The Primordial The shrieks of the undead reach the heavens as gouts of fire pour from a Tiefling's hands. As his enemy approaches, sword in hand, a desperate dwarven warrior wreathes his hammer in acid to strike down his foe. Primordials are chosen by the Enclave, a small conglomerate of elder elementals, to recieve a modicum of their power to carry out their plans wihin the material plane. They wield the raw power of the elements, weaving flame, ice, acid, and electricity into powerful weapons. The full power of the elements can be dangerous, however; reckless primordials often burn out before attaining their goal. Paragon of the Inner Planes The Enclave carefully selects individuals to recieve their gift; most often when they need a certian task acomplished, but sometimes when an individual sets themself apart from the rest of the world, wether through deeds or treachery. Historically, primordials bring bout great change within the world, though this change is not always positive. The Enclave stay fairly neutral in mortal affairs, selecting who they feel is most deserving rather than who needs it most. Greater Purpose Those chosen by the Enclave are not prticularly beholden to them, but many choose to at least consider their wishes as not to draw the ire of powerful elementals. Their newfound power is often mistaken for Sorcerous origins, as they weave the elements as effortlessly as a sorcerer does his innate magic. Regardless of their original intent, a primordial must quickly come to terms with what sets them apart from society and what envious strangers would do for such power. Creating a Primordial Something to consider when creating your primordial is what he or she did to garner the attention of the Enclave. Were they chosen for their deeds or did they hear of the Enclave's influence and sought them out? What task did the Enclave set them to, if any, and how does your character feel about the arrangement? How long have they been in this arrangement? Does the Enclave regularly communicate with them? In what way? Quick Build You can make a primordial quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Strength or Dexterity. Second, choose the hermit background. Class Features As a primordial, you gain the following Class Features: Hit Points Hit Dice: 1d8 per primordial level Hit Points at 1st Level: 8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per primordial level after 1st Proficiencies You are proficient with the following items, in addition to any proficiencies provided by your race or background. Armor: Shields Weapons: Simple Weapons Tools: none Saving Throws: Constitution, Intelligence Skills: Choose two skills from Arcana, History, Intimidation, Medicine, Nature, Perception, and Survival Starting Equipment You start with the following items, plus anything provided by your background. • (a) a Light Crossbow and 20 bolts or (b) any simple weapon • (a) a Dungeoneer's Pack or (b) an Explorer's Pack • A shield or two daggers Alternatively, you may start with 4d4 x 10 gp to buy your own Equipment. 1

The Primordial Level Proficiency Bonus Features Infusions Known Elemental Pool Primordial Blast Damage 1st +2 Attunement, Primordial Blast, Elemental Pool - 4 1d4 2nd +2 Infusions 2 8 1d4 3rd +2 Conduit Path 2 12 1d4 4th +2 Ability Score Improvement 2 16 1d4 5th +3 Conduit Path Feature 3 20 1d6 6th +3 Master Exploder 3 24 1d6 7th +3 Primordial Tongue 4 28 1d6 8th +3 Ability Score Improvement 4 32 1d6 9th +4 Elemental Overflow 5 36 1d6 10th +4 Conduit Path Feature 5 40 1d6 11th +4 Over-channel 5 44 1d8 12th +4 Ability Score Improvement 6 48 1d8 13th +5 Elemental Adaptation 6 52 1d8 14th +5 Conduit Path Feature 6 56 1d8 15th +5 Voice of the Enclave 7 60 1d8 16th +5 Ability Score Improvement 7 64 1d8 17th +6 Overwhelming Blasts 7 68 1d10 18th +6 Inner-Planes Paragon 8 72 1d10 19th +6 Ability Score Improvement 8 76 1d10 20th +6 Perfect Conduit 8 80 1d10 Attunement Accepting the full breadth of power offered by the Enclave all at once would mean certain death. Beginning at 1st level you may spend 10 minutes after a short or long rest in deep meditation and attune yourself to one of the four elemental planes. Doing so allows you to focus on one particular element and channel its power to affect your other abilities. This process is lengthy by necessity as it is physically taxing. You may hasten this process mid-combat at the cost of your vitality. As an action, you may spend points from your Elemental Pool equal to half your primordial level(min 1, rounded up) to attune yourself to a different element and take Necrotic damage equal to the number of points spent. As a bonus action, you may spend points from your Elemental Pool equal to your your primordial level to attune yourself to a different element and take Necrotic damage equal to the number of points spent Primordial Blast Your connection to the elemental planes allows you a modicum of control over their power. At 1st level, you gain a new attack option that you can use with the Attack action. This special attack is a ranged attack with a range of 30/120 feet. You are proficient with it, and you add your Dexterity modifier to its attack rolls and your Intelligence modifier to its damage rolls. Its damage type depends on what elemental plane you are attuned to, and its damage die is a d4. This die changes as you gain primordial levels, as shown in the Primordial Blast Damage column of the Primordial table. Elemental Damage Elemental Plane Primordial Blast Damage Type Air Lightning damage Earth Acid Damage Fire Fire Damage Water Cold Damage 2

Elemental Pool You wield elemental energy with a precision unseen in normal spellcasting. You begin play with a pool of points you may spend to empower your attacks. You have a number of points equal to 4 times your primordial level and you regain spent points after a long rest. Any time you deal Acid, Cold, Lightning, or Fire damage with a class feature, you may spend points from your Elemental Pool deal additional damage of the element you are attuned to equal to the number of points spent. Channeling in this way is dangerous, however. If you spend a number of points higher than (CON + Prof) on a single blast, you take Necrotic damage equal to the number of points spent over this limit. If you spend more points than (2*CON + Prof), you take Necrotic damage equal to twice the number of points spent over the first limit. Infusions Your control of the elements grows as you do, allowing you to wield them in unprecedented ways. At 2nd level, you gain two elemental infusions of your choice. Your infusion options are detailed at the end of the class description. When you gain certain primordial levels, you gain additional infusions of your choice, as shown in the Infusions Known column of the Primordial Table. The DC for any saving throws relating to Infusions is 8+Prof+Int. If you are applying infusions to your Primordial Blasts, you must state what infusions you intend to use before making the Attack roll. Additionally, when you complete a long rest,you can choose up to your Intelligence modifier number ofinfusions you know and replace them with other infusions that you could learn. Conduit Path When you reach 3rd level, your body aligns itself to become a better conduit for elemental energy. This Conduit Path has 2 variations: the Path of the Annihilator and the Path of the Bastion, detailed at the end of the class description. Your Conduit Path grants you features at 3rd level and again at 5th, 10th, and 14th level. Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature, Master Exploder You ability to harness elemental energy grows as you become familiar with its ebb and flow. Beginning at 6th level, as an action, you may open your soul to the fury of the elements and release a wave of energy at your enemies. Creatures within 20ft of you take 8d6 points of damage of the element you are currently attuned to. Creatures caught in the area of effect may make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Intelligence modifier) for 1/2 damage. Once you use this ability, you may not do so again until you complete a short or long rest. You may use this ability twice between rests beginning at 11th level and 3 times between rests beginning at 15th level. Primordial Tongue Beginning at 7th level, your position of service to the Enclave starts to carry weight among elementals. You have advantage on Arcana checks made to recall or discover information about elementals or the Elemental Planes. You also have advantage on Diplomacy and Deception rolls made while interacting with elementals. Elemental Overflow Your connection to the inner planes, while formidable, is imperfect; excess energy pours from your body when you harness it. At 9th level, once per round, creatures that are within 10ft of you when you utilize your Primordial Blast take damage equal to your Intelligence Modifier. This damage is of the element you are currently attuned to. Allies within this radius who are aware of your presence may make a Dexterity Saving throw (DC=8+Prof+Int) to avoid this damage. 3

Over-channel In times of peril, you may over-exert yourself to gain an advantage. Beginning at 11th level, you may, as a Bonus Action, spend points from your Elemental Pool to power one of the following effects: 4pts - Gain Advantage on an attack roll made for a Primordial Blast, take 2 points of Necrotic Damage 8pts - Cause an enemy within 60ft to make a Constitution Saving Throw (DC=8+Prof+Int) or take an additional damage die of damage from Primordial Blasts until the end of its next turn, take 4 points of Necrotic damage 16pts - Gain the effects of the spell Haste until the beginning of your next turn, take 8 points of Necrotic damage Elemental Adaptation Your near-constant connection to the elements has begun to change your physical form. Beginning at 13th level, you gain resistance to whichever element you are attuned to and a special movement type associated with that element. Elemental Adaptation Element Movement Type Air A flying speed equal to your base walking speed Earth A burrowing speed equal to 1/2 your base walking speed Fire +15ft to your base walking speed Water A swim speed equal to your base walking speed Voice of the Enclave Your loyalty to the Elemental lords affords you privalidged information and command of their pawns. At 15th level, you may cast the spell Commune once per long rest(ignoring verbal, somatic, and material components) to speak with your patrons. Additionally, you may target an elemental and cast Geas a number of times a day equal to you Intelligence Modifier (ignoring verbal, somatic, and material components) Overwhelming Blasts Your elemental might is unparalleled, it hurts those even normally unaffected by the elements. At 17th level, if a creature with immunity to your element is struck by one of your class features, it is treated as having resistance to it instead. Inner-Planes Paragon Your adaptation to the inner planes is nearly complete, your body can withstand the torrents of wild energy. At 18th level, you have Immunity to the element you are currently attuned to and Resistance to the three you are not. Perfect Conduit You body becomes the perfect medium for the movement of elemental energy. At 20th level, once per long rest, you may open your small localized portal unleash a blast of energy at your target. Creatures in a 120 foot line take 15d6+40 Acid/Cold/Lightning/Fire damage. A successful Dexterity Saving Throw (save DC = 8 + your proficiency bonus + your Intelligence modifier) reduces this damage by half. This damage ignores Resistance and Immunity. 4

Conduit Paths You are a conduit of the elemental planes, their power flows through you to the material. The flow of energy is difficult to contain and must be carefully maintained. There are two common paths to maintaining this flow: the path of the Annihilator focuses on expelling this energy as quickly and violently as possible, whereas the Bastion wreaths himself and his weapons in the elements, maintaining a steady stream of energy. Path of the Annihilator Annihilators focus primarily on harrying enemies from afar, raining down flames and acid from behind their allies. Tough they lack the sturdiness of the Bastions, they more than make up for it with raw firepower. Death From Above Your rely on ranged superiority to be effective in combat. When you choose this Conduit Path at 3rd level, your Primordial Blast range increases to 60/120 and you ignore 1/2 cover when you attack with your Primordial Blast. Elemental Barrage Beginning at 5th level, you can attack with your Primordial Blast twice instead of once using your attack action. At 10th level, you may make an additional Primordial Blast attack as a bonus action when you take the Attack action. Elemental Recharge At 10th level you become more adept at manipulating the elements around you rather than just producing them. Any time you are struck with an attack or spell that deals Acid, Cold, Lightning, or Fire Damage, you add 1d10 points to your Elemental Pool. (You may not exceed your Pool's maximum points in this way) Summon Elemental At 14th level your ability to expel massive amounts of energy at once combined with your connection to the elemental planes allows you to summon one of its denizens to aid you. Once per long rest, you may cast the spell Conjure Elemental at 5th level with the following differences: -Ignore matrial, somatic, and verbal components -The spell does not require concentration -The casting time is 1 round rather than 1 minute -Rather than one, you summon 1d4+1 elementals Path of the Bastion Bastions make their living on the front lines, covering themselves with steel as well as the elements. Some habits die hard, hardened fighters who are chosen by the Enclave often use their newfound power as a tool to gird themselves with rather than a weapon. Fire and Steel You wield the elements as well as weapons and armor. When you choose this Conduit Path at 3rd level, you gain proficiency in Light Armor and Martial Weapons. Additionally, once per round, when you hit a creature with a melee weapon Attack, you can deal addition damage to the target equal to your Primordial Blast damage die, in addition to the weapon's damage. This additional damage matches the elemental plane you are currently attuned to. You may apply Blast Effect Infusions to attacks made using this feature, but not Shape/Range infusions. You may not apply infusions to an ally's weapon. Beginning at 10th level you may use your Bonus Action to touch an ally's weapon within 5 feet of you; the next successful melee attack made with that weapon deals extra elemental damage equal to your Primordial Blast damage die. Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. (This does not include Primordial Blasts) Armored Elementalist Your martial prowess increases as your elemental abilities do. At 10th level, you gain proficiency with Medium Armor. Visage of the Elements Your pores seep with elemental energy, you can become not unlike an elemental yourself with just a thought. Beginning at 14th level you can, once per long rest, use your action to magically assume the shape of an elemental appropriate to the element you are attuned to. This functions as the Druids Wild-shape feature, but the duration is 1 hour and you may only change into an Elemental. While in this form you may still utilize your Primordial Pool and apply it's damage bonuses to your elemental form's attacks. (Necrotic damage taken is applied to your form's HP first) You may not use your Primordial Blast or Fire and Steel features in this form, but you may apply Blast Effect Infusions to your Elemental firm's attacks. 5

Infusions Some infusions alter the shape, range, or effect of your Primordial Blast; you may only apply a single range/shape and a single effect to any one blast. Additionally, some Infusions require attunement to a specific element to function. The DC for any saving throw relating to an Infusion is 8 + your Proficience Bonus + your Intelligence Modifier. Blasting Zone Blast Shape/Range Your Primordial Blast causes a small explosion at a point within 60 feet. Each creature in a 20-foot radius Sphere centered on that point must make a Dexterity saving throw. A target takes damage equal to your Primordial Blast damage on a failed save, or half as much damage on a successful one. Brutal Blast Blast Effect, Annihilator Your Primordial Blast pierces even the sturdiest of defenses. You may reroll a 1 on your Blast damage rolls, but you must take the second outcome. Devistating Strikes Blast Effect, Bastion Your confidence is bolstered by your elemental might. When you make your first Attack on your turn utilizing your Fire and Steel feature, you can decide to Attack recklessly. Doing so gives you advantage on melee weapon Attack rolls using Strength during this turn, but Attack rolls against you have advantage until your next turn. Distant Blast Blast Range/Shape Increase the range of your Primordial Blast by 20/20 Elemental Lance Blast Shape/Range Your Primordial Blast forms a line 60 feet long and 5 feet wide and blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes damage equal to your Primordial Blast damage on a failed save, or half as much damage on a successful one. Elemental Messenger Ability You may cast the spell Find Familiar at will. This requires no Verbal, Somatic, or Material components. This familiar is made out of whatever element you are currently attuned to and disappears after one hour. Eternal Breath Ability, Air Your connection to the Elemental Plane of Air allows you to make better use of a limited air supply. You can hold your breath indefinitely while you’re not incapacitated and you have advantage on saving throws on effects that involve breathing. Eyes of Inner Flame Ability, Fire A sliver of flame from the Elemental Plane of Fire burns within you, lighting your path. You are considered to have 30ft of Darkvision. If you already have Darkvision, its range increases to 60ft. Explosive Deflection Ability, Fire You can summon forth small explosions of flame to protect you from missles. When a creature makes a ranged attack against you, you may spend your reaction and two points from your Elemental Pool to impose Disadvantage on the ranged attack roll. Grasping Elements Ability, 6th level, Earth or Water As an action, you choose a 5-foot-square unoccupied space on the ground that you can see within 30 feet. A Medium hand made from compacted stones or ice rises there and reaches for one creature you can see within 5 feet of it. The target must make a Strength saving throw. On a failed save, the target takes damage equal to your Primordial Blast damage and is restrained or one minute. (This requires Concentration) As an action, you can cause the hand to crush the restrained target, who must make a Strength saving throw. It takes damage equal to your Primordial blast damage on a failed save, or half as much damage on a successful one. To break out, the restrained target can make a Strength check against your Infusion's save DC. On a success, the target escapes and is no longer restrained by the hand. As an action, you can cause the hand to reach for a different creature or to move to a different unoccupied space within range. The hand releases a restrained target if you do either. Ice Wall Ability, Water You can summon a wall of ice to provide temporary cover. As a reaction, you may spend 2 points from your Elemental Pool to summon a 5ft x 10ft x 5ft wall of ice in an adjacent, empty space. This wall provides 1/2 cover and melts after 1 round. Imbue Missle Ability, Bastion You may apply your Fire and Steel feature to a single ranged weapon or piece of ammunition. Magnetic Repulsion Ability, Air You can produce an electric charge that imitates a powerful magnet. When a creature makes a Melee attack against you with a metal weapon, you may spend your reaction and 2 points from your Elemental Pool to impose Disadvantage on the Attack roll. 6