Class Features
Hit Points
Hit Dice: 1d8 per Primalist level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Primalist level after 1st
Energy Points
Energy Dice: 1d10 per Primalist level
Energy Points at 1st Level: 10 + your Constitution modifier
Energy Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Primalist level after 1st
Proficiencies
Armor: Light armor, Medium armor
Weapons: Simple weapons
Tools: Herbalism Kit, Alchemist’s Supplies, or Artisan's Tools
Saving Throws: Constitution, Wisdom, Strength
Skills: Medicine, and choose three from Perception, Survival, Animal Handling, Nature, Insight, or Culture
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
(a) a simple weapon and a shield or (b) two simple weapons
(a) a herbalism kit or (b) alchemist’s supplies
(a) an explorer’s pack or (b) a dungeoneer’s pack
Light armor
Technique Abilities
Brawl
Brawl Save DC = 8 + your proficiency bonus + your Strength or Wisdom modifier
Brawl Attack Bonus = your proficiency bonus + your Strength or Wisdom modifier
Special
Special Save DC = 8 + your proficiency bonus + your Wisdom modifier
Special Attack Bonus = your proficiency bonus + your Wisdom modifier
Primal Essence Points
Primal Essence Points: Equal to your proficiency bonus
Regaining Primal Essence Points: You regain all expended Primal Essence points when you finish a long rest. Additionally, whenever you reduce a hostile creature to 0 hit points, you regain 1 Primal Essence point.
Primal Bond
At 1st level, you establish a bond with primal spirits, gaining primal essence points and the following benefits:
You can cast the Speak with Animals and Detect Poison and Disease techniques at will, without expending energy.
You have advantage on Wisdom checks related to natural environments and creatures.
At the start of combat, you begin with a number of Primal Essence points equal to your proficiency bonus.
You regain all expended Primal Essence points when you finish a long rest.
Core Totems
At 1st level, you can create two types of totems from the following list. Creating a totem requires 1 Primal Essence point and a bonus action, and the totem lasts for 1 minute or until it is dismissed as a bonus action, and have the following AC, and HP.
Totem Stats
AC: 12
Health: 5 + the Primalist's Wisdom modifier
Totem of Resilience
Effect: Allies within 10 feet of this totem have resistance to bludgeoning, piercing, and slashing damage from non-meito weapons or armor.
Range: 15 feet
Totem of Foresight
Effect: Allies within 10 feet of this totem gain advantage on Initiative rolls and cannot be surprised.
Range: 20 feet
Totem of Clarity
Effect: Allies within 10 feet of this totem gain advantage on Insight and Perception checks.
Range: 15 feet
Totem of Strength
Effect: When you or an ally within 10 feet of this totem makes a melee weapon attack, they can add your Wisdom modifier to the damage roll.
Range: 15 feet
Totem of Protection
Effect: Allies within 10 feet of this totem have advantage on saving throws against being frightened or charmed.
Range: 30 feet
Totem of Healing
Effect: When you or an ally within 10 feet of this totem regains hit points, they regain additional hit points equal to your Wisdom modifier.
Range: 15 feet
Totem of Speed
Effect: Allies within 10 feet of this totem have their movement speed increased by 10 feet.
Range: 20 feet
Primal Strike
Starting at 2nd level, you can channel your primal energy to enhance your attacks. When you make an attack, you can choose to channel this energy, dealing additional force damage equal to your Constitution modifier.
Primal Path
At level 3, you choose a Primal Path from the options below. Your choice grants you additional features as you level up.
Ability Score Improvement
When you reach 4th level and again at 8th, 12th, 16th, and 19th level, you can increase one ability score by +1 & a Feat of your choice that you qualify for. As normal, you can’t increase an ability score above 20 using this feature.
Extra Attack
At 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Primal Fortitude
At 6th level, your connection to primal forces enhances your physical resilience. You gain proficiency in Constitution saving throws if you don't already have it. Additionally, when you are hit by an attack, you can use your reaction to gain temporary hit points equal to your Constitution modifier plus your Primalist level (minimum of 1). Once you use this feature, you can't use it again until you finish a short or long rest.
Empowered Totems
At 8th level, ????? (Idk what the feature is, but here are the options)
Totem of Durability
Effect: Allies within a 10 ft. radius of this totem can use their reaction when hit to gain additional UDR equal to your wisdom modifier.
Range: 20 feet
Totem of Wrath
Prerequisites: Level 8.
Effect: When you or an ally within 15 ft. of this totem makes a melee weapon attack they can add your Wis + Con mod to the melee weapons attacks damage.
Range: 15 feet
Totem of Endurance
Prerequisites: Level 8
Effect: When you or an ally are within 15 feet of this totem regains hit points, they regain additional hit points equal to your Wis + Con mod.
Range: 30 feet
Totem of Energy
Prerequisites: Level 8
Effect: Allies within 20 feet of this totem have their movement speed increased by 20 feet as well as regain energy points equal to Wis + Con mod.
Range: 15 feet
Totem of Frenzy
Prerequisite: Level 10
Effect: Allies within 10 feet of this totem can make an additional attack when they take the Attack action. This effect can only be used once per turn.
Range:
15 feet
Totem of Vitality
Prerequisite: Level 10
Effect: Allies within 20 feet of this totem can reroll a failed Constitution saving throw once per short or long rest.
Range:
20 feet
Totem of Fury
Prerequisite: Level 10
Effect: Allies within 10 feet of this totem deal additional damage equal to your Primalist level when they critically hit.
Range:
15 feet
Totem of Restoration
Prerequisite: Level 14
Effect: Allies within 15 feet of this totem regain hit points equal to 1d6 + your Wisdom modifier at the start of their turns while within range.
Range:
20 feet
Totem of Nullification
Prerequisite: Level 14
Effect: Allies within 10 feet of this totem have advantage on saving throws against techniques and take no damage on a successful save.
Range:
20 feet
Totem of Ancestry
Prerequisite: Level 14
Effect: Allies within 15 feet of this totem gain proficiency in all saving throws while within range.
Range:
20 feet
Elemental Resonance
At 10th level your bond with the primal spirits deepens, allowing you to channel elemental forces. Choose one elemental affinity: fire, water, earth, or air. You gain the following benefits based on your choice:
Fire: Your Primal Strike deals an additional 1d6 fire damage. Allies within 10 feet of your totems deal an extra 1d4 fire damage when they hit with melee weapon attacks.
Water: You can use an action to heal an ally within 30 feet for 2d8 + your Wisdom modifier. Allies within 10 feet of your totems regain 1 additional hit point when healed.
Earth: You gain temporary hit points equal to your Wisdom modifier at the start of each of your turns while within 10 feet of your totems. Your totems gain an additional 10 hit points.
Air: Your movement speed increases by 10 feet, and you can take the Dash action as a bonus action. Allies within 10 feet of your totems have advantage on Dexterity saving throws.
Nature’s Dominion
At 14th Level you master the primal energies, exerting control over the battlefield. You gain the following benefits:
When you place a totem, you can choose two effects from different totems to combine into a single totem. The combined totem consumes an additional Primal Essence point to create and has the benefits of both effects.
Your totems' ranges increase by 10 feet.
Whenever you use your reaction to gain temporary hit points through Primal Fortitude, allies within 10 feet of you also gain temporary hit points equal to half the amount you gain.
Shamanic Avatar
At 20th level, you can embody the essence of nature's spirits, becoming an avatar of primal energy. As an action, you transform for 1 minute. During this time, you gain the following benefits:
You emanate an aura of natural energy in a 20-foot radius, granting allies advantage on saving throws against being frightened or charmed.
Your movement doesn't provoke opportunity attacks.
You have resistance to all damage.
Your first technique deals maximum damage.