Primal Avatar
Primal Avatar
Primal Avatar Level | Character Level | Features | Natural Weapon Damage | Feral Strength Bonus | Feral Dexterity Bonus | Flurry Attacks |
---|---|---|---|---|---|---|
1st | 4th - 6th | Wolf Soul, Shifting, Feral Form | 1d8 | 2 | 1 | 2 |
2nd | 7th - 10th | Predatory Instincts | 1d10 | 3 | 1 | 2 |
3rd | 11th - 13th | Wild Dominance | 2d6 | 4 | 2 | 3 |
4th | 14th - 17th | Natural Supremacy | 2d8 | 5 | 2 | 3 |
5th | 18th - 20th | Call the Pack | 2d10 | 6 | 3 | 4 |
Prerequisits
In order to become and advance as a Primal Avatar you must meet the following prerequisits:
Constitution 14: A certain amount of stamina and pysical prowess is required to be able to come with the transformation process
Character Level 3: You must have reached character level 3 before taking the Primal Avatar class
Class Features
As a Primal Avatar, you gain the following class features
Hit Points
- Hit Dice: 1d12 per Primal Avatar level
- Hit Points at Higher Levels: 1d12 (or 7) + your Constituion modifier per Primal Avatar level
Proficiencies
- Weapons: Natural Weapons (Claws and Fangs)
- Saving Throws: None
- Skills: Perception
Equipment
The Primal Avatar prestige class does not grant any special equipment
Wolf Soul
At 1st level your bonding with a wolf spirit has given you a number of inherent strengths as well as weaknesses:
- Disease Immunity: You are immune to disease.
- Eyes of the Night: You have dark vision to 60 feet, if you already possess dark vision it is extended by 60 feet.
- Silver Vulnerability: You are vulnerable to any damage dealt by a silver weapon.
- Fire Vulnerability: You are vulnerable to any damage dealt by fire.
- Wolfsbane aversion: You have a strong aversion to the smell of wolfsbane, you have disadvantage on all ability checks whilst in its presence
- Lunar calling: The moon has a strong influence on you
Shifting
Starting at 1st Level you gain the ability to shift into a Primal Form. Doing so takes a Bonus Action and requires you to spend one Hit Die, gaining no Hit Points but instead transforming into the Aspect of the Wolf Primal Form.
When you shift you choose whether your equipment remains equipped or becomes part of your form. Any equipment that becomes part of your form cannot be used until you shift back.
You remain in your Primal Form for one hour at the end of which you may either spend additional Hit Dice to maintain you form as a free action of shift back into your regular form.
Primal Form
While you are in your Primal Form the Following rules apply:
- You retain your personality as well as all your ability scores, skill and saving throw proficiencies. You retain the benefit of any features from your classes, race, or other source.
- You can neither cast spells nor maintain concentration
- You cannot speak but you can still communicate with wolves or werewolves.
- Your base speed becomes 45 feet.
- You have resistance to slashing, piercing and bludgeoning damage from non-magical weapons that aren't silvered.
Claw and Maw
When in your Primal Form you gain natural weapons in the form of you Claws and Maw. This counts as a single natural weapon, the damage this weapon deals starts as 1d8 + Strength modifier Slashing damage. The damage die your Claw and Maw uses increases as you gain levels in as a Primal Avatar as shown in the Natural Weapon Damage column in the Primal Avatar table.
Primal Physiology
While in your Primal Form you gain increased physical power and agility. Your strength score and the maximum for your strength score both increase by the amount shown in the Primal Strength Bonus column in the Primal Avatar table. Your dexterity score and the maximum for your dexterity score also both increase by the amount shown in the Primal Dexterity Bonus column in the Primal Avatar table.
Flurry
Whenever you take the Attack action on your turn whilst in feral form you can attack twice, instead of once. The number of attacks increases to three when you reach 3rd level in this class and to four when you reach 5th level in this class as shown in the Flurry Attacks column of the Primal Avatar table.
Predatory Instincts
Beginning at 2nd Level, as you become more attuned to the wolf within you, your claws and fangs become imbued with spiritual energy. Your natural weapons now count as magical.
Enhanched Senses
You gain expertise in perception and survival checks, your proficiency bonus is doubled for any ability checks you make with these skills.
You gain proficiency in dexterity saving throws.
Wild Dominance
Starting at 3rd level, you have shifted enough times to have a greater understanding of your Feral Form, as such you are now able to speak whilst shifted, all-be-it roughly.
Double your number of hit dice and from now on gain 2 hit dice when you gain a character level instead of one. These additional hit dice do not grant any extra hit points but may otherwise be used the same as normal.
At the end of a short rest you now regain spent hit dice up to a number of dice equal to a quarter of your total number (rounded down).
Rapid Recovery
Whilst in Primal Form you may use a bonus action to spend Hit Dice to regain health. A number of Hit Dice up to a maximum equal to your Primal Avatar level may be spent. You only add your constitution modifier once to the total when healing this way.
Natural Supremacy
You continue to develop, further embracing your new life as a new type of werewolf. At 4th level you gain the following features.
Ability Score Improvement
You can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
No Escape
When a hostile creature you can see moves out of your reach you may spend one hit die to run then down as a reaction. At any point during their movement, up to your maximum movement, you may move adjacent to them and make a single melee attack. On a hit the target must make a strength saving throw or be knocked prone.
Primal Awareness
You have learned to hone your instinct to perfection. As a bonus action you may spend three hit dice to gain blind sense out to 30ft for the next minute.
Call the Pack
Second Nature
Your changing between humanoid and Primal form has become almost effortless for you. You no longer need to spend a Hit Die when shifting into the Aspect of the Wolf Primal Form or maintaining it.
Two As One
You gain the ability to bring Avril to your side in the physical world. As a bonus action you may spend 20 hit dice to cause Avril to physically manifest for one hour.
The Wild Hunt
You union with Avril and continued training has given you a greater understanding of the spirit world. You learned to call the spirits of the wild to your side for aid. As an action you may spend five hit dice to cast conjure animals at 3rd level. You do not need to maintain concentration on this spell and can cast it even when in Primal Form.
A New Breed
You gain the ability to subdue a humanoid and bite them with the aim of granting them your Aspect of the Wolf Primal Form ability.
With a willing participant you perform a ritual of your own creation. Whatever the particulars of this ceremony are, the goal is for the participant to become emotionally in sync with you as you focus your spiritual energy into your fangs or claws. The climax of the ritual will involve you marking the participant in some way and releasing your energy into them. The way you mark them should be chosen carefully as this will be a permanent mark showing they are part of your pack.
Turning an unwilling creature is more difficult. You still need time to focus your energy so a target will normally need to be captured or stalked until you are ready to attempt to turn them. An unwilling target of your ritual will also have a chance or resisting your gift, if successful this could result in the target remaining unchanged or being turned into a werewolf not under your control.
If the ritual is successful the target becomes a werewolf and a member of your pack. The creature gains new statistics and abilities as a werewolf and as a member of your pack is under a permanent charm effect to always follow your commands. The only time a member of your pack can ignore or go directly against your commands is when it intends to challenge you for leadership. In this event you must fight the challenger in single combat, if you loose you may either stay in the pack if the new leader allows it or become outcast from the pack.
Aspects of the Beast
Different primal beast can grant you abilities when sharing their power with you. Some of these abilities allow you to alter your feral form when shifting. When using these form powers there are several properties listed for each. Ability properties are the mechanical bonuses that this form grants and are essentially the rules for the altered form. Physical properties are the necessary changes that occur to your form for the power to work. Finally aesthetic properties are how the overall look of your form changes when using a form, as more than one form power can be used at a time it is up to you which aesthetic property you take on when doing so or even if you gain a blend of the two.
Aspect of the Wolf
Gained through your bond with Avril, this is your default Aspect and the foundation of your Primal Form.
Aspect of the Displacer
Malakar, The Spirit of the Displacer Beast granted you his power after you passed his challenge. When shifting into your Primal Form you may spend an additional 3 Hit Dice to gain the following properties:
Aesthetic: Your body is covered with short black glossy fur.
Physical: Two displacer beast tentacles extend down from your shoulders
Ability: you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are in-capacitated, restrained, or otherwise unable to move.