• The VOIDRUNNER'S CODEX is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!

APS - Primal Cleric

malcolm_n

Adventurer
Design Goal: Create an alternative power source option for each source/class combination. These will maintain the feel of the original class while giving them an exotic appeal with a few changed abilities/features. Each class gives tips and suggestions on how to make the character feel more like the alternate power source without sacrificing (too much) power. Take the psionic barbarian, for example. It suggests that the barbarian character wield a staff to take advantage of it as an implement with the provided powers (which also allow other weapons at a cost). A staff is not usually an optimal weapon for a barbarian, but it functions as one just fine. With the option, you can also use it to greater effect as an implement, which ties in nicely if you multiclass into something like monk, or even wizard.

Why?: Better story tie-ins for some characters. Alternate Power Sources allows better blending into multiclass or hybrid. Alternatively, it gives the character a way to act like a class of a different power source without actually multiclassing/using hybrid.

Rules Clarification: The only way to gain the features/powers explained are half-elf Dilletante or choose the alternate power source class. The class features and traits are balanced against each other. Ultimately, such classes will have their own hybrid and multiclass options which would open up the original class powers while granting the reflavored power/feature.
Example: Because you are still a barbarian, you cannot multiclass into psionic barbarian to get the weakened Indomitable Will class feature. Similarly a hybrid barbarian cannot also hybrid psionic barbarian or choose Indomitable Will (hybrid) as a hybrid talent option.

SAGE

[FONT=&quot]As devoted followers of the archfey, primal clerics exhibit a care for nature and its creatures to rival tribal shamans. The sage wields primal magic in an organized manner, twisting it to meet the party's individual needs.[/FONT]
[FONT=&quot] As a primal cleric, you lose out on your ability to channel divinity, and life in the wild has proven the use of heavier armor as more hindrance than help. Because of this, you have developed a tougher exterior and call on the powers of the archfey to protect your allies.[/FONT]
[sblock=MODIFIED CLASS TRAITS]Replace the appropriate text from the Cleric Class Traits in the PHB with the following.

Power Source: Primal. You worship an arch-fey of the feywild. Your dedication has earned notice and you are gifted primal magic to wield in the name of your patron.

Armor Proficiencies: Cloth, Leather
Implements: Staffs, totems
Bonus to Defenses: +1 Fortitude, +1 Will

Hit Points at 1st Level: 14 + Constitution score
Trained Skills: Nature. From the Cleric class skills list, choose three more trained skills at 1st level.

Class Features: Fey Nature, Healer's Lore, Ritual Casting
[/sblock][sblock=SAGE CLASS FEATURES]

[FONT=&quot]Fey Nature[/FONT]
Your worship of a powerful archfey lets you utilize primal magic to help yourself and those with you.
- You gain Toughness as a bonus feat.
- You gain a +1 bonus to AC. Increase this bonus to +2 at 11th level, and +3 at 21st level.
- You have the life cycle power.[/sblock][sblock=SAGE POWERS] The primal cleric has access to all cleric powers. You can also choose the following powers which give you a more distinct identity as a primal class.

[FONT=&quot]Life Cycle[/FONT][FONT=&quot] Sage Feature[/FONT]
You can call the healing power of feywild plants into being in even the most desolate of locales.
[FONT=&quot]Encounter [/FONT][FONT=&quot]•[/FONT][FONT=&quot] Healing, Primal[/FONT]
[FONT=&quot]Standard Action Close[/FONT]
[FONT=&quot] burst 1 + Wisdom modifier[/FONT]
[FONT=&quot]Target: You and each ally; each target can benefit from the effect once.
Effect: Until the end of your next turn, if the target moves into or starts its turn in the area, you can spend a healing surge as a free action and regain no hit points. Instead, the target regains hit points as if it had spent a healing surge.
[/FONT]
[FONT=&quot]Level 6: The target regains 1d6 additional hit points.[/FONT]
[FONT=&quot] Level 11: [/FONT][FONT=&quot]The target regains 2d6 additional hit points.[/FONT]
[FONT=&quot]Level 16: [/FONT][FONT=&quot]The target regains 3d6 additional hit points.[/FONT]
[FONT=&quot] Level 21: [/FONT][FONT=&quot]The target regains 4d6 additional hit points.[/FONT]
[FONT=&quot] Level 26: [/FONT][FONT=&quot]The target regains 5d6 additional hit points.[/FONT]

[FONT=&quot]Feywild Defense [/FONT][FONT=&quot]Sage Attack 1[/FONT]
You encourage allies to stay close and strengthen them against attacks.
[FONT=&quot]At-will [/FONT][FONT=&quot]•[/FONT][FONT=&quot] Implement, Primal[/FONT]
Standard Action Close blast 5
[FONT=&quot]Target:[/FONT][FONT=&quot] One creature in the blast[/FONT]
[FONT=&quot]Attack:[/FONT][FONT=&quot] Wisdom vs. Reflex[/FONT]
[FONT=&quot]Hit:[/FONT][FONT=&quot] 1d8 + Wisdom modifier damage. Until the end of your next turn, you and your allies gain a +1 power bonus to AC while adjacent to at least one other ally.[/FONT]
[FONT=&quot] Level 21: 2d8 + Wisdom modifier damage.[/FONT]

[FONT=&quot]Winds of Change [/FONT][FONT=&quot]Sage Attack 1[/FONT]
[FONT=&quot]The lord of frost gifts your allies while punishing your enemy.[/FONT]
[FONT=&quot]Daily [/FONT][FONT=&quot]•[/FONT][FONT=&quot] Cold, Implement, Primal[/FONT]
[FONT=&quot]Standard Action Close [/FONT][FONT=&quot]blast 5[/FONT]
[FONT=&quot]Target:[/FONT][FONT=&quot] Each enemy in blast[/FONT]
[FONT=&quot]Attack:[/FONT][FONT=&quot] Wisdom vs. Fortitude[/FONT]
[FONT=&quot]Hit:[/FONT][FONT=&quot] 1d10 + Wisdom modifier cold damage.
Miss: Half damage
Effect: Each ally in the blast makes a saving throw with a +5 power bonus.
[/FONT]
[FONT=&quot]Bonds of the Archfey [/FONT][FONT=&quot]Exemplar Utility 2[/FONT]
[FONT=&quot]You share your ally's pain.[/FONT]
[FONT=&quot]Daily [/FONT][FONT=&quot]•[/FONT][FONT=&quot] Primal[/FONT]
Immediate Interrupt Ranged 10
Trigger: An ally within range takes damage
[FONT=&quot]Effect:[/FONT][FONT=&quot] You and your ally each take one-half the damage.[/FONT]

[FONT=&quot]Improved Winds of Change [/FONT][FONT=&quot]Sage Attack 15[/FONT]
[FONT=&quot]The lord of frost gifts your allies while punishing your enemy.[/FONT]
[FONT=&quot]Daily [/FONT][FONT=&quot]•[/FONT][FONT=&quot] Cold, Implement, Primal[/FONT]
[FONT=&quot]Standard Action Close [/FONT][FONT=&quot]blast 5[/FONT]
[FONT=&quot]Target:[/FONT][FONT=&quot] Each enemy in blast[/FONT]
[FONT=&quot]Attack:[/FONT][FONT=&quot] Wisdom vs. Fortitude[/FONT]
[FONT=&quot]Hit:[/FONT][FONT=&quot] 2d10 + Wisdom modifier cold damage.
Miss: Half damage
Effect: Each ally in the blast makes a saving throw with a +5 power bonus.[/FONT]

[FONT=&quot]Greater Winds of Change [/FONT][FONT=&quot]Sage Attack 29[/FONT]
[FONT=&quot]The lord of frost gifts your allies while punishing your enemy.[/FONT]
[FONT=&quot]Daily [/FONT][FONT=&quot]•[/FONT][FONT=&quot] Cold, Implement, Primal[/FONT]
[FONT=&quot]Standard Action Close [/FONT][FONT=&quot]blast 5[/FONT]
[FONT=&quot]Target:[/FONT][FONT=&quot] Each enemy in blast[/FONT]
[FONT=&quot]Attack:[/FONT][FONT=&quot] Wisdom vs. Fortitude[/FONT]
[FONT=&quot]Hit:[/FONT][FONT=&quot] 3d10 + Wisdom modifier cold damage.
Miss: Half damage
Effect: Each ally in the blast makes a saving throw with a +5 power bonus.[/FONT][/sblock]As always, I appreciate any thoughts/feelings on these. Gonna work through each available power source/class, and I'm willing to take requests.

Here is the List of other Alternate Power Sources and other works I've completed so far.
 
Last edited:

log in or register to remove this ad

Mentat55

First Post
Why devoted to an archfey, instead of one of the most powerful primal spirits, like the World Serpent, Fate Weaver, etc., that are spelled out in Primal Power? To me, devotion to an archfey screams fey pact warlock.
 


Volin

First Post
I'm not sure you're not putting too much effort in for a power source swap. I agree that power sources should be at least somewhat fluid for character concept. However, the beauty of 4th Edition is that flavor text is often just a suggestion. It would not be terribly difficult to change one or two class features and simply provide flavor for the differing source.

I just don't think you need to develop new powers for the most part.
 


Remove ads

Top