Primordial Scions | Race/Species | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Primordial Scions

The dagger glints in the air, a silent oncoming death aimed for the young prince’s spine. Before it can strike the child’s back, his nursemaid snatches it out of the air, furious grey eyes snapping up to meet the gaze of the assassin.
“Miss Mawcy?” the young prince babbles—but the assassin does not look down at his target.
“Oh, Hells.”
Fearful eyes locked on the nursemaid, the assassin steps back as she moves forward, the prince’s toys clattering around their feet. He gags on the threat he tries to speak, hurled into the air, unseen forces dragging him from the luxurious carpet. From the dark ceiling, the whites of his terrified eyes flash. She slams him down into the plush floor. A crushing weight descends on the assassin—unable to stand, he kneels before the nursemaid and her eerily calm expression.
He grates out hoarse words, panicked, to his allies on the balcony.
“She’s a primordial! Run, she’s—”
“Look away, Your Highness,” the nursemaid says quietly, her hand snapping out. The assassins on the balcony are wrenched toward her, falling into a pile. The last thing they see is her form consumed in light.
ability score increase: Your Constitution score increases by 2, and one other ability score of your choice increases by 1.
age: Primordial scions mature at the same rate as humans, but as some of the oldest scions to exist, they can live up to 250 years.
alignment: As agents of fate, primordial scions work for the ultimate good of the world’s course—but that can lead them to believe that the ends justify the means. They tend toward good or neutral, but their decisions can manifest as chaotic, lawful, or firmly between the two.
Size: Medium
speed: 30ft
Languages: Common, Celestial
race features:

Manipulate Gravity

You can manipulate one of the oldest forces in the world: gravity. As a bonus action, you can cause a creature you can see within 60 feet of you to make a Strength saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. On a failed save, you can move that creature up to 10 feet in any direction, including upward.

You can use this trait a number of times equal to your Constitution modifier (minimum of once). You regain all expended uses when you finish a long rest.

Divine Arbiter

Starting at 3rd level, you can use your action to unleash the divine energy within yourself, heightening the natural effects around you as you become an avatar of world magic itself.

Your transformation lasts for 1 minute or until you end it as a bonus action. During it, as a reaction, you can cause one creature you can see within 30 feet of you to reroll its damage dice after it makes a successful attack. The creature must use the new rolls.

  Once you use this trait, you can’t use it again until you finish a long rest.

Wells of Deep Magic

Primordial scions are a striking example of deceptive appearances. They resemble humanoids until they tap into a deep well of power, in which their thrumming connection to the world’s beginning manifests. As they swing weapons, wield magic, and bring their might to bear, their connections to fate, time, gravity, and life itself quake the air around them. Their eyes become one single color of blinding light, their veins glow, or their voice reverberates deeply. They might hover for a few moments as they command their gravitational ties, blur as they seem to move through time, or cause tremors in the ground with each confident step.

These qualities manifest as the height of a primordial scion’s power and the intensity of their drive. Unfortunate foes who face a primordial as they awaken are dismayed to realize that they’re confronting an ancient power made manifest.


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Ormus_Erebus.

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