature's Wrath feature when making an attack while Hidden or if an ally is in Melee range of your target.
Clutches of the Beast: If you make a successful attack on an adversary that has a condition or will gain a new condition from your attack, you Gain a Hope.
Prowler
Specialization
Opening Strike: When you make a Successful attack with Hope on an adversary, you can Spend a Hope to create an opening. You and any ally within Close range of you gains an attack and damage bonus against the adversary equal to the number of allies in Melee range of the adversary. This effect ends when an attack against the adversary fails or rolls with Fear.
Prowler
Mastery
Army of the Wilds: When an adversary is hit by an attack that used your Nature's Wrath feature, you can Spend a Hope the next time an ally attacks the target to apply your Nature's Wrath feature to their attack.
Primal
As a Primal, you mimic beasts and the environment of nature to defend it and others from the schemes of evil.
Domains
Valor + Sage
Starting Evasion
9
Starting Hit Points
7
Class Items
- • A pelt or worn bones of a beast
- • a carved symbol of your primal circle
Primal’s 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.
Primal Subclasses
Choose either the Brute or Prowler subclass.
Brute
Play Brute to use the power of the beasts and nature that you learned from.
Spellcast Trait
Strength
Foundation Features
Nature's Fury: Damage rolls for your "Nature's Wrath" feature instead uses d6s.
Overwhelm: If you make a successful attack with Hope on an adversary that has a condition or will gain a new condition from your attack, the adversary must Mark a Stress.
Specialization Feature
Beastial Pummeling: If an adversary Marks a Stress from your Overwhelm feature, you can Mark a Stress to force them to Mark an additional HP from the attack.
Mastery Feature
Nature's Frenzy: Damage rolls for your "Nature's Wrath" feature instead uses d8s. When an attack rolls additional damage from your Nature's Wrath feature, for each damage die that rolls its maximum you can Spend a Hope to force the adversary to Mark a Stress.
Prowler
Play Prowler to use your fine tuned abilities to display expert group fighting tactics.
Spellcast Trait
Finesse
Foundation Features
Pack Fighting: You gain the benefits of your Nature's Wrath feature when making an attack while Hidden or if an ally is in Melee range of your target.
Clutches of the Beast: If you make a successful attack on an adversary that has a condition or will gain a new condition from your attack, you Gain a Hope.
Specialization Feature
Opening Strike: When you make a Successful attack with Hope on an adversary, you can Spend a Hope to create an opening. You and any ally within Close range of you gains an attack and damage bonus against the adversary equal to the number of allies in Melee range of the adversary. This effect ends when an attack against the adversary fails or rolls with Fear.
Mastery Feature
Army of the Wilds: When an adversary is hit by an attack that used your Nature's Wrath feature, you can Spend a Hope the next time an ally attacks the target to apply your Nature's Wrath feature to their attack.
Background Questions
Answer any of the following, or create your own.
- • When did you discover that you had a connection to the beasts around you?
- • What about yourself did you want to be different that your Primal powers helped you achieve?
- • How has your Primal powers made you feel more powerful? Or have they caused a rift in your life?
Connections
Ask one of the following, or improvise.
- • What about my Primal powers make you uncomfortable?
- • What have I done that has connected you closer to the nature around you?
- • 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.