Vestria Campaign Setting: Subclasses 1 In the works for over two years, my world of Vestria has inspired me to create brand new content for the 5th Edition system. I've spent almost an equal amount of time honing balance and content creation, so I hope it's turned out well! I have more content to publish, but I figured I'd spread it out throughout D&December, and give a chance for the critique to come in. Circle of the Primordial Spirit Druids who are a part of the Circle of the Primordial Spirit see themselves as a necessary counterbalance to the typical druidic tenets of protection, creation, and transformation. Often called “primordial druids,” these druids seek to reclaim the powers greedily abused by various, powerful elementals in order to restore these ancient druidic arts to their former glory. Seeker of the Primordial When you choose this circle at 2nd level, you begin to unravel the mysteries behind the most powerful druidic arts. You can read, write, and speak Primordial, if you couldn’t already. This language includes four dialects (Aquan, Auran, Ignan, and Terran) that are spoken by different elementals. Any creature that can read, write, and/or speak any of those languages will understand Primordial. In addition, you learn that the world’s four elements are yours to shape, if only you impose your will upon it. Upon completing a short or long rest, you may add one of the following cantrips to your list of known cantrips: gust, mold earth, produce flame, shape water. This cantrip does not count against the number of cantrips you know. You can only possess one of these cantrips as a part of this feature at a time. Latent Primordial Understanding Starting at 2nd level, you can channel the raw power of the elements as if you were an elemental yourself. As an action, you can spend a use of your Wild Shape to change your creature type from “humanoid” to “elemental” for the duration. When you do this, choose one of the following forms to assume. You gain different benefits based upon which form you take: Air. You gain a flying speed equal to half your movement speed, but begin to fall at the end of your turn if you are still in the air. In addition, when taking the Dash action, creatures have disadvantage on attacks of opportunity made against you.

Earth. You can move through unworked earth without disturbing it at your movement speed. If you end your turn or are incapacitated while inhabiting stone, you are pushed out of the earth into the nearest, unoccupied space and take 1d10 force damage. In addition, you have advantage on ability checks and saving throws made to resist being moved against your will.

Fire. As an action, you can make a melee spell attack against a creature within 5 feet of you. On a hit, you deal 1d8 plus your Wisdom modifier in fire damage, and the creature is on fire. Until it or another creature takes an action to douse the flames, it takes fire damage equal to your Wisdom modifier at the beginning of each of its turns.

Water. You can move through spaces as small as 1 foot without having to squeeze and have a swimming speed equal to your movement speed. While swimming, you can hold your breath for twice as long. Knowledge of the Finite Starting at 6th level, you become aware that every piece of matter is in some way composed of a combination of the four, basic elements. When manipulating matter using one of the cantrips from Seeker of the Primordial, you can separate out its composite pieces. For example, you can extract gold from ore, or drinkable water from the ocean. Additionally, while using your Latent Primordial Understanding to enter an elemental state, you empower certain spells cast by you. Air. When you cast a spell of 1st level or higher, you increase the flying speed granted by your transformation by 5 feet per level of spell cast.

Earth. When casting a spell that affects an enemy with a flying speed, it must succeed on a Strength saving throw against your spell save DC or else have its flying speed drop to 0.

Fire. Any 1 you roll on a die when rolling for fire damage is considered a 2.

Water. When a creature that is not resistant or immune to cold damage takes that kind of damage from a spell you cast, it must succeed on a Constitution saving throw against your spell save DC, or else have its speed reduced by half until the end of its next turn. Primordial Defences At 10th level, you have begun to shape and shift the world around you to avoid harm while in your Primordial Form, gaining the following features while transformed. Air. You have resistance to thunder damage. While flying, including taking off from standing, attacks of opportunity made against you have disadvantage.

Earth. You gain the enlarge effect as described in the enlarge/reduce spell and resistance to acid damage.

Fire. You have resistance to cold and fire damage.

Water. You have resistance to fire damage and have advantage on grapple checks made to escape from bindings. Full Primordial Understanding By 14th level, you have learned to take the fullest extent of raw elemental power into yourself and channel it into its true potential. You gain an additional use of Wild Shape that can only be used to assume your Primordial Form.

While in your elemental state, you can spend a use of your Wild Shape ability to change into a different form as a bonus action. In addition, while in your Primordial Form, you have advantage on Charisma checks made while speaking with other creatures of the elemental type. Glory Fighter In olden times, their practice began with gladiators. They are martial students that see combat as a rite of passage, a way of conversing, a way to entertain, or even a way to show their reverence for godly figures. Fighting alongside a Glory Fighter, they can seem boisterous or even as if they’re gloating, but in truth, that’s just the way they fight. Guts or Glory Beginning when you choose this archetype at 3rd level, you revel in the glory of battle. You gain proficiency in Charisma (Performance) checks if you don’t already. You add twice your proficiency bonus to any Charisma (Performance) checks that you make. If a hostile creature triggers an attack of opportunity from you, you can move up to half your movement speed as part of the reaction used to make your attack. When you do this, you gain temporary hit points equal to your Charisma modifier but must use your movement speed to pursue the target creature. You can use this feature two times, regaining spent uses when completing a short or long rest. Stand Tall Starting at 7th level, your hubris can allow you to saving face when fighting beside your allies. When you take damage while within 15 feet of an ally, you can use your reaction to reduce the damage by an amount equal to half your Fighter level. When you do this, one conscious ally of your choice within 15 feet of you gains temporary hit points equal to your Charisma modifier. You can use this feature a number of times equal to your Charisma modifier and regain spent uses of this feature upon completing a short or long rest. Share in the Glory At 10th level, when an ally within 15 feet of you fails its saving throw, you can spend one use of your Indomitable feature and allow it to reroll its saving throw. When it does, the ally can choose whether to use your modifiers or its own. The range of this ability increases to 30 feet at 13th level. Restless Glory Restless Glory Starting at 15th level, little can stop your glorious performance. When you are prone, it only takes 5 feet of movement to stand up. When using your Second Wind, you can remove one level of exhaustion. Additionally, while you are prone, as a reaction to being the target of a melee attack on a creature’s turn, you can use your reaction to increase your AC by an amount equal to your Charisma modifier until the end of the attacking creature’s turn. Doxa Athanati At 18th level, you reach the pinnacle of your performance in the arena that is this world. You come to realize that even if you die, your accomplishments in this mortal coil will live on forevermore, and nobody can take that from you. Starting at 18th level, when you fall in battle, it does not darken you or your allies’ temperament, but enflame within them the glory of your legacy. Allies within 30 feet of you gain a bonus to their ability checks, attack rolls, and saving throws equal to the number of failed death saves you have accrued plus 1. If a creature makes an attack on you while you are unconscious, an ally within 30 feet can use its reaction to reduce the creature’s attack roll by an amount equal to your Charisma modifier.