Primordials embody all aspects of nature. From beast, to spell, to plant, the powerful aspects of the wild are at their beck and call. Some primordials embody destruction, unleashing the fury of hurricanes or the raw power of volcanic eruptions. Others seek to bring harmony between nature and civilization, shepherding entire kingdoms toward acts of conservation and environmentalism. Becoming a primordial requires oneness with the natural world along with an uncompromising will to defend it.
To advance as a primordial, you must meet the following prerequisites:
Druid Level 20 – Only archdruids have achieved the oneness with nature necessary to advance as a primordial.
Slay an Epic Foe – At the DM’s discretion, you may be required to defeat a mighty opponent of tremendous power. This enemy must be the greatest threat you have ever faced and represent a tremendous achievement in your adventuring career. DMs are encouraged to make this foe a creature of great power that pushes your character to its limits. The creature need not be defeated single-handedly but should always be of considerable challenge.
Epic Trial: Voice of the Wild – Lesser druids can but dream of attaining the wisdom of a primordial. To unlock such potential for yourself, you must hear the voice of the natural world speak to you in the language of beasts, plants, stone, and water. This ability is not magical, supernatural, or even spiritual. It is the ability to listen to the rustling of leaves and hear the conversation of the trees, to contemplate the rushing of water and know the will of the river. To achieve this level of understanding, you must spend at least a year and day in absolute solitude and silence, away from any artificial or manufactured object. During this time, you listen to the natural world around you and learn. As each day passes, your understanding grows, allowing you to sense the many wills, forces, and conflicts present in nature wherever you go. At the end of this period, you understand your existence to be a symbiotic bond with the world around you on a primal level, allowing you to unlock the awesome powers of a primordial.
As a primordial, you gain the following class features.
Hit Points
Hit Dice: 1d8 per primordial level
Hit Points per Level: 1d8 + your Constitution modifier per primordial level
Proficiencies
Saving Throws: You gain proficiency in a single saving throw of your choice.
Ability Score Improvement
When you reach 21st level, and again at 23rd, 25th, 27th, and 29th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. You can’t increase an ability score above 30 using this feature.
Epic Feat
When you reach 21st level, and again at 25th and 29th level, you may select one Epic feat from the Epic feat list detailed in section 3. You may forgo taking an Epic feat to instead increase an ability score of your choice by 4, or you can increase two ability scores of your choice by 2. You cannot increase an ability score above 30 using this feature.
Nature’s Bounty
Beginning at 21st level, you draw components of magic from the world around you with ease and efficiency. You no longer need somatic or material components to cast non-Epic druid spells you know.
Primordial Evolution
At 22nd level, you tap into the most powerful and pervasive aspect of nature: the capacity to evolve. This prompts a dramatic transformation as you improve one of three aspects of your druidic abilities to new heights. Immediately after you attain 22nd level, you must choose which aspect of yourself you would like to evolve: spellcasting, communion with nature, or Wild Shape.
When you evolve one of these aspects, you permanently gain the benefits of that evolution according to the details found in the “Primordial Evolutions” section below. As you advance as a primordial, you gain additional primordial evolutions according to the Total Primordial Evolutions column of the primordial class progression table. When you gain a new evolution, you must immediately use it to evolve one of the three aspects of yourself after attaining that level. You can use these new evolutions to evolve one of your aspects further, or begin evolving a new aspect. Each aspect can only be evolved three times.
Mantle of the Wild
At 24th level, your body becomes a part of nature itself, a seamless blend of flesh, plant matter, and inorganic materials. Exactly how this affects your appearance is up to you, but these elements should be visible even at a distance unless you take efforts to conceal them. Examples of possible changes include your skin becoming rough like bark, your hair sparkling like sand in the desert, or your eyes glistening like droplets from a crystal-clear lake. These changes grant you the following benefits. If you would take the form of another creature, you may choose to retain these benefits, but the appearance of your new form is altered to reflect the aesthetics of your natural form.
Immutable Form. When you are subjected to a spell or effect from non-Deific sources that would alter your form, you may choose to be immune to that spell or effect.
Tireless Body. You are immune to the exhausted and petrified conditions.
Epic Druid Circle
At 26th level, your abilities as a primordial allow you to enhance the powers of your druid circle. Most druid circles are extremely lucky to have even a single primordial among their number, making you a figure of great wisdom and knowledge to your fellow druids. In some instances, you may even become the leader of your druid circle, the details of which should be worked out with your DM. You gain the following features according to the druid circle you selected when you were advancing as a druid.
Circle of the Moon
You may change your shape into a greater variety of forms. You can transform into a dragon, elemental, fey, or plant using your Wild Shape feature. You do not gain legendary actions or lair actions from your new form, and if you transform into a creature with a spellcasting feature or legendary resistance feature, you cannot use either feature. At the DM’s discretion, additional restrictions may be imposed upon the capabilities of the forms you can assume. Additionally, when you use your Wild Shape feature to transform into a creature, the maximum challenge rating of a creature you can turn into is equal to your druid level divided by two, rounded down.
Landwarden
At 28th level, your very presence can restore catastrophically damaged lands to pristine condition. When you begin a long rest outside of an artificial structure or object, you may choose to return the environment around you to the natural order in a 1-mile radius centered on you. Over the course of that rest, nonmagical structures in the area crumble and fade, plants regrow, pollution is purified, and local fauna returns. At the end of the rest, you awake to find the area restored to its purest natural state. If your rest is interrupted, any progress this feature made is magically undone, forcing you to start over. This is a Deific effect. Additionally, while you occupy an area restored by this feature it is considered your lair, granting you the following benefits.
Lair Actions. On initiative count 20 (losing initiative ties), you can take a lair action to cause one of the following effects. You cannot use the same effect two rounds in a row.
You cast a non-Epic druid spell of 5th level or lower with a range of 5 feet or greater. This spell has its range increased to encompass the entire area of your lair.
You take the Search action, making a Wisdom (Perception) check or an Intelligence (Investigation) check.
You use your Wild Shape feature as though you had taken an action or bonus action to do so.
Symbiosis
At 30th level, you achieve a perfect bond with nature which allows you to act quickly and decisively to even the most cataclysmic threats. By spending 10 minutes in deep meditation in a natural environment, you enter a trance-like state. While in this state, you merge your essence with the natural world and may remain so for as long as you choose, granting you the following features.
Manifestation. By spending 1 minute concentrating— during which time you cannot spend movement and can take no other actions—you can create a vessel out of natural material and infuse it with your soul. You can manifest this vessel in any unoccupied space on the plane you currently occupy, as long as that location has enough material available to create the form of a creature of your size.
You have direct and perfect control over the vessel (no action required) and perceive anything that it can perceive for as long as you remain in focused meditation, taking no actions nor moving from your space. The vessel is identical to your real form in every way except for those detailed here. The vessel has your class features, hit points, traits, and spell slots as though it were you (though it has none of your equipment). When the vessel would expend one of its spell slots to cast a non-Epic or Epic spell, it instead expends one of your spell slots. If you do not have available spell slots to expend, the spell fails.
The vessel is destroyed immediately if your meditation is interrupted and your soul returns to your real body upon its destruction. However, if the vessel is slain by an effect that would destroy or capture a soul, your soul suffers that effect and does not return to your body. You may only control a single vessel at a time using this feature.
Natural Attunement. You can detect the activity of powerful forces that would disrupt the world. When a beast, elemental, fey, or plant on the plane you currently occupy takes damage, you sense that it took damage and can use your reaction to perceive what that creature perceives with its senses. You can maintain this connection for as long as the creature remains on the same plane as you, or until you use this feature again. Additionally, while you maintain this connection you can determine the creature’s exact location, statistics, and traits.
As a primordial, you have the unique ability to evolve three different aspects of your druidic power: your Wild Shape, druidic spellcasting, or communion with nature. By evolving one of these aspects you can gain the benefits of a primordial evolution as detailed below. Each evolution can only be gained once, and once you have acquired a primordial evolution its effects are permanent and irreversible. Each evolution is part of an evolutionary tree that grants additional benefits as you advance in that tree. In order to advance in a tree, you must have all prior evolutions in that tree, with the first evolution of each tree having no prerequisites. For example, Ionia the half-elf druid has just reached 26th level and gained her third evolution. She currently has the first evolution of Evolved Spellcasting and the first evolution of Evolved Communion. Ionia could choose to evolve her Wild Shape, granting her the first evolution of Evolved Wild Shape. Alternatively, she could choose to advance her spellcasting or communion, gaining the benefits of either’s second evolution.
Evolved Communion
You can sense the network of life energy that connects all living things. With precise control, you can enhance this bond to share life force and magic between you and your allies.
First Evolution
As a bonus action, you can create a mystical bond between yourself and a single ally you can see within 120 feet of you. This bond persists until you dismiss it, bond yourself to a different ally, exceed the bond’s range, or become unconscious. When you cast a spell that affects only you, you may choose to affect your bonded ally as well. If you are under the effects of a spell you cast with a duration, you may choose to apply the effects of that spell to your bonded ally as well for as long as you remain affected by that spell and bonded to that ally.
Second Evolution
When an ally within 120 feet of you that you can see is attacked or targeted by a hostile spell or magical effect, you may take a reaction to bond to that ally. Additionally, when your bonded ally takes damage, you may expend a druid spell slot (no action required) to reduce the damage taken by 10 per level of the spell slot expended. Finally, when your bonded ally deals damage with an attack, you may expend a druid spell slot (no action required) to increase the damage dealt by that attack by 10 per level of the spell slot expended.
Third Evolution
When you take a bonus action to bond to an ally, you may bond yourself to an additional ally within range. The second bonded ally gains all the benefits that you would confer to your first bonded ally, and as a bonus action you may change both bonds on up to two different allies within range.
Evolved Spellcasting
By studying the flow of magic inherent in all living things, you can draw greater magical power from the natural world by evolving your spellcasting. This grants you the necessary wisdom to cast terrifyingly powerful Epic spells from the primordial Epic spell list. Epic spells are prepared and cast much like non-Epic spells and count toward the total number of spells you can have prepared. See the “Epic Magic and Spellcasting” section for rules about Epic magic, and the “Epic Spells” section for the list of Epic spells available to a primordial.
First Evolution
You gain an additional 1st-, 2nd-, and 3rd-level druid spell slot. Additionally, you gain a tier 1 Epic spell slot, which is considered a primordial spell slot for you. You can use this slot to prepare and cast any tier 1 Epic spell from the primordial Epic spell list and the spell counts against the number of total spells you can have prepared. You can find the primordial Epic spell list along with the general rules for Epic spellcasting in section 4. You regain all expended Epic spell slots when you finish a long rest. Finally, your primordial level stacks with your druid level for the purposes of determining how many spells you can have prepared.
Second Evolution
You gain an additional 4th-, 5th-, and 6th-level druid spell slot. You gain a second tier 1 Epic primordial spell slot, and a single tier 2 Epic primordial spell slot. Additionally, when you cast a druid spell as a ritual, you may treat that spell as though it were cast using a 9th-level spell slot.
Third Evolution
You gain an additional 7th-, 8th-, and 9th-level druid spell slot. You gain a third tier 1 Epic primordial spell slot, a second tier 2 Epic primordial spell slot, and a single tier 3 Epic primordial spell slot. Additionally, you add the spell wish to the list of druid spells you can prepare and cast.
Evolved Wild Shape
Your Wild Shape abilities allow you to alter your form to best exemplify the power of beasts through changes called wild affixes. These augmentations grant you unparalleled ferocity, speed, and durability on the battlefield as you embody the animalistic aspects of the natural world.
First Evolution
As an action, you can use your Wild Shape druid feature to gain a single wild affix from the Wild Affix table, which provides you with its listed benefits for as long as you retain that affix. You can only benefit from a single wild affix at a time and an affix’s effects persist until you elect to change to a different affix or are slain. The effects of a wild affix apply to any form you willingly take, including those taken through your Wild Shape or spells such as polymorph or shapechange. Additionally, if you assume the form of a non-Epic creature, you are considered an Epic creature while in that form.
Second Evolution
When you use your action to gain or change your wild affix, you can gain or change a second wild affix from the Wild Affix table, allowing you to benefit from up to two different affixes at the same time. Additionally, if the maximum challenge rating of a creature you can turn into with your Wild Shape scales based on your druid level, it now scales based on your character level instead. If the maximum challenge rating of a creature you can turn into with your Wild Shape feature is less than 5, it is instead 5.
Third Evolution
When you use your action to gain or change your wild affixes, you can gain or change up to three different wild affixes from the Wild Affix table, allowing you to benefit from up to three different affixes at the same time. Additionally, when you assume a new form using your Wild Shape, you may change or gain wild affixes as though you had used your action to do so.