The primal power you wield has formed a bond between you and the natural creatures of the world. In their myriad forms, you see fractured reflections of a greater being: the Primal Beast, who was the world’s first predator. All the hunting animals of the world—mighty lions and howling wolves, lowly ferrets and soaring eagles—hold a distant echo of the Primal Beast in their hearts.
In your commitment to protect the world from demons, aberrations, and other beings that would corrupt the balance of nature, you find yourself growing closer to the Primal Beast’s perfection. That growth is reflected in your bloodwrath—the heightened speed you gain when you adopt an Primal Incarnation, and the fury that punishes the enemies you mark. At the pinnacle of your path, you at last gain the ability to take on the form of the Primal Beast.
Wrathful Speed
Beginning when you join this Conclave at 3rd level, you master the Primal Beast’s tactics of the chase. While in an Primal Incarnation, your base walking speed increases by 10 feet and you gain a swim and climb speed equal to your walking speed.
Bloodwrath Frenzy
Starting at 6th level, when you hit a creature marked by you with a melee weapon attack, you gain a +2 bonus to the damage roll.
Warding Frenzy
Starting when you reach 10th level, you gains a bonus to AC equal to half your Constitution modifier.
Primal Incarnation: Incarnation of the Primal Beast
Starting at 14th level, you gain the Incarnation of the Primal Beast as an option for your Primal Incarnation.
Your body becomes a hunched thing of fur and shadow, an echo of the archetypal predator, the Primal Beast. When you muster your strength for a great attack, you deal a grievous wound to your foe.
While in this incarnation, your reach increases by 5 feet and you can make opportunity attacks whenever a creature moves within your reach. Your claws become an unarmed melee weapon, dealing slashing damage equal to 1d10 plus your Strength modifier rather than the normal bludgeoning damage and count as magical for the purpose of overcoming resistance or immunity.
Additionally, you can choose to use the savage draining bite of the Primal Beast once while in this incarnation. Make a melee weapon attack against a target. On a hit, you deal 3d12 piercing damage and regain hit points equal to the damage dealt. The target makes a Constitution saving throw at the beginning of each of its turns, taking 10 piercing damage on a failure or ending the effect on a success. All damage dealt by this feature counts as magical for the purpose of overcoming resistance and immunities. Once you use this feature, you cannot use it again until you use your Primal Incarnation again.
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