

Primeval One

You have made a pact with a wild, impetuous entity. Its violence may be dormant, but it will inexorably unleash itself one day. Beings of this kind are sometimes tied to elemental forces. They are unpredictable and generally beyond the reach of mortals. Through unorthodox means, you have forced a bond with the entity in question and draw from its power at the risk of being consumed by it or aggravating it. A Primeval One patron can be of many different types, such as a powerful elemental, a star, a volcano, a tarrasque, or a lycanthrope lord.

Expanded Spell List


Expanded Spells for a Primeval One
Spell Level Spells
1st color spray, thunderwave
2nd blur, gust of wind
3rd blink, wind wall
4th conjure minor elementals, freedom of movement
5th conjure elemental, mislead

Inner Beast

From 1st level, you can reduce your enemies to their most basic instincts, triggering in them a surge of mindless fury. As an action, you can conjure a wave of bestiality originating from a point that you can see within 30 feet of you. All creatures located within 10 feet of this point must make a Wisdom saving throw or drop what they are holding and use their next action to make an unarmed strike against the nearest creature. If an affected creature has natural weapons, such as a bite or claw attack, it can use them.



Starting at 6th level, you can unbalance even the most sure-handed opponent. When a creature that you can see hits you with an attack, you can use your reaction to make it reroll the attack with disadvantage and use that result instead.


Primeval Metamorphosis

When you reach 10th level, you can call upon the primeval power of your patron. Your body thickens, you grow between 5 and 10 inches, and you take on animal traits. Now half-beast, half-humanoid, you might be confused for a lycanthrope.

As a bonus action on your turn, you can take on your bestial humanoid shape. You gain the following benefits, which remain as long as you stay in this shape:

  • You are immune to bludgeoning, piercing, and slashing damage from nonmagical attacks not made with silvered weapons.
  • Your Strength score becomes equal to your Charisma score, unless it was higher to begin with.
  • Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. In addition, your unarmed strikes now deal 1d8 + your Strength modifier piercing or slashing damage (your choice). Whenever you take the Attack action on your turn, you can make two unarmed strikes.
  • You gain a +2 bonus to your Armor Class and your speed increases by 10 feet.
  • You gain temporary hit points equal to your proficiency bonus.

As long as you are in your primeval shape, you cannot expend spell slots for any purpose.

You can remain metamorphosed for 1 minute. You can also return to your normal shape sooner as a bonus action on your turn. Once you use this feature, you can’t use it again until you finish a short or long rest.

Magic Wind Effects
d20 Effect
1-10 The spell functions as normal.
11-16 The spell is canceled, and you gain the effects of a false life spell of the same level as the original spell.
17-20 The roles are reversed. The spell’s caster becomes its target and you are considered to be the spell’s caster: apply your spell attack modifier, spell save DC, and any other of your spellcasting-related features.

Magic Wind

When you reach 14th level, the unpredictability of any spell targeting you is exacerbated by the influence of your patron. When you are directly targeted by a spell (this does not apply to area effects), you can use your reaction to attempt to disturb it. Roll on the table below:

Section 15: Copyright Notice
