Primal Leader

Whether on the plains, in forest pastures, across the dunes, or atop the tundra, there are men and women who lead their kin in the fight for survival.

They marshal the courage of villages and hamlets, bellowing out warcries and using the tactics of their warrior traditions to empower the blades and arrows of their allies?all while they mete out death with a competence inspiring in itself.

Primal Motivation

Starting when you choose this archetype at 3rd level, you can inspire others through stirring words or terrifying commands. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Primal Motivation die, a d4. Once within the next minute, the creature can roll the die and add the number rolled to one ability check, attack roll, saving throw, or damage roll that it makes. The creature can wait until after it rolls the d20 before deciding to use the Primal Motivation die, but must decide before the GM says whether the roll succeeds or fails. Once the Primal Motivation die is rolled, it is lost. A creature can have only one Primal Motivation die at a time.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest. Your Primal Motivation die changes when you reach certain levels in this class. The die becomes a d6 at 7th level, a d8 at 10th level, and a d10 at 15th level.

Primal Maneuvers

At 7th level, you learn two maneuvers. You learn one additional maneuver at 14th level. You cannot use these maneuvers yourself. If the maneuver requires a saving throw, the DC is equal to 8 + your proficiency bonus + your Charisma modifier.

  • Maneuver Dice. You have four maneuver dice, which are d6s. As a bonus action, you can expend a maneuver dice to give it to an ally to use a maneuver that you know. If the ally has maneuver dice or a similar resource, increase the die to their dice (from d6 to d8 for example). If the maneuver is not used in a number of rounds equal to your Charisma modifier, the maneuver is lost. You regain all spent maneuver dice when you finish a long rest.
  • Disarm. A creature your ally has hit with a melee attack takes 1d6 additional damage and makes a Strength saving throw or drops one held item of your ally’s choice ? Distract. On a successful hit with a melee weapon, your ally deals 1d6 extra damage. The next attack roll made by another creature against the same target before the start of your ally’s next turn has advantage.
  • Evasive. Until the end of their turn, when your ally is moving they add +1d6 to their AC until their movement stops.
  • Feint. Your ally can use their bonus action to feint against one creature within 5 feet. Your ally has advantage on their next attack roll against that creature as long as it before the end of their turn. On a hit they deal 1d6 extra damage.
  • Goad. On a successful hit with a melee weapon, your ally deals 1d6 extra damage and the target makes a Wisdom saving throw or has disadvantage on targets other than your ally until the end your ally’s next turn.
  • Lunge. Your ally increases their reach by 5 feet for one attack, dealing 1d6 extra damage on a hit.
  • Maneuver. On a successful hit with a weapon attack, your ally deals 1d6 extra damage and chooses a friendly creature that can see and hear them. That creature can move half its speed by using its reaction. This movement does not provoke opportunity attacks from the target of your ally’s attack.
  • Menace. On a successful hit with a melee weapon, your ally deals 1d6 extra damage and the target makes a Wisdom saving throw or is frightened of them until the end of your ally’s next turn.
  • Precise. Your ally adds 1d6 to a weapon attack roll.
  • Push. On a successful hit with a melee weapon, your ally deals 1d6 extra damage and a target of Large size or smaller makes a Strength saving throw or is pushed 15 feet away.
  • Sweep. Your ally chooses a creature adjacent to their target and within their reach and on a hit, the adjacent creature takes 1d6 extra damage (of the same type as the weapon attack).
  • Trip. Your ally deals 1d6 extra damage and if the target is a creature of Large size or smaller, it makes a Strength saving throw or is knocked prone.


Beginning at 10th level, you cannot be frightened and you have advantage on saving throws to resist being charmed.

Superior Maneuvering

Starting at 15th level, your maneuver dice increase to d8s and you gain two more.

Words of Inspiration

When you reach 18th level, you can spend 1 minute inspiring your allies, drawing from within them the need for maximum effort. You and every creature that can hear you gains temporary hit points equal to your level + your Charisma modifier. A creature can only gain temporary hit points from this feature once between a short or long rest.

Section 15: Copyright Notice

Vast Kaviya Campaign Setting © 2019 Mike Myler, published under license by Legendary Games; Authors Mike Myler, Andrew Engelbrite, Will Gawned, Alec Kaknes, Anthony Alipio, Sharene Gilchrist, Matteo Piovanelli, Jesse Jordan, GM Lent, Brian Istenes, and Jeremy Esch.