New 5e Class: The Planesworn

by CurlyFries

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The Planesworn

Wielding blades of swirling wind, a kenku dashes through the band of gnolls, slicing away at them with uncanny speed, before emerging on the other side and blasting the disorganised rabble with lightning from the sky.

A towering juggernaut of earth and metal crashes through the wall of the stronghold, completely surprising the guards within. The very stones respond to an unheard call, opening to trap the defenders in a deep pit, as the colossal form melts away to reveal the chuckling goliath within.

Pursued by the city watch, a tiefling leaps into the nearest lantern, her body becoming one with the fire before emerging seconds later from a different one further down the street. To further confuse her pursuers, she encourages the flames to leap to a nearby building, setting it alight.

Rising from the waves, a half-elf launches a volley of icy spikes at the enemy ship, decimating the pirate crew that had been about to board his vessel. As his crew attacks from the deck, he slips in through a tiny porthole to bring the fight from below.

Planesworn like to say that the power they wield is not their own, rather they become the power they seek to use. Harbouring a deep spiritual connection with one of the four elemental planes of Air, Earth, Fire, and Water, they can call upon the world itself to come to their aid in times of crisis.

Elemental Bonds

Most planesworn are granted their power by archfey, elemental princes, or powerful druids, who artificially bond an individual to one of the four elemental planes. Other, rarer individuals possess an innate connection to the inner planes from birth, almost always genasi or other beings more native to such places. This bond transcends conscious thought, allowing the planesworn to call the elements to their aid as though they were merely flexing a limb. The adjustment period immediately after forming the bond is the most dangerous time for a new planesworn, as their raw emotions lead to natural tragedies, and some lose their very identities as they merge permanently with the elements.

Unfettered Wanderlust

Planesworn are almost universally compelled to travel. Their unique perspectives granted by the elemental bond allows them to subconsciously feel just how wide and vast the world is, and they can’t help but explore it to the greatest extent. Planesworn gravitate to places that strongly exhibit the elemental power of their bonded planes; windswept mountains, deep canyons, volcanoes, and vast lakes are all spots likely to attract a planesworn, especially if they house a physical portal to their bonded plan.

The Planesworn
Level Proficiency Bonus Primal Invocations Features
1st +2 Planar Bond, Bend the Elements
2nd +2 Elemental Weapon
3rd +2 3 Primal Invocations
4th +2 3 Ability Score Improvement
5th +3 3 Extra Attack, Planar Bond feature
6th +3 3 Elemental Weapon improvement
7th +3 4
8th +3 4 Ability Score Improvement
9th +3 4 Elemental Assimilation
10th +4 4 Mutable Form, Planar Bond feature
11th +4 5
12th +4 5 Ability Score Improvement
13th +4 5 Primal Reserves
14th +4 5 Planar Bond feature
15th +5 6
16th +5 6 Ability Score Improvement
17th +5 6 Elemental Assimilation improvement
18th +5 6 Mutable Form improvement
19th +6 7 Ability Score Improvement
20th +6 7 Planar Bond feature
Design by Lexi Abbey | Made with GM Binder

Creating a Planesworn

The most important question to consider when creating your planesworn is which of the elemental planes grants them power. Your choice of element can, if you wish, be used to determine your character’s personality and motivations; those bonded to elemental air tend to be scatterbrained and prone to fancy, earth is calm and stoic, fire is energetic and prone to destruction, while water is adaptable and patient.

Quick Build

You can make a planesworn quickly by following these suggestions. Firstly, Constitution should be your highest ability score, followed by Strength or Dexterity. Second, choose the Outlander background.

Multiclassing

If you wish to multiclass as a planesworn, you must have a score of at least 13 in Constitution, as well as Strength or Dexterity. When taking your first level in planesworn this way, you gain one of the listed skill proficiencies but not the weapon or saving throw proficiencies.

Class Features

As a planesworn, you gain the following class features.

Hit Points

  • Hit Dice: 1d10 per planesworn level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit points at Higher Levels: 1d10 (or 6) + your Constitution modifier per planesworn level after 1st

Proficiencies

  • Armour: None
  • Weapons: Simple weapons
  • Tools: none
  • Saving Throws: Constitution, Wisdom
  • Skills: Choose two from Acrobatics, Athletics, Intimidation, Nature, Perception, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a quarterstaff or (b) any simple weapon
  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) an explorer’s pack or (b) a dungeoneer’s pack Alternatively, you may roll 2d4 x 10 for starting gold and purchase equipment.

Planar Bond

At 1st level, you must choose the bond that your character has formed. This determines the elemental plane to which you are bonded, as well as the features you gain at 1st, 5th, 10th, 14th, and 20th levels. Should any of your class features require a creature to make a saving throw, use your Primal Save DC as noted in the Primal Invocations feature.

Bend the Elements

Also from 1st level, you are capable of creating small effects tied to your Planar Bond. As an action, you may create a harmless effect such as a strong breeze, freezing/unfreezing a small amount of water, sculpting or summoning a small amount of earth, or lighting/snuffing a campfire.

Elemental Weapon

From 2nd level, you learn to coalesce your bonded element to take the form of a weapon as a bonus action. The weapon persists for 1 round after it leaves your hand, at which point it dissipates harmlessly into its composite element. It possesses the damage and properties of the weapon it takes the form of, however the actual forms it can take depend on your bonded element, which also changes the damage type.

  • Air. Thunder damage – Javelin, Scimitar.
  • Earth. Bludgeoning damage – Maul, Warhammer.
  • Fire. Fire damage – Spear, Whip.
  • Water. Cold damage – Shortsword, Trident.

At 6th level, you may conjure two weapons with the same bonus action, as long as you have a hand free to hold each of them.

Primal Invocations

At 3rd level, you gain the ability to further manipulate your bonded element. You learn three Primal Invocations from your subclass’s list, and one more at the levels noted in the Planesworn table. You may not learn the same invocation twice, but you may choose to swap one invocation you know for one you do not each time you gain a level in this class.

Casting a Primal Invocation does not require any form of verbal, somatic, or material components like spellcasting does, as you simply will the elements to do your bidding. It does however produce a noticeable physical change that lasts for a few seconds, as your body fuses with your chosen element to enact the effect. This might involve becoming mildly translucent, smouldering eyes, sloughing sand, or becoming ice-cold to the touch.

You may cast your known invocations in any combination, a number of times per long rest equal to your Constitution modifier (minimum of once). If the effect requires a saving throw, it is made against your Primal Save DC.

Design by Lexi Abbey | Made with GM Binder

Primal Save DC = 8 + your proficiency bonus +

your Constitution modifier

Some invocations require you to make a Strength- or Dexterity-based attack roll. In this case, the attack bonus is calculated as your proficiency bonus + the relevant ability modifier.

If an invocation duplicates the effects of a spell, use Constitution as your spellcasting ability. Instead of maintaining concentration, the spell lasts its full duration or until you cast another invocation, even if that invocation does not require concentration.

If an invocation has any listed prerequisites, your character must first meet those prerequisites before you may learn the invocation. For instance, if it requires 7th level, your character must possess 7 levels or more in the planesworn class.

Ability Score Improvement

At 4th level, and again at 8th, 12th, 16th, and 19th levels, 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 cannot increase an ability score above 20 with this feature.

Extra Attack

Starting at 5th level, you may attack twice, instead of once, whenever you take the Attack action on your turn.

Elemental Assimilation

From 9th level, when you take damage of the same type as your Elemental Weapon, you may choose to gain immunity to that instance of damage and instead gain a number of temporary hit points equal to your planesworn level. Once you use this feature, you must complete a long rest before using it again.

At 17th level, you may use this feature twice between rests, and you may add your Constitution modifier to the number of temporary hit points gained.

Mutable Form

At 10th level, you learn to temporarily forsake your humanity to take on a stronger physical body.

As an action, you may transform into an air elemental, earth elemental, fire elemental, or water elemental (the type of elemental depending on your Planar Bond). You may use this feature once, and you regain its use when you finish a short or long rest.

You may remain in this form for one hour; you revert early if you choose to end the effect as a bonus action on your turn, or you fall unconscious, drop to 0 hit points, or die. While transformed, the following rules apply:

  • Your game statistics are replaced by the statistics of the elemental, but you retain your alignment. You retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher, use that bonus in place of yours.
  • You assume the elemental’s hit points and Hit Dice when you transform. When you revert to your normal form, you revert to the number of hit points you had before transforming; if you revert as a result of taking damage that reduces you below 0 hit points, you suffer any excess damage upon transforming.
  • You cannot speak, save for the language spoken by your elemental form, and you cannot cast spells or use your Primal Invocations. You lose concentration on any spells you may have cast before transforming.
  • You retain the benefit of any other class or racial features you may possess, so long as it makes sense for your new form to make use of them. You gain the special senses of your new form (such as tremorsense) but lose any special senses that you gained from your race or non-planesworn class features (such as darkvision).
  • You choose whether your equipment falls to the ground in your space when you transform, or whether it melds into your new form. You do not gain the benefits of any worn magical items in this state unless it is feasible for the elemental form to wear them.

At 18th level, you gain the ability to use your Primal Invocations while transformed.

Primal Reserves

From 13th level, you regain expended uses of your Primal Invocations when you finish a short or long rest, rather than only a long rest.

Design by Lexi Abbey | Made with GM Binder

Planar Bonds

A planesworn’s strength lies in the bond they have forged with one of the four elemental planes. This allows them to expand their consciousness, assimilating their bonded element into themselves and wielding it as a natural extension of their body. As their bond strengthens, they are able to assimilate more and more of the element, becoming avatars of the very world around them.

Bond of the Fathoms

Planesworn bonded to the plane of elemental water can draw on the rains and rivers to aid them with the adaptable and unstoppable power of the tides. Water is the giver of life and death, and such planesworn can manipulate both to powerful effect.

Wavespeaker

Your bond grants you the ability to communicate with the water plane’s native elementals. You can speak, read, and write Aquan.

Flow Like Water

Also from 1st level, you are able to enter a semi-liquid state to move through gaps. You may pass through spaces that are at least 1ft in any direction as though they were difficult terrain. Ending your turn inside such a space causes you to take 1d10 force damage.

Ocean Bound

From 1st level, you have a swimming speed of 30ft, and you can breathe underwater. Being underwater imposes no penalty on your ranged or melee weapon attacks with your Elemental Weapons.

Aquatic Regeneration

Water heals and restores you. From 5th level, when you begin your turn in contact with running water and have fewer than half your maximum hit points remaining, you regain hit points equal to your Constitution modifier.

Elemental Arsenal

At 5th level, you can create a set of 10 darts as part of your Elemental Weapon class feature.

Withering Blows

From 10th level. You learn to draw the life out of your foes. Once per turn when you damage a creature with an Elemental Weapon attack, you may deal an extra 2d6 necrotic damage to your target.

Neptune's Embrace

At 14th level, while you are in contact with at least a 5-foot cube of water, you may absorb that water as an action to cast armour of agathys on yourself. The spell is cast at 1 level per 5-foot cube, up to 5th level at 5 cubes. The water is destroyed as though by the create or destroy water spell.

Once you have used this feature, you must complete a short or long rest before you may do so again.

Healing Rain

From 20th level, you may share your Aquatic Regeneration feature with any friendly creatures you can see within 60ft of you.

Bond of the Inferno

The bond you have forged with the plane of elemental fire grants you the destructive power of flame. Fire is dangerous, as likely to burn your allies as your enemies, and bearers of the bond of the inferno must always exercise care lest they lose themselves in mindless destruction. With practice, powerful individuals can use their connection to fire to wield the powers of light and shadow.

Flamespeaker

Your bond grants you the ability to communicate with the fire plane’s native elementals. You can speak, read, and write Ignan.

Child of Embers

From 1st level, your connection to the fire plane makes you resistant to fire damage.

Dance of the Efreeti

Just like flame, your movements are flickering and unpredictable. From 1st level, when a hostile creature ends its turn within 5ft of you, you may use your reaction to move up to half your movement speed without provoking an opportunity attack from that creature.

Fiery Veins

At 5th level, when you are struck by a weapon attack, you may use your reaction to deal fire damage equal to your Constitution modifier to a creature of your choice within 5ft of you.

Elemental Arsenal

Also from 5th level, you may create a longsword as part of your Elemental Weapon class feature.

Will-O-Wisp

At 10th level, you are able to make brief jaunts across the planar boundaries to cover greater distances. As an action, you may leap into an exposed flame within 10ft of you. While inside the flame, you are immune to damage and cannot be targeted by attacks and spell effects. As a bonus action on any subsequent turn, you may choose to reappear in an unoccupied space within 10ft of any other exposed flame within 60ft of the one you leapt into.

If the flame you entered is doused, you take 1d10 force damage and reappear in the space you left (or nearest available space if that is occupied).

Photosynthesis

From 14th level, you are proficient in all saving throws whilst standing in direct sunlight.

Design by Lexi Abbey | Made with GM Binder

Shadowform

At 20th level, while you are standing in dim light or darkness, you gain resistance to bludgeoning, piercing, and slashing damage, and you may use your reaction to increase your AC by your proficiency bonus against a single attack roll that would otherwise hit you.

Bond of the Mountain

Strong and dependable as the stone they wield, the bond of the mountain binds its planesworn to the plane of elemental earth. Those bonded to the earth are skilled manipulators of terrain, and eventually learn to bend metal and magma to their wills.

Stonespeaker

Your bond grants you the ability to communicate with the earth plane’s native elementals. You can speak, read, and write Terran.

Earthen Echoes

You hear the whispers of the earth beneath your feet. From 1st level, you gain tremorsense out to 10ft.

Rocky Endurance

Your bond with the earth toughens your hide, enabling you to shrug off pain. Your hit point maximum increases by 1 at 1st level, and 1 for each subsequent level you take in this class.

Elemental Arsenal

At 5th level, you can create a shield as part of your Elemental Weapon class feature.

Metallurgy

Also at 5th level, you begin to develop an affinity for metal as a child product of the earth. You gain proficiency with Smith’s Tools and Mason's Tools. Additionally, you may use your bare hands as a set of Smith’s Tools or Mason's Tools as you gently coax the stone or metal into the shapes you want; speaking to the earth is slow however, and takes twice as long as crafting with the proper tools and workshops.

Crushing Grip

From 10th level, you count as two creature sizes larger for determining the weight you can comfortably lift/carry/push/drag, and creatures have disadvantage on ability checks made to escape or evade your grapple.

Igneous Temper

At 14th level you learn to infuse your attacks with magma. Once per turn, when you strike a creature with your Elemental Weapon, you may deal an additional 1d6 fire damage, and reduce the target’s AC by the same amount until the start of your next turn.

Mithril Hide

From 20th level, your AC increases by 2. This stacks with any other effect that increases your AC, such as armour or a Primal Invocation, and is also usable in your Mutable Form.

Bond of the Tempest

You share a connection with the plane of elemental air, and the winds themselves buoy you aloft throughout your travels. As you grow in strength, you learn to call upon the power of lightning to enhance your abilities, and even manipulate the weather to your advantage.

Windspeaker

Your bond grants you the ability to communicate with the air plane’s native elementals. You can speak, read, and write Auran.

Carried on the Breeze

From 1st level, you may call upon the wind to carry your voice up to 120ft. When you speak, you may choose one creature you can see within range to hear your words, even if you are whispering.

Fleet Step

Your connection to the air makes your body lighter and faster. From 1st level, your walking speed increases by 10ft, and you may add your Constitution modifier to your long and high jump distances.

Guided Missiles

Starting at 5th level, your ranged attacks are no longer made at disadvantage when targeting creatures within their secondary range increment. As a reaction when a friendly creature you can see within 60ft of you makes a ranged weapon attack, you may grant them this benefit until the end of their turn.

Ride the Lightning

Also from 5th level, you begin to gain an affinity for calling the wrath of the heavens. Once per turn when you successfully hit with an Elemental Weapon attack, you may choose to deal lightning damage to one creature of your choice within 10ft of the target. This damage is equal to your Constitution modifier.

Call the Storm

From 10th level, you may spend 10 minutes communing with the winds to alter the weather in a 1-mile radius that remains centred on you for the duration. You can determine whether it is cloudy or sunny, raining or storming, the strength/direction of the wind etc. The weather remains this way for a number of hours equal to your proficiency bonus, before reverting to the natural surroundings.

Once you have done so, you must complete a long rest to regain the use of this ability.

Borne Aloft

At 15th level you gain a flying speed of 60ft (hover), so long as you are not incapacitated.

Design by Lexi Abbey | Made with GM Binder

Eye of the Storm

From 20th level, when a hostile creature ends its turn within 15ft of you, it must succeed on a Strength saving throw or be pushed to the edge of that radius.

Primal Invocations

You gain additional Primal Invocations at 3rd, 7th, 11th, and 19th levels, and can swap out one Primal Invocation each time you gain a level in this class. The Primal Invocations are separated by prerequisite level, as well as by the Planar Bond you must have chosen to use them.

Invocations of the Fathoms

3rd Level

Frozen Wastes

As an action, you coat the ground in water and freeze it solid. Choose an area of floor within 60ft, made up of four connected 5ft squares; that area becomes frozen for 1 minute. Creatures attempting to cross the frozen area for the first time on their turn must succeed on a Dexterity saving throw or fall prone and immediately end their movement.

Gift of the Fathoms

As an action, you grant a number of creatures equal to your Constitution modifier the ability to breathe underwater for 1 hour while they remain within 30ft of you.

Power Hose

As an action you unleash a jet of water that blasts into your foes. All creatures in a 5ft wide, 30ft long line originating from you must succeed on a Strength saving throw or be pushed 10ft away from you and knocked prone.

Rejuvenate

You cast Cure Wounds at 1st level.

7th Level

Dehydrate

As an action, you attempt to touch a creature and drain it of moisture. Make a melee attack (Dexterity- or Strength-based) against a creature within 5ft. On a hit, that creature takes 6d6 necrotic damage and cannot take reactions until the start of your next turn.

Font of Healing

You cast Healing Word at 1st level. You may target two creatures with this spell.

Riptide

As an action, you surround a creature with water and attempt to drag them closer. Choose a creature within 60ft of you and force them to make a Strength saving throw; on a failed save the target is pulled up to 20ft in a straight line towards you.

Shape the Flow

As an action, you take control of the flow of water in a 60ft radius centred on you. For the next 10 minutes, or until you cast another invocation, you may choose the direction and speed that water flows within the area.

11th Level

Avatar of the Tides

As an action, you summon a swirling vortex of water that lifts you a number of feet in the air, up to 5 times your Constitution modifier (minimum of 10ft). This invocation may be cast as a bonus action instead if you are already in water at least 10 feet deep. Until you end the effect as a bonus action, or you cast another invocation, you gain the following benefits.

  • You ignore difficult terrain.
  • You are immune to the Prone condition.
  • You may raise or lower your height from the ground, between 5ft and a number of feet equal to 5 times your constitution modifier, once as a free action on each of your turns.
  • You may grapple a single creature of your size or smaller by entangling them in the vortex; this grapple uses the normal grappling rules, but does not require a free hand on your part. While grappled in this way, a creature cannot breathe.

Call of the Blue

You cast Control Water at 4th level.

Ice Block

As a reaction upon taking damage, you surround yourself in ice. You gain 5 temporary hit points per planesworn level. While these temporary hit points are active, you are incapacitated, immune to cold damage, and vulnerable to fire damage. You may choose to lose the temporary hit points as a free action on any of your subsequent turns.

Wrath of the Tides

You cast the Maelstrom spell at 5th level.

19th Level

Blood Control

You cast Dominate Person at 5th level.

Mark of the Fathoms

As an action, you conjure a Leviathan (MTF pg.198) in an unoccupied space within 300ft. The creature remains for one round before dissipating harmlessly into mist. It is friendly towards you, and hostile towards your enemies.

This ability requires two uses of your Primal Invocations to cast, and you may not use it again for 1 week.

Shield of the Frozen North

You cast Wall of Ice at 6th level.

Design by Lexi Abbey | Made with GM Binder

Invocations of the Inferno

3rd Level

Blazing Grasp

As an action, make a melee (Strength or Dexterity) touch attack against a creature you can see within 5 feet. On a hit, the creature is set aflame; while it is on fire, it sheds bright light in a 5-foot radius and dim light for an additional 5 feet, and it takes 1d8 fire damage at the start of each of its turns. A creature may use its action to extinguish itself or a creature within 5 feet of it, and it will become extinguished if it is submerged in water or subjected to a strong wind.

Ignition

As a bonus action you unleash a brief wave of fire all around you in a 60ft radius. Ignitable surfaces and objects that are not being worn or carried and that are not behind total cover instantly catch fire.

Infernal Column

As an action you conjure a pillar of fire at a point within 30ft of you; 5ft in diameter and up to 15ft tall. The pillar remains for 1 minute or until you cast another Primal Invocation. The pillar is opaque, and sheds bright light in a 20ft radius, and dim light for an additional 20ft.

The pillar will incinerate flammable objects passing through it; when a creature taking cover behind the pillar is targeted with a ranged weapon attack, roll 1d20. On a roll of your planesworn level or lower, the ammunition is completely destroyed (if it is capable of being burned, such as a wooden arrow) before ever reaching the target.

If a creature moves into the column’s space, or starts its turn there, it takes 2d6 fire damage.

Smoke Bomb

As an action, you coalesce smoke into a 20ft radius sphere, centred on a point within 120ft of you, which lasts for 1 minute or until dispersed by a wind of 10mph or more. The sphere spreads around corners, and its area is heavily obscured.

Creatures starting their turn in the area must make a Constitution saving throw or become poisoned until the start of their next turn, as they choke on the fumes.

7th Level

Dazzle

As an action, you release a wave of scorching light in a 10ft radius around you. Creatures in the area must make a Constitution saving throw. On a failed save, the creature takes 2d10 radiant damage and is Blinded until the end of your next turn; on a successful save they take half damage and are not blinded.

For 1 minute, or until you cast another invocation, you shed bright light in a 10ft radius and dim light for an additional 10ft. All attack rolls (except yours) are made at disadvantage within the bright light.

Cleansing Flame

As an action, you touch a willing creature and remove one disease or poison affecting it.

Conflagration

You cast Burning Hands at 3rd level.

Tongues of Tiamat

You cast Scorching Ray at 4th level.

11th Level

Dark Servant

You cause the shadows to obey your will. As an action, you conjure a Shadow (MM pg.344) in an unoccupied space within 30ft of you. The Shadow lasts for 1 minute or until you cast this invocation again, and it obeys your mental commands (no action required by you). If given no commands, the Shadow will do its best to defend itself, but will otherwise take no actions.

Furnace Aura

As an action, you emit intense heat in a 5-foot radius. This aura lasts for 1 minute, or until you dismiss it as a bonus action, or you cast another invocation. Creatures that start their turn in the area, or who move into the area for the first time on their turn, take fire damage equal to your Constitution modifier + your planesworn level. Affected creatures may make a Constitution saving throw to halve the damage.

Heavenly Rite

As a bonus action, you convert your currently active Elemental Weapons to pure light. For 1 minute, the weapons shed bright light in a 20ft radius and dim light for an additional 20ft, they deal an additional 1d4 damage, and their damage type is converted to radiant.

Sunfury

You cast Flame Strike at 5th level.

19th Level

Dramatic Flare

You cast Fireball at 6th level.

Mark of the Inferno

As an action, you conjure a Phoenix (MTF pg.199) in an unoccupied space within 300ft. The creature remains for one round before dissipating harmlessly into ash. It is friendly towards you, and hostile towards your enemies.

This ability requires two uses of your Primal Invocations to cast, and you may not use it again for 1 week.

Radiant Gate

You cast Wall of Light at 5th level.

Design by Lexi Abbey | Made with GM Binder

Invocations of the Mountain

3rd Level

Barricade

As a bonus action, you summon a 10ft wide, 1ft thick wall of stone and compacted earth from the ground in front of you. The wall has resistance to nonmagical bludgeoning/piercing/slashing damage, immunity to poison and psychic damage, and a number of hit points equal to three times your planesworn level. The wall is just tall enough to provide half cover to Medium creatures, three-quarters cover to Small creatures, and total cover to Tiny or smaller creatures.

Earth Breaker

As a bonus action, you coat your fists in granite for 1 hour or until you end the effect early as a bonus action. For the duration, you are considered proficient with your unarmed strikes (the damage of which increases to 1d6), and you have disadvantage on all Sleight of Hand checks and other ability checks or attack rolls that require dextrous fingers. When you take the attack action to make an unarmed strike with the Earth Breakers, you may make one unarmed strike attack with them as a bonus action on the same turn.

Your Earth Breakers count as an Elemental Weapon for your class features like Igneous Temper.

Your unarmed strikes also gain the Siege property, meaning they deal double damage to inanimate objects and structures.

Grasping Reach

You cast Treacherous Footing at 1st level. (see the end of this class description for the spell)

Impale

As an action, you cause a spike of earth to erupt from the ground from a point you can see within 60ft of you. A creature of your choice within 10ft of the spike must make a Dexterity saving throw; on a failed save it takes 3d10 piercing damage and is Restrained, while on a success it takes half damage and is not Restrained. A restrained creature can use its action to make an Athletics check against your primal save DC, freeing itself on a success.

Pocket Sand!

As an action, you produce an obscene amount of sand and hurl it in peoples’ faces. All creatures in a 15ft cone originating from you must succeed on a Constitution saving throw or become blinded for 1 minute. They may attempt this saving throw at the end of each of their turns to end the effect early, as they frantically rub at their poor eyes.

Second Skin

As an action, you touch a suit of medium or heavy armour (that is not being worn or carried and must contain metal) and don it instantaneously if you are not already wearing armour. You are proficient with this armour until you doff it as an action.

7th Level

Bladed Winds

You cast Scouring Blast at 2nd level. (see the end of this class description for the spell)

Desert Rage

You cast Sandstorm at 3rd level. (see the end of this class description for the spell)

Gem-Encrusted Blade

As a bonus action, you touch one weapon and cause it to sprout razor-sharp crystals. For 1 hour, or until you cast this invocation again, the weapon gains a +1 bonus to attack and damage rolls, and counts as magical if it did not already.

Sheltered Cavern

You spend 10 minutes communing with the earth; during this time, you are considered aware but incapacitated. Over the course of the 10 minutes, you coax 2ft thick stone walls to form up from the earth, creating the crude shape of a boxlike dwelling with a 15ft square interior. You may choose the number and placement of doorways (minimum of 1), windows, chimneys etc.

The dwelling lasts for 24 hours, after which time it crumbles into loose earth or sand.

Stone Hide

As an action, you meld with the earth to turn your flesh as hard as stone. For 10 minutes, you may reduce all bludgeoning/piercing/slashing damage to yourself by 2.

Warp metal

As an action, you may target a manufactured metal object within 60ft of you, such as a metal weapon or suit of heavy or medium metal armour, and cause the metal to writhe and distort. For 1 minute, or until you cast another Primal Invocation, one of the following effects occurs.

Weapon. If you target a handheld object such as a sword, the metal leaps and bucks as it attempts to leave its wielder’s grip. At the start of each of the wielder’s turns, they must succeed on a Strength saving throw or drop the item. If the item is dropped, it immediately wriggles 10ft in a random direction (roll 1d8 to determine the direction).

Armour. If you targeted a suit of armour or other mostly-metal worn object, you cause it to contract painfully. At the start of each of the wearer’s turns, they must succeed on a Constitution saving throw or take 3d8 force damage and have disadvantage on ability checks and attack rolls until the start of their next turn.

You may come up with alternative uses for this invocation, such as widening the metal bars on a jail cell to allow for escape, but always discus these with your GM and make sure they approve.

Design by Lexi Abbey | Made with GM Binder
11th Level

Boulder Toss

As an action, you hurl a boulder at a creature within 30ft of you. Make a Strength-based ranged attack; on a hit, the target takes 4d10 bludgeoning damage and must succeed on a Strength saving throw or be knocked prone.

Entomb

As an action, you rip open the earth within 60ft of you, creating a pit 10ft deep and 15ft square. Creatures in the area immediately fall, taking 10ft of falling damage.

As an action on a subsequent turn within the next minute, you may cause the pit to refill, forcing any creatures within to make a Dexterity saving throw to avoid becoming Restrained; If they fail by 5 or more, they are instead Paralysed, as the earth covers almost their entire body. On a successful save, a creature lands prone in an unoccupied space on top of the pit.

Volcanic Disturbance

As an action, you call magma to just beneath the surface, superheating the ground in a 20ft radius around you. For 1 minute, the area counts as difficult terrain, and creatures attempting to cross it must succeed on a Constitution saving throw or take fire damage equal to your Constitution modifier per 5ft moved. These penalties do not affect you.

19th Level

Mark of the Mountain

As an action, you conjure a Zaratan (MTF pg.201) in an unoccupied space within 300ft. The creature remains for one round before dissipating harmlessly into sand and dust. It is friendly towards you, and hostile towards your enemies.

This ability requires two uses of your Primal Invocations to cast, and you may not use it again for 1 week.

Quake

You cast Bones of the Earth at 6th level.

Earthen Call

You cast Move Earth at 6th level.

Invocations of the Tempest

3rd Level

Hand of Air

As an action, you surround an object, that is not being worn or carried, with swirling gusts. If the object weighs 10 pounds or less, you may use a bonus action on your turn to move it up to 30 feet. The gusts dissipate and the object drops to the ground if it ever goes more than 60 feet from you.

Ride the Breeze

You cast Jump at 1st level.

Run Like the Wind

On the turn you cast this Primal Invocation, you may take either the Dash or Disengage action as a bonus action instead.

Swirling Gusts

As a reaction when you are targeted by a weapon attack, you may surround yourself in gusts of wind that knock all but the most powerful projectiles aside. Your AC against the attack increases by your Constitution modifier, and remains so against all ranged weapon attacks until the start of your next turn.

Wind Tunnel

You cast the Gust of Wind spell at 2nd level.

7th Level

Guiding Breeze

As an action, you move up to 6 willing creatures up to 15ft in any direction, without provoking attacks of opportunity. These creatures must all be within 30ft of you.

Hurricane's Fury

You cast Haste at 3rd level.

Static Discharge

As a bonus action, you shock a creature within 60ft of you with static electricity. For 1 minute, or until you cast another invocation, that creature has disadvantage on Constitution saving throws to maintain concentration on their spells.

Thunder Dash

As an action, you move without provoking opportunity attacks to any unoccupied space within your base movement range in a straight line, leaving a momentary 5ft wide line of crackling lightning behind you. You may move through hostile creatures’ spaces for the purposes of this movement. Creatures along the line take lightning damage equal to your Constitution modifier, and they must succeed on a Constitution saving throw or become Stunned until the start of your next turn.

11th Level

Blustery Smite

When you strike a creature with your Elemental Weapon, you may cast this invocation to immediately push them up to 15ft away from you in a straight line.

Come Fly with Me

You cast Fly at 5th level.

Vortex

As an action, you may force up to 6 creatures within 60ft of you to make a Strength saving throw. On a failed save, a creature is pulled up to 20ft closer to you without provoking attacks of opportunity.

Design by Lexi Abbey | Made with GM Binder
19th Level

Mark of the Tempest

As an action, you conjure an Elder Tempest (MTF pg.200) in an unoccupied space within 300ft. The creature remains for one round before dissipating harmlessly into the breeze. It is friendly towards you, and hostile towards your enemies.

This ability requires two uses of your Primal Invocations to cast, and you may not use it again for 1 week.

Heaven's wrath

You cast Call Lightning at 5th level.

Storm's Reach

You cast Chain Lightning at 6th level.

Homebrew Spells

The above Primal Invocations make reference to certain homebrew spells. These are included here for your convenience, but feel free to use them in any associated class with your GM’s approval.

Sandstorm

Conjuration 3rd Level


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 1 hour
  • Classes: Druid, Sorcerer, Wizard

You create a 20-foot radius sphere of whirling sand centred on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10mph) disperses it.

Creatures that enter the area for the first time on their turn, or who start their turn in the area, must succeed on a Constitution saving throw or become Blinded for 1 minute. They may repeat this saving throw at the end of each of their turns to end the effect early on a success, but only once they have left the spell’s area.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the radius increases by 20 feet for each slot level above 3rd.

Scouring Blast

Conjuration 2nd Level


  • Casting Time: 1 action
  • Range: Self (15-foot cube)
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Druid, Sorcerer, Wizard

You summon a stinging sandstorm to torment your foes. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 slashing damage and is Blinded until the end of its next turn. On a successful save, the creature takes half as much damage and isn’t Blinded.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

Treacherous Footing

Transmutation 1st Level


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 hour
  • Classes: Druid, Ranger, Wizard

Choose a point within range; all loose earth and sand within a 10-foot radius of that point begins to seethe and shift in random directions, becoming difficult terrain for the duration. If a creature starts its turn in the area, it must expend at least 10 feet of its movement or become Grappled at the end of its turn as its feet sink into the sands. A grappled creature can use its action to pull itself free on a subsequent turn, and the grapple ends early if the spell does.

Design by Lexi Abbey | Made with GM Binder
 

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