Primordial Knight
Primordial Knight
As the corrupted offspring of the Primevils marched towards the creations of the Primordial Council, they stood in awe when they found leading the mortal armies, tall knights wielding elemental weapons.
These Knights wielded the very magic the Primordials bestowed them on their armors and swords.
As the demons and monsters charged, so did the Knights, warriors with no fear or hesitation, they stood tall when facing the hordes of evil.
Legends claim that, the only cities that fell on that day, were the few unlucky ones that had no Primordial Knight stand on it's walls
Lost Legacy
When the Breach was finally undone, alas so too was the need for such Knights. As the years went by, knowledge about their arts were slowly fading into oblivion until one day, records of such arts were nothing more than legend told from father to son, mother to daughter.
Some of the Knights are saied to have simply vanished, others were buried on Tombs, to which the location has been lost to time.
Primordial Soul
Most Primordial Knights stand on high morals and ethics, as they follow the footsteps of their brethren that
fought the Primevils champions.
However this new breed of
Knights is a flicker compared
to the original ones.
However they are still
a force to be reckoned.
Playing as a Primordial Knight
Primordial Knights are either defenders of a righteous cause, or they are now corrupted by the ideals of power their very ancestors fought against. Are you a Paladin whose Oath left you in failure? Are you a Fighter who felt a calling from the Moon and Sun? You are not bound by morals and ethics, however most Knights tend for good or neutrality at recent times, still a player could chose to embark a path of evil, with the consequence of being an underdog within the ranks of his/her brethren.
Class Features
As a Primordial Knight, you gain the following class features
Hit Points
- Hit Dice: 1d10 per Primordial Knight level
- Hit Points at 1st Level: 10 + Constitution Modifier
- Hit Points at Higher Levels: 1d10(7) + Constitution Modifier
Proficiencies
- Armor: Medium, Heavy Armor
- Weapons: Martial Weapons
- Tools: None
- Saving Throws: Constitution, Strength (8 + Profficiency + X)
- Skills: Choose two from skills: Intimidation, Persuasion, Arcana, Athletics, Deception, Religion, Acrobatics
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a Martial Weapon or (b) Heavy Crossbow with 20 bolts
- (a) a Dungeoneer's pack or (b) a Explorer«s pack
- (a) a Martial Weapon or (b) a Shield
- (a) a Chainmail or (b) a Leather Armor
Class Name
| Level | Proficiency Bonus | Features | Primordial Energy |
|---|---|---|---|
| 1st | +2 | Primordial Soul; Primordial Blade; Primordial Armor | 2 |
| 2nd | +2 | Blade Slash | 2 |
| 3rd | +2 | Primordial Focus | 3 |
| 4th | +2 | Ability Score Improvement | 3 |
| 5th | +3 | Extra Attack | 4 |
| 6th | +3 | Focus Feature | 4 |
| 7th | +3 | Fighting Style | 5 |
| 8th | +3 | Ability Score Improvement | 5 |
| 9th | +4 | Focus Feature | 6 |
| 10th | +4 | Prime Mastery | 6 |
| 11th | +4 | Blade Impact | 7 |
| 12th | +4 | Ability Score Improvement | 7 |
| 13th | +4 | Focus Feature | 8 |
| 14th | +5 | Primordial Aura | 8 |
| 15th | +5 | Extra Attack | 9 |
| 16th | +5 | Ability Score Improvement | 9 |
| 17th | +6 | Blade Storm | 10 |
| 18th | +6 | Focus Feature | 12 |
| 19th | +6 | Ability Score Improvement | 14 |
| 20th | +6 | Primordial Champion | 20 |
Primordial Soul
Starting at level 1, you gain access to Primordial Energy within your own soul. As you progress on this class the amount of energy grows. Your energy recharges to max during long rest, however when you pick a Focus Archetype you may use a Bonus Action to recover 1d4 Energy, the die increases to 1d6 (10th), 1d8 (14th) and 1d12 (19th).
Primordial Blade
At 1st level, with a regular Bonus Action, you may imbue your blade with Primordial energy by spending 2 Energy Points. The weapon imbued becomes magical for the purposes of damage resistance, lasting until you end it, activate another Primordial Ability or get unconscious. When you pick a Focus Archetype you get the following bonuses:
- Sun Knight: Your blade now deals Fire Damage and additional 1d4, increasing to 2d4(8th), 3d4(12th) and 4d4(18th)
- Moon Knight: Your blade now deals Ice Damage and additional 1d4, increasing to 1d6(8th), 1d8(12th) and 1d10(18th)
- Tera Knight: Your blade now deals Acid Damage and additional 1d4, increasing to 1d10(12) and the target must make a Constitution saving Throw or becomes poisoned
- Sky Knight: Your blade now deals Lightning Damage and additional 1d4, increasing to 2d4(8th), 2d6(12th)
Primodial Armor
At 1st level, with a regular Bonus Action, you may imbue your armor with Primordial energy by spending 2 Energy Points. The armor imbued grants a bonus +1 to AC, lasting until you end it, activate another Primordial Ability or get unconscious. When you pick a Focus Archetype you get the following bonuses:
- Sun Knight: Your armor now grants you Fire Resistance and bonus AC increases to +2 at 10th.
- Moon Knight: Your armor now grants you Ice Resistance and bonus AC increases to +2 at 10th, at 12th grants you 2d10 temporary HP which increases to 2d12 at 16th.
- Tera Knight: Your armor now grants you Poison Resistance and bonus AC increases to +2 at 10th, +3 at 18th and you have advantage on Constitution Saving Throws
- Sky Knight: Your armor now grants you Lightning Resistance and bonus AC increases to +2 at 10th, and you don't cause attacks of opportunity against you.
Blade Slash
Starting at 2nd level you can use your Energy (2EP) to throw a projectile slash from your blade against a target Strength Saving throw, to a max of 60ft dealing 1d6 magical piercing damage, increasing to 2d6 (8th), 3d6 (14th). You can only use this ability a number of times equal to your proficiency modifier. Your Focus grants the following bonuses:
- Sun Knight: The damage from the Blade Slash now deals Fire Damage, and the damage changes to 3d6 (8th), 4d6 (14th), all targets on the path of the slash must roll as well
- Moon Knight: The damage from the Blade Slash now deals Ice Damage, the target must make a Constitution saving throw or becomes frozen for 1d4 turns. This can end early if the target is damaged
- Tera Knight: The damage of the Blade Slash now deals Poison Damage, the target must make a Constitution saving throw or becomes poisoned
- Sky Knight: The damage of the Blade Slash now deals Lightning Damage, and the target must make a Constitution Saving throw or becomes paralyzed. If the target fails the Strength Saving throw you can use a bonus action to repeat the Blade Slash for 1 EP. This effect can only be used once per short rest.
Primordial Focus
At 3rd level, you delve into focused realms of Primordial power carved out by the ancient Knights of old, granting you a sample of the power they once wielded. Choose either Sun, Moon, Tera or Sky Focus. All are detailed at the end of the class description. You gain additional benefits at 6th, 9th, 13th and 18th levels.
Ability Score Improvement
At 4th level, and again at 8th, 12th, 16th and 19th levels, you may increase one Ability Score by 2, or two Ability Scores by 1. You may also substitute the Ability Score improvement for a Feat. You cannot increase an Ability Score above 20.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 15th level in this class.
Fighting Style
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
- Dueling - When you are wielding a meele weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
- Great Weapon Fighting - When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can re-roll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
- Battle Vigor - At the start of combat, when initiative is rolled you gain Temporary Hit Points equal to your Primordial Knight level.
Prime Mastery
Starting at level 10th you can now activate both Primordial Blade and Armor, as long as you have Energy Points to do so.
Blade Impact
Starting at 11th level you can spend 5 energy points to plunge your weapon on the ground and target a 60ft cone in front of you from which a blast of elemental force bursts trough.
All targets within the area must make a Constitution Saving Throw, they take 4d12 Force Damage on a failed safe and become prone, or half damage if they succeed ignoring the prone condition. You can only use this ability a number of times equal to your proficiency modifier before a long rest.
Primordial Aura
Starting at 14th level, as an action (4EP) and you may use your Primordial Energy to enhance your allies in battle.
All allied creatures within 30ft from you receive temporary hit points equal to your Primordial Knight level x 2. They also get the following bonuses according to your Focus:
- Sun Knight: Allies get a +2 to all attack and damage rolls while inside your aura
- Moon Knight: Allies heal 2d10 at the beginning of their rounds as long as they start round inside your aura
- Tera Knight: Allies get a bonus +2 to AC as long as they are inside the area
- Sky Knight: Allies get +10 movement, don't trigger attacks of opportunity and +1 to attack rolls.
Blade Storm
At 17th level you have mastered the control of your blade. As action costing 10 Energy Points you may unleash storm of blades around you. All creatures within 10 ft of you must make a Constitution saving throw or receive 5d10 Force Damage on a failed safe, or half damage if they succeed.
Your choice of focus grants the following bonuses:
- Sun Knight: Deals additional 2d10 Fire Damage
- Moon Knight: All allies inside the area and the caster are healed by the highest amount of damage to one of the enemy creatures.
- Tera Knight: All creature inside the area become Poisoned and have their movement reduced by 10ft until the end of their next turn.
- Sky Knight: You may cast Blade Impact as part of the same attack action without spending energy.
You can only use this ability once per long rest.
Primordial Champion
At 20th level, you gain the ability to harness extraordinary Primordial prowess. As an action, you can magically become an avatar of a true Primordial Knight, gaining the following benefits for 1 minute:
- You have resistance to all damage.
- When you take the Attack action on your turn, you can make one additional attack as part of that action.
- Your meele weapon attacks score a critical hit on a roll of 19 or 20 on the d20.
Once you use this feature, you can’t use it again until you finish a long rest.
Sun Knight
Unlike there brothers and sister who harnessed the power of the Moon and Stars, the Sun Knights went after the raw energy of the Celestial Sun, granting them the most destructive power within the ranks of the Primordial Legion.
However this power did not come
without a price, for the sheer
destructive power their wielded
putted even their allies at risk
on the Battlefield.
It is saied that only a true
Master of the Sun Blade
is able to wield such a
destructive power without
putting their friends and
allies in arms way.
Order of Flames
At 3rd level when you pick Sun as your Primordial Focus, you join the Order of Flames and their teachings. Grating you different forms of your Primordial Abilities
Primordial Ward
Starting at 6th level, when an ally within 10ft of you is dealt Fire Damage, you may spend your reaction to halve that damage.
You can now also speak Primordial. Additionally you get advantage on Wisdom (Insight) and Charisma (Persuasion) when dealing with Fire Elementals.
Flaming Burst
Once you reach level 9th, whenever you use your bonus action to recover your Primordial Energy you may choose to create a burst of flames that dealing fire damage 5ft around you. The damage from this burst is the amount of Energy Points recovered x 4. You may use this ability a number of times equal to your proficiency modifier.
Fiery Soul
Starting at 13th level, when you are reduced to 0 hit points you can instead drop to 1 hit point. When you use this feature you generate an explosion centered of you that has 15 feet. All creatures within this radius must make a Constitution saving throw. On a failed save they take 4d10 Fire Damage or half as much on a successful save. You can use this ability a number of times equal to your proficiency bonus.
Fiery Finale
Once you reach 18th level, you can now harness enough Primordial Energy for one final attack which will have a toll on your body.
As an action you can spend all your remaining Hit Points (minimum half of your maximum Hit Points) and all of your remaining Energy Points (minimum 8 energy points), reducing you to 1 Hit Point. You then make a melee weapon attack that deals your maximum Hit Points on direct Fire Damage.
Once you use this ability you become unconscious and your body breaks leaving you with two automatic death saving throws failed. You can only use this ability once per long rest.
Moon Knight
These were the first of the Primordial Knights to Focus their Energy from Moon magic. These Knights were the pillars behind the strength of the Primordial Legions as not only were they a force to be reckoned with, they were also capable of maintaining their allies longer on the battle. Masters of healing their allies, and still feared by most enemies for their skill with the blade.
Order of the Moon
At 3rd level when you pick Moon as your Primordial Focus, you join the Order of the Moon and their teachings. Grating you different forms of your Primordial Abilities
Primordial Ward
Starting at 6th level, when an ally within 10ft of you is dealt Ice Damage, you may spend your reaction to halve that damage.
Frost Burst
Once you reach 9th level, whenever you use your bonus action to recover your Primordial Energy you may
create a burst of ice that refreshes
your allies 15ft around you.
Your allies affected by the burst
are healed by the same amount
of your Energy Points recovered
x 4. Enemies within the burst
must make a Constitution saving
throw, getting disadvantage
on attacks against you until
your next turn.
You may use this ability a
number of times equal
to your proficiency modifier.
Crystal Soul
Starting at 13th level, when an allied creature you can see hits 0 hit points, you may use your reaction to create an icy path towards that creature and have it stabilize and heal 4d10. All enemy creature that stand on the icy path must make a Constitution Saving throw, becoming frozen until their next turn if they fail and receive 2d10 ice damage, or half if they succeed. You can use this ability a number of times equal to your proficiency bonus.
Frost Moonlight
Once you reach 18th level, you can now harness the Primordial Energy directly from the Moon creating a burst of energy across the battlefield.
As an action you spend your maximum Energy Points, which can only be restored after finishing a long rest, remaining at 0 until such time.
A dark blueish light rains from the skies as all allied creatures within 120ft from you are fully healed up, any unconscious creature stabilizes and is then fully healed. Allys get 40 Temporary Hit Points for 5 turns and advantage on all attack and ability rolls. Enemy creatures are blinded by the flashing light getting disadvantage on their first attack rolls after your turn. You can only use this ability once per long rest.
Tera Knight
The front liners of the Primordial Legion, Tera Knights excel on holding the enemy at bay as they possess the highest defense capabilities within all the ranks of the legion. Legends claim that on some battlefields people saw Tera Knights being swarmed by the enemy and no matter how much injuries they took, they stood tall allowing their allies to sweep the field.
Tera Order
At 3rd level when you pick Meteor as your Primordial Focus, you join the Tera Order and their teachings. Grating you different forms of your Primordial Abilities
Primordial Ward
Starting at 6th level, when an ally within 10ft of you is dealt Acid Damage, you may spend your reaction to negate that damage.
Tera Burst
Once you reach level 9th, whenever
you use your bonus action to recover
your Primordial Energy you
may cause an eruption on the
ground 30ft around you granting
allied creatures +1 bonus to AC for
1d4 turns and you pull all enemies
towards you 10 ft, enemy
creatures must make a Strength
saving throw becoming prone
on a failed save. You get
advantage on attack rolls for
the next 1d4 turns. You may
use this ability a number of
times equal to your
proficiency modifier.
Diamond Soul
Once you reach 13th level, you may
use your action to unleash a Diamond
like material granting you a +1 bonus
to your AC and 30 Temporary
Hit Points. All enemies must
attack you for the next 1d4 turns
and each time they make an
attack or spell against you they
must make a Constitution saving
throw, suffering 2d10 on a failed
save or half as much if they
succeed as the diamonds
around you break and launch
against the attacker.
You can use this action a number of times equal to your proficiency modifier.
Astral Juggernaut
Once you reach the 18th level, you become an unstoppable force on the battlefield, standing tall when all others fall.
As an action you spend your maximum Energy Points, which can only be restored after finishing a long rest, remaining at 0 until such time.
Your armor becomes completely cover with a Astral Diamond coat, granting you the size Large for the purposes of grappling and shoving. You can't fall below 1 hit point for 1d6 turns and you reflect half of the damage taken against your attackers, which must make a Strength saving throw receiving the full damage on a fail or half if they succeed.
Once the turns for this effect end you collapse on the ground unconscious and you must make a death saving throw, remaining stabilized but at 0 hit points on a success or suffer two failed death throws on a fail save. You can only use this ability once per long rest.
Sky Knight
A lightning flash comes crashing trough the battlefield as the Sky Knight cuted trough hordes of monsters. Masters of lightning speed and precision the Sky Knights were legendary among the Primordial Legion as the pinnacle of sword skill being able to fend off multiple enemies on a single movement. Some even claim their speed was too much for mere mortals to gaze upon.
Order of the Stars
At 3rd level when you pick Stars as your Primordial Focus, you join the Order of the Stars and their teachings. Grating you different forms of your Primordial Abilities
Primordial Ward
Starting at 6th level, when an ally within 10ft of you is dealt Lightning Damage, you may spend your reaction to halve that damage.
Thunder Burst
Starting at 9th level, whenever you use your bonus action to recover your Primordial Energy, you unleash a burst of lightnings all around you dealing half the amount of Energy Points recovered x 4. You gain 10 movement feet until the end of your next turn. On the next turn you get an additional bonus action. You may only gain the additional bonus action part of this feature once per short rest. You may use this ability a number of times equal to your proficiency modifier.
Lightning Soul
Starting at 13th level, you may use your action to channel your thundering speed as you slash expertly across a straight line equal to your movement speed dealing 4d6 to each enemy target in it as you avoid your allies. You can choose not to hit certain enemies within this line. You can use this ability a number of times equal to your proficiency modifier.
Stormy Finale
Once you reach the 18th level, you've mastered the ability harness your Primordial Energy in one final spectacle of swordmanship at the cost of your body's integrity.
As an action you spend all of your maximum Energy Points, your Hit Points become 1 and you choose one of the following effects:
- Lightning Crescendo: You unleash a precise flurry of slashes across a 60 feet diameter around your initial spot. You deal half of you Maximum Hit Points to all enemies on that area.
- Judgement Lightning: You sheathe your sword an assume a battle stance. In a blink of an eye you slash trough a single target dealing your maximum Hit Points on direct Lightning damage.
After you use one of the effects, you become unconscious as your bones shatter leaving you with two failed Death saving throws. You can use this ability once per long rest.
Primordial Energy
Unlike the Primordial Legion of old, these new Knights don't possess the necessary strength to channel something so volatile and dangerous and the Energy of the Outer Gods, thus they can only use lower versions of the abilities their peers once possessed. They also risk their lives when they channel some of their strongest powers.
Test
Class under testing, usuable only on specific chronicle.
Art
Primordial Knights - Jason Nguyen
Purple Moon - Ryky on DeviantArt
Background Ice - Jared Ondricek