Cohesion of the Primal#

Primal Wizards carve their spells into their own flesh, weaving ink with ancient power older than Grimnir itself. They chase the echoes of this first world; an early, primeval, state of the current world. Some, called Dreamers, seek hidden truths in those echoes, believing the primal past holds the key to saving Grimnir from the fate of the Lost Lands. Others, the Seekers, hunt and destroy artifacts, lost tomes, and any mage reckless enough to pursue such forbidden knowledge.

Level 3: Primal Ink#

Your body is your spellbook. You are proficient with Calligrapher’s Supplies and inscribe your spells as shifting tattoos across your skin. Copying a spell into your tattoos takes twice as long but costs half as much gold as copying into a spellbook. Your tattoo-spellbook cannot be destroyed while you live. Your tattoos do not count as a spellcasting focus.

During a Long Rest, your tattoos rearrange, allowing you to choose which spells to prepare. You can surface unprepared tattoos visibly to allow copying or transcription. You must have an Arcane Focus to prepare spells.

Level 3: Arcane Intentions#

Choose one intention: Dreamer or Seeker. Dreamers glimpse fragments of possible futures, while Seekers hunt those who wield magic. The intention that you choose determines the features that are available to you from this subclass.

You may change your intention at levels 6, 10, and 14. You gain proficiency with Light Armor.

Level 3: Core Intention#

Dreamer. As a Bonus Action, you replace one prepared spell with another spell of the same level or lower from your spellbook. You can use this feature a number of times equal to your Intelligence modifier (minimum once), regaining all uses on a Long Rest.

Seeker. As a Magic Action, you expend a spell slot to sense the direction of every creature with the Spellcasting or Innate Spellcasting trait within 1 mile of you for 2 hours. Once you use this feature, you cannot do so again until you finish a Long Rest.

You gain Expertise in Investigation.

Level 6: Foresaying#

You can better see the connections between the past and the future.

Dreamer: Stored Foresight. When you cast a Wizard spell of level 5 or lower using a spell slot with a casting time of an Action or longer and a range of Self, you can store it instead of gaining its effects. You can later cast the stored spell as a Bonus Action without expending a spell slot or consuming components. You can store only one spell at a time. You can use this feature a number of times equal to your Intelligence modifier, and regain all uses when you finish a Long Rest. Any stored spell fades at the end of a Long Rest.

Seeker: Disrupt Spellcasting. When you hit a creature with a melee or ranged weapon attack, you may use a Bonus Action to force it to make an Intelligence saving throw against your spell save DC. On a failed save, the creature cannot cast spells or take the Magic action until the end of your next turn. You can use this feature a number of times equal to your Intelligence modifier, regaining all uses on a Long Rest.

Level 10: Turn of Fate#

Dreamer: Master Foresayer. When you activate your Stored Foresight spell as a Bonus Action, you can roll 1d4. On a 4, the stored spell is not expended. Seeker: Advanced Disruption. When a spell with a single target affects you or an ally within 10 feet, you may use your Reaction and expend a spell slot equal to or higher than the spell’s level. If you do, the spell fails. Once you use this feature, you cannot do so again until you finish a Short or Long Rest.

Level 14: Cord & Curse#

You have gained expertise in trials of arcane combat.

Dreamer: Primeval Call. When you lose Concentration on a spell as a result of taking damage, you can take a Reaction to cast the Summon Beast spell at a level equal to the spell you lost Concentration on without expending a spell slot or requiring Concentration. Once you use this feature, you can’t use it again until you finish a Long Rest.

Seeker: Spell Immunity Tattoo. Choose 3 spells from your spellbook. You are Immune to these spells. You can change one of these spells for another spell from your spellbook when you finish a Long Rest or by taking a Magic action and expending a spell slot equal to the level of the spell you wish to become Immune to.

Full-page art, p.58
Full-page art — p.58