Warrior Tradition

Path of the Primordial Herald

The primordial herald harnesses the chaotic power of primordial storms, channelling the raw, primal energy.

 

Elemental Core

Beginning at 2nd level, you do not suffer the effects of extreme temperatures.

Also, a number of times between short or long rests equal to your rage potency, you can add 1d6 points of acid, cold, fire, lightning or thunder damage to a damage roll when you hit with a weapon attack. You can add this extra damage only once per turn.

 

Primal Might

At 10th level, you learn two 1st level spells from the primal spell list that does not require concentration. You can cast each of these spells once between short or long rests without spending a spell slot. Alternatively, you can choose one 1st level spell from the primal spell list that you can cast twice between short or long rests instead.

 

Ancient Champion

At 17th level, you gain the following features:

  • When you take acid, cold, fire, lightning, or thunder damage, you can use your reaction to absorb the damage and infuse your weapon with the energy instead. When you use this feature, you become immune to the triggering damage. Also, the next weapon attack you make before 1 minute has passed deals an additional 5d10 points of acid, cold, fire, lightning, or thunder damage (your choice whenever you use this ability). You can use this ability once between long rests.

  • You learn one 2nd level spell from the primal spell list that does not require concentration. You can cast this spell once between short or long rests without spending a spell slot.