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The Incarnate
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Incarnate | Contents
## [Table of Contents](http://homebrewery.naturalcrit.com/share/BkQ02erpl) - **[1 Cover Page](#p1)** - [1.1 Incarnate](#p3) - [1.1.1 Channellers of the Soul](#p3) - [1.1.2 Masters of the Eight Chakras](#p3) - [1.1.3 Creating an Incarnate](#p3) - [1.2 Class Features](#p3) - [1.2.1 Meldshaping](#p4) - [1.2.2 Essentia](#p5) - [1.2.3 Rapid Meldshaping](#p5) - [1.2.4 Open Chakra](#p5) - [1.2.5 Ability Score Improvement](#p5) - [1.2.6 Open Greater Chakra](#p5) - [1.2.7 Incarnum Overflow](#p5) - [1.3 Incarnations](#p5) - [1.3.1 Incandescent](#p5) - [1.3.2 Necrocarnate](#p6) - [1.3.3 Soulborn](#p7) - [1.3.4 Totemist](#p7) - [1.4 Soulmelds](#p8) - [1.5 Multiclassing](#p21)
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Incarnate | Introduction & Class Features
## Incarnate *The human steps forward, light pouring from within his very soul. A shining greatsword in his hand. He points it forward, and a searing bolt of light lances towards her enemies. A goblin screams as a thin hold is pierced through its skull.* *The elf stands, darkness swirling around him. As he empowers his blackiron axe, a nearby foe is wrapped in darkness. As the poor soul writhes on the ground, desperately trying to release himself, the very same axe finds purchase in his chest.* *She was cornered, the bandits were all around her. She stabs a finger at one, and a volley of soulfire fires toward them. The poor bandit is evaporated where he stands, and his allies quickly back off* *He was unseen by his foes. They hadn't spied the catfolk high up in the trees. He lept from the branches, blades outstretched. He cut down two soldiers, before breaking the ribs of another with his melded arms.* ___ Incarnates channel the power of the soul, and energies beyond through it. Each incarnate channels their souls in different fashions, but each promotes a the use of one's innermost power and a sense of self unparalleled by any other. \columnbreak ### Channellers of the Soul Spiritual magic comes in many forms, and incarnates manifest it by harnessing their own spirit (or soul) into incarnated soulmelds. These soulmelds take the form of common objects the user would be familiar with, whilst harnessing the power of a particular plane or energy that is channeled through the incarnate's spirit. Each incarnate is different, and channels different energies through their soul, creating vastly different soulmelds. One incarnate might conjure upon a sword of light, whilst another forms armour designed after an infamous monstrosity. Some incarnates channel their soulmelds into spells, similar to that a wizard, or a druid might conjure. But the method in which they conjure such magics differ greatly. ### Masters of the Eight Chakras More powerful incarnates channel energies from afar through one of the eight chakras. The four lesser chakras: Root, Sacral, Solar Plexus, Heart, and the four major chakras: Throat, Third Eye, Crown, Soul. Each chakra invokes different effects when soul energy is passed through them. Incarnates also pass larger soul essences (or essentia). This grants them greater strengths through their soulmelds, and allows them to channel far greater energies through their souls. It is a incarnate's ultimate goal to master each of the eight chakras to channel the most powerful of incarnum magics. ### Creating an Incarnate When you're creating an incarnate, think about the following things: Where did you gain your power? Were you born with it? Did you study the magic of incarnum in an effort to reproduce its power? Did you meditate upon your inner strength with monks to gain its power? Was your incarnum power a gift from a higher power? Regardless, this decision could perhaps influence your choice of incarnation Why did you start adventuring? Were you denied entrance to an arcane academy due to your powers deviant nature? Are you being persecuted for your rare tapping of the soul? Are you on a mission from that of the positive or negative planes? Or are you seeking to spread the knowledge of your power? #### Quick Build You can make an incarnate quickly by following these suggestions. First, put your highest ability score in Wisdom, followed by Strength or Dexterity if you plan to pick the Soulborn, or Totemist. Otherwise, put Constitution as your highest ability score. Second, choose the hermit or sage background. ## Class Features As an incarnate, you have the following class features. #### Hit Points ___ - **Hit Dice:** 1d8 per incarnate level. - **Hit Points at 1st level:** 8 + your Constitution modifier - **Hit Points and Higher Levels:** 1d8 (or 5) + your Constitution modifier per incarnate level after 1st \pagebreakNum
Incarnate | Class Features
##### The Incarnate | Level | Proficiency Bonus | Features | Soulmelds | Essentia | Rapid Meldshapes | |:---:|:---:|:---|:---:|:---:|:---:| | 1st | +2 | Meldshaping, Incarnation| 3 | ─ | ─ | | 2nd | +2 | Essentia, Rapid Meldshaping | 3 | 2 | 1 | | 3rd | +2 | Open Chakra (Root) | 4 | 2 | 1 | | 4th | +2 | Ability Score Improvement | 4 | 2 | 1 | | 5th | +3 | Open Chakra (Sacral) | 4 | 2 | 1 | | 6th | +3 | Incarnation Feature | 5 | 2 | 1 | | 7th | +3 | Open Chakra (Solar Plexus) | 5 | 2 | 1 | | 8th | +3 | Ability Score Improvement | 5 | 2 | 1 | | 9th | +4 | Open Chakra (Heart) | 6 | 2 | 1 | | 10th | +4 | Incarnation Feature | 6 | 2 | 2 | | 11th | +4 | Open Greater Chakra (Throat) | 6 | 3 | 2 | | 12th | +4 | Ability Score Improvement | 7 | 3 | 2 | | 13th | +5 | Open Greater Chakra (Third Eye) | 7 | 3 | 2 | | 14th | +5 | Incarnation Feature | 7 | 3 | 2 | | 15th | +5 | Open Greater Chakra (Crown) | 8 | 3 | 2 | | 16th | +5 | Ability Score Improvement | 8 | 3 | 2 | | 17th | +6 | Open Greater Chakra (Soul) | 8 | 4 | 2 | | 18th | +6 | Incarnation Feature | 9 | 4 | 3 | | 19th | +6 | Ability Score Improvement | 9 | 4 | 3 | | 20th | +6 | Incarnum Overflow | 9 | 4 | 3 |
#### Proficiencies ___ - **Armor:** Light armor, medium armor, shields - **Weapons:** Simple weapons - **Tools:** None ___ - **Saving Throws:** Wisdom - **Skills:** Choose two skills from Arcana, Athletics, History, Insight, Medicine, Nature, Perception, and Religion - #### Equipment You start with the following equipment, in addition to the equipment granted by your background: - *(a)* a simple weapon and a shield, *(b)* two simple weapons, or *(c)* a martial weapon and a shield (if proficient) - *(a)* leather armour, or *(b)* a chain shirt, or *(c)* chain mail (if proficient) - *(a)* an explorer's pack, or *(b)* a scholar's pack Alternatively, you can purchase your starting equipment with a starting wealth of 4d4 x 10gp. \columnbreak ### Meldshaping As a wielder of incarnum power, you can shape soulmelds: physical manifestations of soul energy. See the Soulmeld list at the end of the class description for information on the soulmelds you can shape. ***Soulmelds.*** Your incarnate level determines how many soulmelds you can have shaped at a time, as noted in the Incarnate table. After completing a long rest, you can shape your soulmelds, chosen from the list of all soulmelds available to your incarnation. Shaping each soulmeld takes five minutes of concentration, and it remains shaped until you choose to unshape it. You can unshape another soulmeld (or the same one) as part of this process. You can also unshape a soulmeld any other time as an action, but this does not allow you to shape a new meld in its place until you complete another long rest. ***Incarnum Ability.*** Wisdom is your incarnum ability when using incarnate soulmeld abilities. Any soulmeld that forces creatures to succeed a saving throw uses this difficulty class, and any soulmeld that allows you to cast a spell that requires an attack roll uses the following spell attack bonus. \pagebreakNum
Incarnate | Class Features & Incarnations
___ - **Soulmeld save DC =** 8 + your proficiency bonus + your Wisdom modifier - **Soulmeld spell attack modifier =** your proficiency bonus + your Wisdom modifier - ### Incarnation Each incarnate allows incarnum energy to flow through them differently. Select an incarnation from the following: Incandescent, Necrocarnate, Soulborn, or Totemist. Each incarnation is described at the end of the class description. #### Soulmeld List Your incarnation determines which soulmelds are available to you. Each incarnation presents a list of available soulmelds at the start of its description. ### Essentia Starting at 2nd level, you can empower your soul melds with your own personal soul energy, which is known as essentia. As a bonus action, you can invest essentia into one of your shaped soulmelds. The essentia remains invested until you finish a short or long rest, or the soulmeld is unshaped. You can invest essentia a number of times before finishing a short or long rest as shown in the Incarnate table. A soulmeld's description includes the additional effects or abilities it grants if it has essentia invested in it. Note that a soulmeld either has essentia invested in it or it does not. You cannot invest essentia in a soulmeld that already has essentia invested in it. ### Rapid Meldshaping Starting at 2nd level, during a short rest, you can shape a single soulmeld as if you had finished a long rest, unshaping another if you have already shaped the maximum number available to you. You can do this only once before finishing a long rest. At 10th level, you can use this ability twice before taking a long rest, and at 18th level, you can use it three times. You can spend multiple uses of this ability during a single short rest, or split them between multiple rests. ### Open Chakra When you reach 3rd level, you open your Root chakra, allowing incarnum energy to flow more freely through you. As you gain levels, you open additional chakras: Sacral at 5th level, Solar Plexus at 7th, and Heart at 9th. A soulmeld's description includes the benefits you gain from having each chakra open, if any. Typically this increases the potency of your essentia investments, but it may include other benefits. ### Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. \columnbreak ### Open Greater Chakra At 11th level, you unlock your Throat chakra, the first of the greater chakras. You unlock additional greater chakras at later levels: Third Eye at 13th, Crown at 15th, and Soul at 17th. Unlike regular chakras, which apply their benefits to all of your shaped soulmelds, each of your greater chakras can be used only once, and apply to only one soulmeld. You regain the use of each of your open greater chakras when you finish a long rest. A soulmeld’s description includes the effects it allows you to produce by expending your greater chakras. Most soulmelds have such effects for one or two out of the four greater chakras. Expending a greater chakra takes no action on its own, but the effect produced may. If it allows you to cast a spell, use the normal casting time unless otherwise noted. You cannot expend a greater chakra if you are incapacitated. ### Incarnum Overflow Starting at 20th level, you can spend one minute focusing your essentia. When you do, each soulmeld you have invested essentia into is refreshed. All of its abilities that are gained by investing essentia function as if you finished a short rest. Once you refresh your soulmelds in this way, you cannot do so again until you finish a long rest. ## Incarnations Each incarnate gains their power from a different source, some harness the positive energy from above, others from the negative planes below. Some pull power from the beasts and monsters in the wilds, whilst others draw upon the raw power of the soul itself. Each incarnation is unique to the last, and grants vastly different powers to each incarnate. ### Incandescent As an incandescent, you channel the power of the positive energy plane. The pure power of life infuses you and grants you strength. Incandescents shape a wide variety soulmelds, granting them an array of useful magical abilities, but focus on offensive energy attacks, and abilities that bolster and heal allies. #### Incandescent Soulmelds As an incandescent, you channel the power of the positive energy plane. The pure power of life infuses you and grants you strength. Incandescents shape a wide variety soulmelds, granting them an array of useful magical abilities, but focus on offensive energy attacks, and abilities that bolster and heal allies.
| | |:---| | Acrobatic Boots | | Airstep Sandals | | Armguards of Disruption | | Cerulean Sandals | | Diadem of Purelight | | Dissolving Spittle | | | |:---| | Keeneye Lenses | | Lammasu Mantle | | Lightning Gauntlets | | Planar Ward | | Silvertongue Mask | | Soulspark Familiar |
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Incarnate | Incarnations
| | |:---| | Dragonfire Mask | | Exalted Mantle | | Flame Cincture | | Incarnum Weapon | | | |:---| | Soulspeaker Circlet | | Therapeutic Mantle | | Truthseeker Goggles | | Vitality Belt |
#### Incandescent Character When you select this incarnation at 1st level, you gain proficiency in Charisma saving throws. #### Incarnum Radiance Additionally at 1st level, you can manifest incarnum energy as a visible aura that grants you temporary power. You can activate your radiance as an action, and it lasts for 1 minute or until you fall unconscious. Once it has ended, you cannot reactivate the radiance until you have finished a short or long rest. When you activate your radiance, select one of the following benefits that applies while it lasts. ***Ashen Radiance.*** You gain a bonus to all weapon damage rolls equal to your proficiency bonus. ***Blood Red Radiance.*** You gain a bonus to all attack rolls equal to your Wisdom modifier. ***Green Nimbus Radiance.*** Your movement speed is increased by 20 feet. ***Silvery Radiance.*** You gain a bonus to all saving throws equal to your Wisdom modifier. #### Bright Strike When you reach 6th level, once per turn, when you hit a creature with an attack roll. You can choose to add an additional 1d8 radiant damage to your damage roll. #### Share Radiance Starting at 10th level, while your radiance is active, it affects all allies within 30 feet of you, or 120 feet if you manifest the green nimbus option. #### Positive Soul When you reach 14th level, your connection to the power of light grants you resistance to fire and radiant damage. In addition, you become immune to disease. #### Blinding Radiance By the time that you have reached 18th level, when you conjure your radiance, it does so in such a brilliant flash of light that it burns into the souls of your enemies. When you activate your Incarnum Radiance, until the end of your next turn, creatures within your Share Radiance area suffer the following penalties base on what radiance you choose to activate. ***Ashen Radiance.*** Hostile creatures suffer a penalty to damage rolls equal to your half your incarnate level. ***Blood Red Radiance.*** Hostile creatures suffer a penalty to attack rolls equal to your Wisdom modifier. ***Green Nimbus Radiance.*** Hostile creatures treat the area as difficult terrain. ***Silvery Radiance.*** Hostile creatures suffer a penalty to saving throws equal to your Wisdom modifier. \columnbreak
### Necrocarnate As a necrocarnate, you channel the power of souls that have passed through the veil of death. You can harness the power of negative energy and undeath, but also draw on the power of the heroes of past ages. Necrocarnates shape soulmelds that allow them to manipulate the power of life and death, and to emulate the capabilities of others. #### Necrocarnate Soulmelds You can shape any soulmeld on the Necrocarnate list, as shown in the Soulmelds section below. If you can invest essentia, you can invest it into any Necrocarnate soulmeld you have shaped. If you have open chakras, your Necrocarnate soulmelds benefit from them.
| | |:---| | Apparition Ribbon | | Arcane Focus | | Armguards of Disruption | | Bloodwar Gauntlets | | Bluesteel Bracers | | Bone Circlet | | Elder Spirit | | Enigma Helm | | Fellmist Robe | | Gloves of the Poisoned Soul | | | |:---| | Gravechill Vestments | | Illusory Veil | | Lifestealing Shroud | | Magi's Pendant | | Necromail | | Necrocarnum Weapon | | Sailor's Bracers | | Shadow Touch | | Silvertongue Mask | | Theft Gloves |
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Incarnate | Incarnations
#### Dark Intellect When you select this incarnation at 1st level, you gain proficiency in Intelligence saving throws. #### Talents of the Dead When you select this incarnation at 1st level, you gain the ability to call upon the abilities of the dead as their power flows through you. Choose any one skill. You gain proficiency in that skill if you did not already have it, and your proficiency bonus is doubled for any check you make with that skill. You can change your choice of skill each time you finish a long rest. #### Reap Essentia Starting at 6th level, when you kill a hostile living creature, you can reap some of its soul energy. If you do, you can invest essentia into one of your soulmelds immediately, without spending a bonus action. This does not count towards the number of times you can normally invest essentia. Once you use this ability, you cannot use it again until you finish a long rest. #### Dark Disruption When you reach 10th level, you have gaind expertise in disrupting magical effects. When you damage a creature, and that creature must succeed on a concentration check to maintain concentration on a spell or other effect, it makes said check with disadvantage. Additionally, when you invest essentia into a soulmeld, you can unleash a void of darkness around a creature that you can see within range. That creature must succeed on a Constitution saving throw or be wrapped in darkness for 1 minute. A wrapped creature is blinded, and takes necrotic damage equal to half your incarnate level at the start of each of its turns. At the end of each of its turns, it can make the save again to end the effect. #### Negative Adaptation When you reach 14th level, you have become so used to channeling the power of the dead that you gain resistance to necrotic damage and your hit point maximum cannot be reduced. #### Essentia Tenebris By the time that you have reached 18th level, your mastery of essentia through tenebrous magic has reached its final stage. You regain your usage of your Reap Essentia feature whenever you complete a short or long rest. In addition, voids created by your Dark Disruption feature deal additional damage equal to your Wisdom modifier, and there is no initial save against getting wrapped in darkness. ### Soulborn As a soulborn, you focus on channeling your own soul’s power. The strength of your ideals drives you towards perfection. Soulborn combine their soulmelds with martial skill, shaping soulmelds that enhance their already potent combat capabilities, as well as melds that protect them and their allies.
#### Soulborn Soulmelds You can shape any soulmeld on the Soulborn list, as shown in the Soulmelds section below. If you can invest essentia, you can invest it into any Soulborn soulmeld you have shaped. If you have open chakras, your Soulborn soulmelds benefit from them.
| | |:---| | Acrobatic Boots | | Adamant Pauldrons | | Cerulean Sandals | | Dragon Mantle | | Enigma Helm | | Hunter's Circlet | | Keeneye Lenses | | Lightning Gauntlets | | Lifebond Vestments | | Lucky Dice | | | |:---| | Mantle of Flame | | Mauling Gauntlets | | Riding Bracers | | Sailor's Bracers | | Sighting Gloves | | Spellward Shirt | | Strongheart Vest | | Soulspeaker Circlet | | Thunderstep Boots | | Wind Cloak |
#### Strength of the Soul When you select this incarnation at 1st level, you become proficient in martial weapons, heavy armor and Strength saving throws. #### Titanous Strike Also at 1st level, your strikes carry with you the weight of your soul's power. When you hit a creature with a weapon attack, you can use your bonus action to invoke your Titanous Strike, dealing additional force damage to the creature equal to your Wisdom modifier. #### Extra Attack Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. #### Greater Titanous Strike When you reach 10th level, your titanous strike now does not require your bonus action to use, and can be added to one of your successful attack rolls per turn. Alternatively, you can forgo your titaneous strike when you make an attack roll to instead apply it's benefit to that attack roll. #### Unfailing Identity Starting at 14th level, your sense of self will not be compromised. You cannot be charmed, frightened, petrified, possessed, or have your form changed against your will. #### Impossible Self By the time that you have reached 18th level, your soul has surpassed that of your other brethren, granting you powers beyond your years. For every three years that pass, you age only one year, and you gain proficiency in all saving throws. ### Totemist As a totemist, you draw on the power of the mightiest of creatures, sharing in the immense power of their souls. The petrifying gaze of a basilisk, the flight of a pegasus, the shifting image of a displacer beast, all at your fingertips. \pagebreakNum
Incarnate | Incarnations & Soulmelds
Totemists, like incandescents, shape a wide variety of soulmelds, but focus more on enhancing themselves than on bolstering allies. #### Totemist Soulmelds You can shape any soulmeld on the Totemist list, as shown in the Soulmelds section below. If you can invest essentia, you can invest it into any Totemist soulmeld you have shaped. If you have open chakras, your Totemist soulmelds benefit from them.
| | |:---| | Ankheg Breastplate | | Basilisk Mask | | Behir Gorget | | Blink Shirt | | Displacer
Mantle | | Dread Carapace | | Girallon Arms | | Kraken Mantle | | Lammasu Mantle | | Landshark Boots | | | |:---| | Manticore Belt | | Pegasus Cloak | | Phase Cloak | | Shadow Mantle | | Sphinx Claws | | Threefold Mask of the Chimera | | Unicorn Horn | | Winter Mask | | Worg Pelt | | Yrthak Mask |
#### Naturalist's Build When you select this incarnation at 1st level, you become proficient in Strength saving throws. #### Totem Weapons When you select this incarnation at 1st level, you gain the ability to manifest totem weapons: claws, fangs, tentacles, or other weapons that resemble the creatures your soulmelds emulate. When you do, select one or two simple or martial melee weapons. Your totem weapons function as the weapon(s) you choose, but you cannot drop them and they are magical. You are proficient with your totem weapon(s) and you can use Wisdom in place of Strength when making attacks with them.
\columnbreak Manifesting your totem weapons takes a bonus action, and they last until you dismiss them as another bonus action or until you manifest different totem weapons. When you manifest your totem weapons, you can instead modify a magic weapon you are holding in place of one or both totem weapons. Such a weapon functions as a totem weapon while you wield it, changing its form but retaining its game statistics. It reverts to its normal form, and ceases functioning as a totem weapon, if you dismiss it or manifest different totem weapons. #### Extra Attack Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. #### Beast Strike When you reach 10th level, when you score a critical hit, you can choose to gain one of the following benefits: ***Bear.*** You gain temporary hit points equal to your incarnate level. ***Eagle.*** You can move up to your speed. ***Wolf.*** You can make one additional attack roll as a part of your Attack action. #### Totemic Health When you reach 14th level, the life energy of your totems fills you with power. You gain proficiency in Constitution saving throws. #### Avatar of the Totem By the time that you have reached 18th level, you draw such great power from beasts of the wild that their power overflows from you. Choose one of the following benefits when you complete a long rest. ***Bear.*** You gain a +1 bonus to your armour class. ***Eagle.*** You gain an additional 15 feet of movement. ***Wolf.*** You gain a bonus to damage rolls equal to your Wisdom modifier. These benefits persist until you complete a long rest, upon which you can choose another. ## Soulmelds A soulmeld is an object shaped from incarnum energy: the power of souls. Each soulmeld provides a benefit to you while it is shaped, and most have further benefits that are granted while they have essentia invested in them or they are bound to certain chakras. The appearance and shape a soulmeld takes can be personalized by the meldshaper. A soulmeld must always be prominent in some way, but beyond that, work with your DM to decide the shape your melds take. For instance, if you shape two masks, they might combine, or one might instead become a chest piece or amulet. ***Attack Rolls and Saving Throws.*** Some soulmelds allow you to make attacks, and some call for saving throws. Use your incarnum ability to determine your attack bonus or save DC. Should a soulmeld provide you with a weapon attack, it functions as normal for a weapon, rather than using your incarnum ability, unless it specifies otherwise. \pagebreakNum
Incarnate | Soulmelds
***Soulmelds and Spells.*** Soulmelds are magical in nature, but are not spells. They can be detected and suppressed by spells like detect magic and antimagic field, but cannot be dispelled. However, some soulmelds allow a meldshaper to cast certain spells. These spells function as normal for spellcasting. If a soulmeld allows you to cast a spell, use your incarnum ability as your spellcasting ability. Such a spell does not require material components unless otherwise noted. If the spell requires concentration, it ends immediately if you unshape the soulmeld that allowed you to cast it. #### Acrobat Boots *Incandescent, Soulborn* You can move across difficult terrain without spending additional movement, you have advantage on checks and saving throws to avoid losing your balance or falling prone, and you can stand up from prone using only 5 feet of movement. You can invest essentia in this soulmeld as a reaction, if you are otherwise capable of doing so. ***Essentia.*** You can cast *feather fall* at will, targeting only yourself or one other creature, and can do so as part of a reaction you take to invest essentia in this soulmeld. If your Root chakra is open, you are not limited to only one target. If your Sacral chakra is open, you can target any number of falling creatures. If your Solar Plexus chakra is open, you can also cast *levitate* at will. If your Heart chakra is open, you can cast *fly* once before finishing a short or long rest. ***Throat.*** You can expend your throat chakra to become evasive until you finish a long rest or unshape this soulmeld. When you make a Dexterity saving throw to take half damage from an effect, you take no damage on a successful save, and only half damage on a failed save. #### Adamant Pauldrons *Soulborn* If you are critically hit by a weapon attack, you can spend your reaction to turn the critical hit into a normal hit. If you make a successful Constitution saving throw to take half damage from an effect, you take no damage instead. ***Essentia.*** When you invest essentia into this soulmeld, you gain 10 temporary hit points. The amount increases as you open chakras: 15 for Root, 20 for Sacral, 25 for Solar Plexus, and 30 for Heart. ***Third Eye.*** You can expend your third eye chakra to improve your ability to negate critical hits until you finish a long rest or unshape this soulmeld. While improved in this way, you cannot be critically hit by any attack. #### Airstep Sandals *Incandescent* You can walk on air during your turn, allowing you to effectively fly, though ascending costs you twice as much movement, and if you are not standing on a solid surface at the end of your turn, you fall. You do not hover while flying in this way. ***Essentia.*** You can cast *blisterwind* once before finishing a short or long rest. If any of your chakras are open, you can instead cast a more powerful spell, or a previously available spell with a higher level slot: | Chakra | Spell | Spell Level | |:---|:-----------|:---:| | Root | *dust devil* |2nd| | Sacral | *wind wall* |3rd| | Solar Plexus | *storm sphere* |4th| | Heart | *control winds* |5th| ***Throat.*** You can expend your Throat chakra to improve your ability to walk on air until you finish a long rest or unshape this soulmeld. Ascending no longer costs additional movement and you no longer fall if you do not end your turn on a solid surface. #### Ankheg Breastplate *Totemist* Your armor class becomes 10 + your Dexterity modifier + your Wisdom modifier. ***Essentia.*** As an action, you can breathe a line of acid, 5 feet wide and 60 feet long. Each creature in the line must make a Dexterity saving throw, taking 2d8 acid damage on a failure, or half as much on a success. The damage improves as you open chakras: 3d8 when you open your Root chakra, 6d8 for opening Sacral, 7d8 for Solar Plexus, and 8d8 for Heart. ***Throat.*** You can expend your Throat chakra to gain resistance to acid damage until you finish a long rest or unshape this soulmeld. ***Crown.*** You can expend your Crown chakra to gain immunity to acid damage until you finish a long rest or unshape this soulmeld. #### Apparition Ribbon *Necrocarnate* Your weapon attacks count as magical, and affect ethereal creatures normally, should you have a way to target them. If you hit an ethereal creature with an attack, and it is not native to the ethereal plane, it must make a Wisdom saving throw or be brought to the material plane. ***Essentia.*** You can become partially incorporeal for 1 minute as an action. While incorporeal, you can moves through other creatures’ spaces, you cannot be knocked prone or be grappled, and you gain a flying speed equal to your walking speed. You can hover, but you cannot fly upwards. If your Root chakra is open, you cannot be restrained, petrified, or paralyzed while partially incorporeal. If your Sacral chakra is open, you can fly upwards and you can pass through solid objects while partially incorporeal. If you end your movement inside of an object, you take 1d10 force damage. If the effect ends while you are inside an object, you take an additional 3d10 force damage and are moved to the nearest unoccupied space. If your Solar Plexus chakra is open, you resist bludgeoning, piercing, and slashing damage from nonmagical weapon attacks while you are partially incorporeal. If your Heart chakra is open, the duration increases to 10 minutes. ***Third Eye.*** You can expend your Third Eye chakra to gain the ability to see invisible and ethereal creatures normally if they are within 120 feet of you until you finish a long rest or unshape this soulmeld. \pagebreakNum
Incarnate | Soulmelds
***Crown.*** You can expend your Crown chakra to gain truesight with a range of 120 feet of you until you finish a long rest or unshape this soulmeld. #### Arcane Focus *Necrocarnate* When you shape this soulmeld, choose three wizard Cantrips. You can cast the chosen Cantrips while this soulmeld is shaped. ***Essentia.*** You can cast *detect magic* or *identify* once before taking a short or long rest. If your Root chakra is open, you can instead cast a different spell. When you invest essentia into this soulmeld, choose a 1st level wizard spell. You can cast that spell in place of *detect magic* or *identify*. If your Sacral chakra is open, you can instead choose a spell of up to 2nd level. If your Solar Plexus is open, you can choose a spell of up to 3rd level. And if your Heart chakra is open, you can choose a spell of up to 4th level. You must provide any costly material components for any of these spells, including *identify*. ***Third Eye.*** If you expend your third eye chakra, you gain the effects of a *detect magic* spell, and you can cast *identify* at will, until you finish a long rest or unshape this soulmeld. #### Armguards of Disruption *Incandescent, Necrocarnate* You can cast *detect evil and good* at will. ***Essentia.*** When you hit an undead or fiend with a weapon attack, the attack deals an additional 1d6 radiant damage. If your Root chakra is open, and the undead or fiend has 10 or fewer hit points remaining after the attack, is it instantly destroyed. If your Sacral chakra is open, the bonus damage increases to 2d6. If your Solar Plexus chakra is open, the undead or fiend is destroyed if it has 25 or fewer hit points remaining after the attack. If your Heart chakra is open, the bonus damage increases to 3d6. ***Throat.*** You can expend your Throat chakra to cause undead and fiends to have disadvantage on attack rolls against you until you finish a long rest or unshape this soulmeld. #### Basilisk Mask *Totemist* You have darkvision with a range of 60 feet. If you already have darkvision, the range instead increases by 60 feet. ***Essentia.*** You can attempt to turn a creature within 30 feet of you to stone as an action. The target must make a Constitution saving throw or be restrained for one minute. It can repeat the saving throw at the end of each of its turns, ending the effect on a success. You can do this once before taking a short rest, and you must concentrate as if on a spell for the effect to persist. If your Root chakra is open, the target is petrified and no longer makes saving throws against this effect if it fails three of the saving throws at the end of its turn (these need not be consecutive). This petrification ends when the restrained condition ends. If your Sacral chakra is open, the target must succeed on two saving throws against this effect at the end of its turn to end the effect (these also need not be consecutive). If your Solar Plexus chakra is open, it must succeed at three instead. If your Heart chakra is open, the petrification does not end when the restrained condition does and instead becomes permanent. ***Throat.*** You can expend your throat chakra to gain immunity to petrification and the poisoned condition until you finish a long rest or unshape this soulmeld. #### Behir Gorget *Totemist* If you would be forcibly moved, you can spend your reaction to reduce the amount you are moved by up to 20 feet. ***Essentia.*** You can breathe a line of lightning, 5 feet wide and 60 feet long, as an action. Each creature in the line must make a Dexterity saving throw, taking 3d6 lightning damage on a failure, or half as much on a success. You can do this once before finishing a short or long rest. The damage improves as you open chakras: 4d6 when you open your Root chakra, 8d6 for opening Sacral, 9d6 for Solar Plexus, and 10d6 for Heart. The lightning ignites flammable objects in the area that aren’t being worn or carried. ***Throat.*** You can expend your Throat chakra to gain resistance to lightning damage until you finish a long rest or unshape this soulmeld. ***Crown.*** You can expend your Crown chakra to gain immunity to lightning damage until you finish a long rest or unshape this soulmeld. #### Blink Shirt *Totemist* You can teleport up to 10 feet as an action. ***Essentia.*** You can teleport up to 20 feet as an action. If your Root chakra is open, you can cast blink once before finishing a short or long rest. You cannot teleport using this soulmeld while the spell remains in effect. If your Sacral chakra is open, when you are hit by an attack while under the effects of the blink spell cast using this soulmeld, you can spend your reaction to travel to the ethereal plane, or back to the material plane if you are already there. If your Solar Plexus chakra is open, you also gain a +2 bonus to your Armor class against that attack, possibly causing it to miss. If your Heart chakra is open, this bonus becomes +5. ***Throat.*** You can expend your Throat Chakra to gain longer teleportation. You can teleport up to 60 feet with this soulmeld until you finish a long rest. ***Crown.*** You can expend your Crown chakra to gain faster teleportation. You can teleport using this soulmeld as a bonus action until you finish a long rest. #### Bloodwar Gauntlets *Necrocarnate* Your unarmed strikes are magical and use a d6 for damage. You deal fire damage instead of bludgeoning when you hit with an unarmed strike. In addition, once before finishing a short or long rest, you can gain advantage on one attack roll. If you hit with that attack, you deal an additional 1d6 fire damage. \pagebreakNum
Incarnate | Soulmelds
***Essentia.*** As an action, you can unleash a burst of hellfire. Each creature within 10 feet of you must make a Dexterity saving throw, taking 3d10 fire damage on a failed save, or half as much on a successful one. You can do this only once before taking a short or long rest. If your Root chakra is open, the damage improves to 5d10. If you Sacral chakra is open, it improves to 7d10. And if your Solar Plexus chakra is open, it improves to 10d10. ***Third Eye.*** You can expend your Third Eye chakra to gain the ability to score a critical hit on a natural roll of 19 or 20 when making a weapon attack until you finish a long rest or unshape this soulmeld. ***Soul.*** You can expend your Soul chakra to gain the ability to score a critical hit on a natural roll of 18, 19, or 20 when making a weapon attack until you finish a long rest or unshape this soulmeld. #### Bluesteel Bracers *Necrocarnate* You have advantage on initiative checks. In addition, if you can invest essentia, when you shape this soulmeld, choose two maneuvers from the Battle Master archetype in the fighter class. You’ll need to invest essentia to access these maneuvers. ***Essentia.*** You gain a superiority die, a d6, that is used to fuel the maneuvers you selected when you shaped this soulmeld, as with the Battle Master archetype in the fighter class. You regain this superiority die when you finish a short or long rest. If your Root chakra is open, you have a second superiority die. If your Sacral chakra is open, these superiority dice become d8s. If your Solar Plexus chakra is open, they become d10s. If your Heart chakra is open, you gain a third die. If you already have superiority dice and/or maneuvers, these superiority dice do not improve along with your others, but you can spend any of your superiority dice to fuel any of your maneuvers. ***Throat.*** You can expend your Throat chakra to gain a commanding presence until you finish a long rest or unshape this soulmeld. Allies that can see or hear you also have advantage on initiative checks and you cannot be surprised. #### Bone Circlet *Necrocarnate* You automatically detect any hidden undead creature within 30 feet of you, and you always know if a creature or body is alive and conscious, alive and unconscious, dead, or undead if you can see it. ***Essentia.*** You can cast *animate dead* once before you finish a short or long rest. The creature you raise remains under your control only until you finish a short or long rest or until you unshape this soulmeld. When you finish a rest, you can expend your use of this ability to extend the duration until your next rest. If your Root chakra is not open, the creature you create has half as many hit points and has -2 to attack and damage rolls. If your Sacral chakra is open, you cast the spell at 4th level. If your Solar Plexus chakra is open, you cast it at 5th level. ***Third Eye.*** You can expend your Third Eye chakra to gain the effects of the *detect good and evil* spell until you finish a long rest or unshape this soulmeld. #### Cerulean Sandals *Incandescent, Soulborn* You can move across any liquid surface – such as water, acid, mud, snow, quicksand, or lava – as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). ***Essentia.*** You can cast *misty step* once before finishing a short or long rest. If your Root chakra is open, you can teleport up to 120 feet when you cast this spell. If your Sacral chakra is open, you can instead cast *dimension door*. If your Solar Plexus chakra is open, you can bring an additional creature with you when you cast this spell. Throat. You can expend your Throat chakra to increase your movement speed by 10 feet until you finish a long rest or unshape this soulmeld. ***Crown.*** You can expend your Crown chakra to increase your movement speed by 30 feet until you finish a long rest or unshape this soulmeld. #### Diadem of Purelight *Incandescent* You shed bright light out to 30 feet, and dim light for another 30 feet. You have advantage on Wisdom (Perception) checks or Intelligence (Investigation) based on vision made to notice or find anything within this light. You can dismiss or reactivate this light as a bonus action. Essentia. You can cast *colour spray* once before finishing a short or long rest. If any of your chakras are open, you can instead cast a more powerful spell, or a previously available spell with a higher level slot: | Chakra | Spell | Spell Level | |:---|:-----------|:---:| | Root | *faerie fire* |2nd| | Sacral | *daylight* |3rd| | Solar Plexus | *guardian of faith* |4th| | Heart | *flamestrike* |5th| ***Third Eye.*** You can expend your Third Eye chakra to cause the diadem to shed bright light out to 60 feet, and dim light for another 60 feet until you finish a long rest or unshape this soulmeld. You automatically detect any hidden creature within the lights radius. #### Displacer Mantle *Totemist* You have proficiency in Dexterity saving throws. ***Essentia.*** As an action, you can displace your image, causing attacks against you to have disadvantage for 1 minute. If you are hit by an attack, the effect is suspended until the end of your next turn. You can use this ability once before finishing a short or long rest. An attacker is immune to this effect if it doesn’t rely on sight, as with blindsight, or can see through illusions, as with truesight. If your Sacral chakra is open, while you are displaced and the effect is not suspended, you can gain advantage on one attack roll you make during your turn. \pagebreakNum
Incarnate | Soulmelds
***Third Eye.*** You can expend your Third Eye chakra to become evasive until you finish a long rest or unshape this soulmeld. If you make a Dexterity saving throw to take half damage from an effect, you take no damage instead, and take half damage even if you fail the save. #### Dissolving Spittle *Incandescent* As an action, you can make a ranged spell attack with a range of 30 feet. On a hit, you deal 2d6 acid damage to the target. The spit’s damage increases to 4d6 at 5th level, 6d6 at 11th level, and 8d6 at 17th level. ***Essentia.*** Your spit continues to corrode enemies hit by it. A creature hit by your acid spit takes an additional 1d6 acid damage at the end of its next turn. If any of your chakras are open, this additional damage increases based on the chakra: 2d6 for Root, 3d6 for Sacral, 4d6 for Solar Plexus, and 5d6 for Heart. ***Throat.*** You can expend your Throat chakra to increase the range of your spit to 120 feet until you finish a long rest. #### Dragonfire Mask *Incandescent* When you shape this soulmeld, select a dragon type from the list below. As an action, you can breathe energy like a dragon. A creature caught in the area of your breath must make a saving throw or take 1d6 damage. The damage type, shape of the area, and type of saving throw made against your breath are all based on the type of dragon you chose. The damage improves to 2d6 at 5th level, 3d6 at 11th level, and 4d6 at 17th level. | Dragon | Damage Type | Shape | Saving Throw | |:---|:---|:---|:---| | Black | Acid | 30 ft. line | Dexterity | | Blue | Lightning | 30 ft. line | Dexterity | | Brass | Fire | 30 ft. line | Dexterity | | Bronze | Lightning | 30 ft. line | Dexterity | | Copper | Acid | 30 ft. line | Dexterity | | Gold | Fire | 15 ft. cone | Dexterity | | Green | Poison | 15 ft. cone | Constitution | | Red | Fire | 15 ft. cone | Dexterity | | Silver | Cold | 15 ft. cone | Constitution | | White | Cold | 15 ft. cone | Constitution | ***Essentia.*** As a bonus action, you can force each enemy within 20 feet of you that can see or hear you to make a Wisdom saving throw. A creature that fails this save is frightened until the end of its next turn. You can do this only once before finishing a short or long rest. If your Root chakra is open, the creatures are instead frightened for 1 minute, but an affected can repeat the save at the end of each of its turns, ending the effect for itself on a successful save. If your Sacral chakra is open, a creature frightened by this effect must use its action to take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If your Solar Plexus chakra is open, you can affect enemies up to 60 feet away from you with this ability. If your Heart Chakra is open, this range increases to 120 feet. ***Throat.*** You can expend your Throat chakra to double the area of your breath until you finish a long rest. A line becomes 60 feet, while a cone becomes 30. #### Dragon Mantle *Soulborn* You can cast *absorb elements* once before finishing a short rest. Essentia. You grow dragon wings that cause you to take no damage from falling if you are not incapacitated. If your Root chakra is open, you can also fly with a speed equal to your walking speed, but you must land at the end of each of your turns or fall unless your Sacral chakra is also open. If your Solar Plexus chakra is open, your flight speed is doubled. ***Throat.*** You can expend your Throat chakra to gain a +2 bonus to your armour class until you finish a long rest, or unshape this soulmeld. #### Dread Carapace *Totemist* As a bonus action, you can move up to your speed towards a hostile creature. ***Essentia.*** If you use your bonus action to move at least 10 feet towards a hostile creature using this soulmeld, you also deal an additional 1d4 damage on the first attack you hit that creature with during the same turn. This damage improves to 1d8 if your Root chakra is open, to 1d12 if your Sacral chakra is open, to 2d8 if your Solar Plexus chakra is open, and to 2d12 if your Heart chakra is open. ***Throat.*** You can expend your Throat chakra to increase your maximum and current hit points by a number equal to your level until you finish a long rest or unshape this soulmeld. ***Crown.*** You can expend your Crown chakra to increase your maximum and current hit points by a number equal to twice your level until you finish a long rest or unshape this soulmeld. This increase does not stack with the bonus granted by spending your Throat chakra. #### Elder Spirit *Necrocarnate* You tap into the collective knowledge of souls long past, granting you advantage on checks made to remember information. At the DM’s discretion, you may be able to recall information that you have had no way to learn, but only if it would be part of the knowledge gathered by ancient souls. ***Essentia.*** You have advantage on saving throws against being frightened. If your Sacral chakra is open, you are immune to being frightened instead. ***Third Eye.*** By expending your Third Eye chakra, you can cast the *contact other plane* spell to contact an ancient spirit of forgotten knowledge. You automatically succeed on the Intelligence saving throw. #### Enigma Helm *Necrocarnate, Soulborn* You have advantage on Charisma (Deception) checks made to conceal your true intentions or to tell a lie about yourself. \pagebreakNum
Incarnate | Soulmelds
***Essentia.*** Your thoughts cannot be read, your memories cannot be altered, and if a creature wishes to speak with you telepathically, you can choose to prevent it from doing so. You are automatically aware of the location of any creature that attempts to read your mind, alter your memories, or communicate telepathically with you. If your Root chakra is open, you can cast *disguise self* at will. If your Sacral chakra is open, you are also constantly under the effect of a *nondetection* spell while this soulmeld is shaped. If your Heart chakra is open, you can cast alter self at will, but only to change your appearance. ***Crown.*** You can expend your Crown chakra to gain immunity to being charmed until you finish a long rest or unshape this soulmeld #### Exalted Mantle *Incandescent* As an action, you can touch a creature and grant it 5 temporary hit points. These hit points disappear if you use this ability again. ***Essentia.*** When you hit with a melee attack, you can deal an additional 2d8 radiant damage to the target. You cannot do so again until you finish a short rest. If any of your chakras are open, this additional damage increases based on the chakra: 3d8 for Root, 4d8 for Sacral, 5d8 for Solar Plexus, and 6d8 for Heart. The damage further increases by 1d8 if the target is a fiend or undead, regardless of your open chakras. ***Throat.*** You can expend your Throat chakra to cast the *destructive wave* spell. #### Fellmist Robe *Necrocarnate* When you are hit with a weapon attack, you can use your reaction to teleport up to 10 feet away to an unoccupied space that you can see. ***Essentia.*** You can cast *darkness* once before finishing a short or long rest. If any of your chakras are open, you can instead cast a more powerful spell, or a previously available spell with a higher level slot: | Chakra | Spell | Spell Level | |:---|:-----------|:---:| | Root | *suffer* |2nd| | Sacral | *wall of gloom* |3rd| | Solar Plexus | *nether void* |4th| | Heart | *cloudkill* |5th| #### Flame Cincture *Incandescent* As an action, you can project fire from your hand. Make a melee spell attack against a creature within 10 feet of you. On a hit, you deal 2d8 fire damage to the target. The damage improves to 4d8 at 5th level, 6d8 at 11th level, and 8d8 at 17th level. ***Essentia.*** You have resistance to fire damage. If your Root chakra is open, when you take fire damage (even if it is all prevented), you are empowered by flame. The next time you hit a creature with an attack before the end of your next turn, it takes an additional 1d8 fire damage. If you take fire damage again while already empowered, you are not empowered further. The damage improves as you open additional chakras: 2d8 when you open your Sacral chakra, 3d8 for Solar Plexus, and 4d8 for Heart. ***Throat.*** You can expend your Throat chakra to cause creatures to be unable resist fire damage you deal until you finish a long rest or unshape this soulmeld. ***Third Eye.*** You can expend you Third Eye chakra to cast scrying, using any fire in place of the material components. You can do so again each time you finish a short rest until you finish a long rest or unshape this soulmeld. #### Girallon Arms *Totemic* You gain a climb speed equal to your walking speed, and you can stow or retrieve items from your person as a free action on your turn. Your girallon arms are only semi-corporeal, and cannot be used to wield weapons. ***Essentia.*** Your arms become strong enough to strike at your foes. When you take the Attack action on your turn, you can make an unarmed strike with your girallon arms as a bonus action. This attack deals 1d4 bludgeoning damage and counts as a totem weapon for you. If your Sacral chakra is open, these attacks count as magical for the purposes of overcoming resistance and immunity. If your Heart chakra is open, the damage increases to 1d6. ***Throat.*** When you hit a creature with an attack with your girallon arms, you can expend your Throat chakra to subject it to the effects of the *Bigby's power palm* spell as if it were cast at 5th-level. #### Gloves of the Poisoned Soul *Necrocarnate* You gain resistance to poison damage, and you can cast the cantrip *poison spray* at will. ***Essentia.*** You touch a creature as an action, causing nausea and bodily pain within them. Make a melee touch attack against a creature, on a hit that creature takes 2d10 poison damage and becomes poisoned for 1 minute. The creature can make a Constitution saving throw at the end of each of its turns to end the effect early. The damage of this feature increases as you open chakras. Increasing to 3d10 with your Root chakra, 4d10 with your Sacral chakra, 6d10 with your Solar Plexus chakra, and 8d10 with your Heart chakra. ***Throat.*** You can expend your throat chakra to gain immunity to poison damage and the poisoned condition until you complete a long rest or unshape this soulmeld. ***Third Eye.*** You can expend your Third Eye chakra to cast the spell *investiture of corrosion*. #### Gravechill Vestments *Necrocarnate* You gain advantage on death saving throws, and you must reach a negative amount of hit points equal to twice your maximum to be instantly killed by damage. \pagebreakNum
Incarnate | Soulmelds
***Essentia.*** When a creature within 60 feet of you dies, you can invest essentia as a reaction to gain the benefits of the spell *armour of Agathys*. The level that *armour of Agathys* is cast increases as you open chakras, with each new chakra openned increasing the spells level by 1, to a maximum of 5th-level when you open your Heart chakra. ***Crown.*** When you would fall to 0 hit points, you can expend your Crown chakra as a reaction to instead drop to an amount of hit points equal to 1 + your Constitution modifier. #### Hunter's Circlet *Soulborn* You have advantage on Wisdom (Survival) and Wisdom (Perception) checks you make to find or follow tracks, and on Wisdom (Perception) checks when you take the Search action to find a hidden creature. ***Essentia.*** You can cast *hunter’s mark* once before taking a short or long rest. If your Sacral chakra is open, the spell is raised to 3rd level. If your Heart chakra is open, it is raised to 5th level. ***Third Eye.*** You can expend your Third Eye chakra to gain the ability to automatically detect any hidden creature within 30 feet of you until you finish a long rest or unshape this soulmeld. #### Illusory Veil *Necrocarnate* You have advantage on checks to discern illusions from reality, and you can cast the cantrip *minor illusion* at will. ***Essentia.*** You can cast *invisibility* once before finishing a short or long rest. If any of your chakras are open, you can instead cast a more powerful spell, or a previously available spell with a higher level slot: | Chakra | Spell | Spell Level | |:---|:-----------|:---:| | Root | *mirror image* |2nd| | Sacral | *major image* |3rd| | Solar Plexus | *greater invisibility* |4th| | Heart | *seeming* |5th| ***Crown.*** You can expend your Crown chakra to cast the *mirage arcane* spell. ***Soul.*** You can expend your Crown chakra to cast the *weird* spell. #### Incarnum Weapon *Incandescent* When you shape this meld, you can choose to have it take the form of any simple or martial melee weapon, or infuse a melee weapon you are holding with incarnum energy so long as this meld is shaped. In either case, the weapon is magical, you are proficient with it, and you can summon it to your hand as a bonus action so long as it is on the same plane as you. A weapon cannot be both an incarnum weapon and a necrocarnum weapon at the same time. ***Essentia.*** When you hit a creature with your incarnum weapon, you can force it to make a Constitution saving throw. On a failure, the creature is incapacitated until the end of its next turn. You can do this only once before finishing a short or long rest. If your Root chakra is open, the creature is stunned instead. If your Sacral chakra is open, the creature is stunned for 1 minute, and can make another saving throw at the end of each of its turns, removing the effect on a success. If your Solar Plexus chakra is open, the creature is paralyzed while stunned in this way. If your Heart chakra is open, it is instead unconscious while stunned in this way. ***Throat.*** You can expend your Throat chakra to improve your attacks until you finish a long rest. One attack you make on each of your turns with your incarnum weapon deals 1d8 extra damage of the same type the weapon normally deals. ***Crown.*** You can expend your Crown chakra to further improve your attacks until you finish a long rest. One attack you make on each of your turns with your incarnum weapon deals 2d8 extra damage of the same type the weapon normally deals. This bonus does not stack with the effect granted by expending your Throat chakra. #### Kraken Mantle *Totemist* You gain a swim speed equal to your walking speed, you can breath underwater, and you can communicate simple ideas and concepts with aquatic life, even if you are unable to speak. ***Essentia.*** As an action, you spew sticky ink in a 10-foot cone. Each creature within the area must succeed on a Constitution saving throw or become blinded for 1 minute, or until it uses its action to remove the ink from its eyes. If your Root chakra is open, the range increases to a 15-foot cone. If your Sacral chakra is open, a creature that fails the saving throw is also knocked prone. If your Solar Plexus chakra is open, the ink is electrified, and deals 3d6 lightning damage, half on a creatures successful saving throw. If your Heart chakra is open, the damage increases to 5d6. ***Throat.*** You can expend your Throat chakra to cast the spell *chain lightning*. #### Keeneye Lenses *Incandescent, Soulborn* You do not suffer disadvantage when making a ranged attack at long range, and you can never suffer disadvantage on Wisdom (Perception) or Intelligence (Investigation) checks for any reason, so long as you can still make the check at all. ***Essentia.*** You can use the Search action, or make an Intelligence (Investigation) check, as a bonus action or as part of the bonus action to invest essentia in this soulmeld. If your Root chakra is open, you are constantly under the effect of a *see invisibility* spell. If your Sacral chakra is open, you have advantage on ability checks and saving throws made against visual illusions. If your Heart chakra is open, you instead automatically detect visual illusions and succeed on saving throws against them. ***Throat.*** You can expend your Throat chakra to cast the *true seeing* spell. \pagebreakNum
Incarnate | Soulmelds
#### Lammasu Mantle *Incandescent, Totemist* You can cast the *sacred flame*, *resistance*, and *thaumaturgy* cantrips. ***Essentia.*** You can cast *shield of faith* once before finishing a short or long rest. If your Root chakra is open, you can instead cast *magic circle*, but you can affect only up to one type of creature, the duration is 10 minutes, and you cannot cause it to operate in the reverse direction. If your Sacral chakra is open, you can cast *magic circle* with no restrictions. If your Solar Plexus chakra is open, you can cast *magic circle* with a casting time of 1 action. If your Heart chakra is open, you can move the circle up to 20 feet as a bonus action. If a creature passes into or out of the circle as a result of this movement, it becomes immune to the spell for the duration. ***Throat.*** You can expend your throat chakra to breathe a cone of fire, 60 feet long. Each creature in the cone must make a Dexterity saving throw, taking 8d8 fire damage on a failed save, and half as much on a successful one. #### Landshark Boots *Totemist* You gain tremorsense out to a range of 10 feet, and your jump distance is doubled. ***Essentia.*** You can invest essentia to stop your landshark boots into the earth as an action, calling upon a pillar at your feet similar to that created by the spell *bones of the earth*, except there is only 1. If your Sacral chakra is open, you can place the pillar wherever you choose within the spells range. If your Solar Plexus chakra is open, you can call up one or two pillars, and if your Heart chakra is open, you can call up one, two or three pillars. ***Crown.*** You can expend your crown chakra to cast the spell *earthquake*. #### Lifebond Vestments *Soulborn* As a bonus action, you can heal a creature you touch a number of hit point up to 5 plus your level. You lose hit points equal to half the amount healed in this way, rounded up. You cannot use this ability on that creature again until it has finished a short or long rest. ***Essentia.*** You can cast *sanctuary* once before finishing a short or long rest. If any of your chakras are open, you can instead cast a more powerful spell, or a previously available spell with a higher level slot: | Chakra | Spell | Spell Level | |:---|:-----------|:---:| | Root | *warding bond* |2nd| | Sacral | *remove curse* |3rd| | Solar Plexus | *aura of purity* |4th| | Heart | *antilife spell* |5th| ***Throat.*** You can expend your throat chakra to no longer lose hit points when you use this soulmeld’s healing ability until you finish a long rest. \columnbreak #### Lifestealing Shroud *Necrocarnate* When you reduce a creature to 0 hit points and kill it, you gain temporary hit points equal to your incarnate level + your Constitution modifier. ***Essentia.*** As an action, you can stab your finger towards a creature that you can see within 30 feet of you. That creature must succeed on a Constitution saving throw or take 1d4 necrotic damage, taking half on a success. You regain hit points equal to half the damage dealt. If your Root chakra is open, the damage increases to 2d4. If your Sacral chakra is open, you can add your Wisdom modifier to the damage. If your Heart chakra is open, you ignore resistance to necrotic damage with this attack, and immunity is treated as resistance. ***Third Eye.*** You can expend your Third Eye chakra to gain the ability to be "overhealed" until you next complete a long rest, or unshape this soulmeld. When you are healed by an amount that would take you over your hit point maximum, your hit points can then exceed your hit point maximum. You cannot have more hit points that your hit point maximum +30 using this feature, and your hit points return to their normal value when you complete a long rest, or unshape this soulmeld. #### Lightning Gauntlets *Soulborn* Your unarmed strikes are magical and use a d6 for damage. You deal lightning damage instead of bludgeoning when you hit with an unarmed strike. In addition, once before finishing a short or long rest, when you hit with an attack, you can cause it to deal an additional 1d8 lightning damage. The damage improves to 2d8 at 5th level, 3d8 at 11th level, and 4d8 at 17th level. ***Essentia.*** You have resistance to lightning damage. If your Root chakra is open, allies within 5 feet of you also have resistance to lightning damage. If your Sacral chakra is open, this increases to 30 feet. If your Solar Plexus chakra is open, this improves to immunity for you, but not your allies. If your Heart chakra is open, it becomes immunity for your allies as well. ***Throat.*** You can expend your Throat chakra when you deal additional lightning damage using this soulmeld. If you do, the additional damage increases by 10d8. #### Lucky Dice *Soulborn* When you make an ability check, attack roll, or saving throw, after rolling but before determining the result, you can roll your Lucky Dice: 2d6. On a result of 2, the ability check, attack roll, or saving throw gains a +7 bonus. On any other result, it gains a +2 bonus. If the result is any number besides 2 or 7, your dice are expended and you cannot use them again until you finish a short or long rest. \pagebreakNum
Incarnate | Soulmelds
***Essentia.*** Once before finishing a short or long rest, you can add a d4 to any one ability check, attack roll, or saving throw, before rolling. If your Root chakra is open, you can add a d6 instead. If your Sacral chakra is open, you can add a d8 instead. If your Solar Plexus chakra is open, you can add a d10 instead. And if your Heart chakra is open, you can add a d12. If you roll a 2 or 7 when rolling your Lucky Dice, this ability is also refreshed. ***Third Eye.*** You can expend your Third Eye chakra to improve your luck with your dice until you finish a long rest. While improved, a result of 12 on your Lucky Dice changes the result of all d20s you rolled as part of the ability check, attack roll, or saving throw to 20. Your Lucky Dice are not also expended on a result of 12, 8, or 6. #### Magi's Pendant *Necrocarnate* You have a +2 bonus to saving throws against spells and other magical effects. ***Essentia.*** When you take damage from a spell, you can invest essentia as a reaction to store some of its energy within the magi's pendant. You take half damage, as it is stored within the pendant, and essentia is considered invested in this soulmeld until it is all gone. At the start of each of your subsequent turns, you take half of the damage currently stored within the pendant, as half of the pendants energy is released. This continues until only 1 point of damage remains, upon which you take that damage, and the pendant is empty. Once you have invested essentia in this soulmeld, you cannot do so again until you complete a short or long rest. If your Heart chakra is open, all of the spells damage is stored, as you take the whole spell gradually. ***Crown.*** You can expend your Crown chakra to cast the spell *antimagic* field. #### Manticore Belt *Totemist* You gain a ranged weapon attack that launches thick, pointed spines with a range of 90/120 ft. Each spine deals 1d8 + your Dexterity modifier piercing damage. When you shape this soulmeld, you have twenty-four spines. At your DM's discretion, you can recover one already fired spine as a bonus action on your turn. You regain 2d4 spines when you complete a short rest. ***Essentia.*** When you take the Attack action, you can launch up to two additional spines. If your Sacral chakra is open, these additional spines deal bonus damage equal to your Wisdom modifier. If your Solar Plexus chakra is open, these additional spines If your Heart chakra is open, you can launch up to three additional spines instead. ***Third Eye.*** You launch a five spines with extreme velocity at a creature within range. Make a spine attack as normal. On a hit the target instead takes 5d12 + your Dexterity modifier piercing damage and it pushed back 15 feet. If it collides with a wall, it takes an additional 2d6 bludgeoning damage and is restrained as it is pinned to the wall. As an action on its turn, it must succeed on a Strength saving throw to escape the spines. \columnbreak #### Mantle of Flame *Soulborn* When a creature within 10 feet of you hits you with a weapon attack, you can use your reaction to strike it with a burst of fire. That creature must succeed on a Dexterity saving throw or take 3d4 fire damage and be pushed 10 feet away. A successful save halves the damage. The damage increases to 5d4 at 5th level, 7d4 at 11th level, and 9d4 at 17th level. ***Essentia.*** You can use your action to create a vortex of fire around you that you can either unleash now, or concentrate on (as if concentrating on a spell) and release later. Should you release the explosion immediately, you unleash a burst of fire in a 10-foot radius. Each creature in the area must succeed on a Dexterity saving throw or take 2d6 fire damage and be knocked prone. A successful save halves the damage. If you concentrated on the mantle for a full round or more, it became unstable, and you take half the damage upon its explosion. If your Root chakra is open, the mantle can charge slowly until it reaches its tipping point. For each round that you concentrate on the explosion, its damage increases by 1d6, to a maximum of 6d6. On the next round it explodes instantly. If your Sacral chakra is open, the mantle's base damage increases to 4d6, and it can charge up to 8d6 damage. If your Solar Plexus chakra is open, the radius increases to 20 feet. If your Heart chakra is open, the mantle's base damage increases to 6d6, and it can charge up to 10d6 damage. ***Third Eye.*** You can expend your third eye chakra to cast *delayed blast fireball*. #### Mauling Gauntlets *Soulborn* Your unarmed strikes deal 1d4 blugeoning damage on a hit. This damage increases to 1d6 at 11th level. ***Essentia.*** Your unarmed strikes deal additional force damage equal to half your Wisdom modifier. If your Sacral chakra is open, should you hit a creature with two unarmed strikes with the mauling gauntlets in a turn. That creature, if it is of Large size or smaller, must succeed on a Strength or Dexterity saving throw (its choice) or fall prone. If your Heart chakra is open, you instead deal bonus force damage equal to your Wisdom modifier. ***Throat.*** When you reduce a creature to 0 hit points and kill it, you can expend your Throat chakra to invoke a rampage. You immediately gain the benefits of the Dash action, and must take the Attack action against a hostile creature that you can reach. If you cannot reach a creature with rampage, you cannot use this feature. #### Necrocarnum Weapon *Necrocarnate* When you shape this meld, you can choose to have it take the form of any simple or martial melee weapon, or infuse a melee weapon you are holding with necrocarnum energy so long as this meld is shaped. In either case, the weapon is magical, you are proficient with it, and you can summon it to your hand as a bonus action so long as it is on the same plane as you. \pagebreakNum
Incarnate | Soulmelds
A weapon cannot be both an incarnum weapon and a necrocarnum weapon at the same time. ***Essentia.*** You can do this once before finishing a short or long rest, when you hit a creature with your necrocarnum weapon, you can force the target to make a Constitution saving throw. On a failure, it takes 1d8 extra necrotic damage, or half as much on a successful save. You regain hit points equal to the extra damage dealt by this ability. Regained hit points in excess of your maximum hit points become temporary hit points instead. If your Root chakra is open, the damage improves to 2d8. If you Sacral chakra is open, it improves to 3d8. If your Solar Plexus chakra is open, it improves to 4d8. And if your Heart chakra is open, it increases to 5d8. ***Throat.*** You can expend your Throat chakra to improve your attacks until you finish a long rest. One attack you make on each of your turns with your incarnum weapon deals 1d8 extra necrotic damage. ***Crown.*** You can expend your Crown chakra to further improve your attacks until you finish a long rest. One attack you make on each of your turns with your incarnum weapon deals 2d8 extra necrotic damage. This bonus does not stack with the effect granted by expending your Throat chakra. #### Necromail *Necrocarnum* At the start of each of your turns, if you have taken damage since the start of your previous turn, you gain temporary hit points equal to half your incarnum level (minimum of 1). ***Essentia.*** When you score a critical hit whilst you have temporary hit points granted by this soulmeld, you deal additional necrotic damage to twice your current temporary hit points. If your Sacral chakra is open, you need not use your bonus action to invest this essentia. If your Heart chakra is open, all of your weapon attacks deal bonus damage equal to half your current temporary hit points, if those temporary hit points were granted by this soulmeld. ***Third Eye.*** When a creature damages you, you can expend your Throat chakra as a reaction to subject it to the spell *negative energy flood*. #### Pegasus Cloak *Totemist* As an action you can cause the cloak the billow wildly. Each creature within a 10-foot cone must succeed on a Strength saving throw or be knocked prone. ***Essentia.*** You gain the benefits of the spell *jump* until you complete a long rest, or unshape this soulmeld. If your Solar Plexus chakra is open, you instead gain a 60-foot fly speed. ***Crown.*** You can expend your Crown chakra as an action to half your fly speed until you finish a long rest or unshape this soulmeld. When you do this, a number of creatures up to your Wisdom modifier gain a 30-foot fly speed for the duration. #### Phase Cape *Totemist* You can teleport up to 5 feet to an unoccupied space that you can see as a bonus action on your turn. ***Essentia.*** As a part of your bonus action to invest essentia, or as a bonus action on any subsequent turn before you complete a long rest or unshape this soulmeld, you magically shift into the ethereal plane, and can return as a bonus action. If your Root chakra is open, when you return, your next attack roll is made with advantage. If your Sacral chakra is open, the first successful attack roll you make within 1 minute of you shifting between the planes in either direction deals an additional 2d6 psychic damage. If your Solar Plexus chakra is open, the bonus psychic damage increases to 3d6. If your Heart chakra is open, the bonus psychic damage increases to 4d6. ***Throat.*** When you are about to take damage, you can expend your Throat chakra as a reaction to instantly shift to the ethereal plane, avoiding damage. ***Third Eye.*** You can expend your Third Eye chakra to cast *teleport*. #### Planar Ward *Incandescent* You are always considered a native to whatever plane you are on, and you are never adversely affected by a plane’s nature, or by extreme heat or cold, so long as they do not deal damage to you. ***Essentia.*** You can cast *protection from evil and good* once before finishing a short or long rest. If any of your chakras are open, you can instead cast a more powerful spell, or a previously available spell with a higher level slot: | Chakra | Spell | Spell Level | |:---|:-----------|:---:| | Root | *protection from poison* |2nd| | Sacral | *protection from energy* |3rd| | Solar Plexus | *banishment* |4th| | Heart | *dispel evil and good* |5th| ***Third Eye.*** You can expend your Third Eye chakra to cast the plane shift spell. You must provide the material component for this spell. ***Soul.*** You can expend your Soul chakra to cast the gate spell. You must provide the material component for this spell. #### Riding Bracers *Soulborn* You have advantage on Wisdom (Animal Handling) checks, as well as any check or saving throw made to control or stay on your mount. ***Essentia.*** You can cast *animal friendship* or *speak with animals* once before taking a short or long rest. If your Root chakra is open, you can instead cast *find steed*. The steed disappears when you finish a short or long rest, or if you unshape this soulmeld. The steed gains the benefits of any soulmelds you shape that do not require any action to activate. When you spend an action, bonus action, or reaction to use a soulmeld, or you expend one of your greater chakras, and target yourself with the effect, your steed also gains the benefits of the ability. \pagebreakNum
Incarnate | Soulmelds
If your Sacral chakra is open, any mount you ride gains a +5 bonus to its movement speed. If your Solar Plexus chakra is open, this increases to +10, and if your Heart chakra is open, it increases to +15. ***Throat.*** You can expend your Throat chakra to gain the ability to cast *animal friendship* and *animal messenger* at will. #### Sailor's Bracers *Necrocarnate, Soulborn* You gain swim and climbing speeds equal to your walking speed, as well as proficiency in navigator’s tools and vehicles (water). ***Essentia.*** You can cast *create or destroy water* or *fog cloud* once before finishing a short or long rest. If any of your chakras are open, you can instead cast a more powerful spell, or a previously available spell with a higher level slot: | Chakra | Spell | Spell Level | |:---|:-----------|:---:| | Root | *warding wind* |2nd| | Sacral | *call lightning* |3rd| | Solar Plexus | *watery sphere* |4th| | Heart | *maelstrom* |5th| ***Throat.*** You can expend your Throat chakra to gain the effects of the spells *water breathing* and *freedom of movement* while you are submerged in water until you finish a long rest or unshape this soulmeld. ***Crown.*** You can expend your Crown chakra to cast the *control weather* spell. #### Shadow Mantle *Totemist* The first weapon attack you make on your turn deals additional necrotic damage equal to your Constitution modifier. ***Essentia.*** You gain resistance to necrotic damage. If your Root chakra is open, when you take necrotic damage (even if it is all prevented), you are empowered by flame. The next time you hit a creature with an attack before the end of your next turn, it takes an additional 1d8 necrotic damage. If you take necrotic damage again while already empowered, you are not empowered further. The damage improves as you open additional chakras: 2d8 when you open your Sacral chakra, 3d8 for Solar Plexus, and 4d8 for Heart. ***Throat.*** You can expend your Throat chakra to apply your bonus necrotic damage to all of your weapon attacks until you complete a long rest, or unshape this soulmeld. ***Third Eye.*** You can expend your Third Eye chakra to gain the benefits of the spell *flicker* until you complete a long rest, or unshape this soulmeld. #### Shadow Touch *Necrocarnate* You can make a melee touch attack with your arm, dealing 1d6 + your Wisdom modifier necrotic damage on a hit. This damage increases to 1d8 at 9th level, and 1d10 at 17th level. ***Essentia.*** Parts of your dominant arm gain the benefits of the *etherealness* spell at will until you finish a long rest, or unshape this soulmeld. If your Sacral chakra is open, your shadow touch attack deals +3 bonus damage whilst your arm is affected by the *etherealness* spell. ***Throat.*** You can expend your Throat chakra to cast the spell *investiture of shadow*. ***Third Eye.*** You can expend your Third Eye chakra to cast the spell *etherealness* on your entire body. #### Sighting Gloves *Soulborn* You gain a bonus to your passive Perception equal to your Dexterity modifier, and you gain a +1 bonus to ranged attack rolls. This bonus increases to +2 when you reach 11th level. ***Essentia.*** As an action on your turn, you can launch a pulse of soul energy towards a creature that you can see within 60 feet. Make a ranged spell attack. On a hit, the target takes 1d6 + your Wisdom modifier force damage. If your Sacral chakra is open, your Soul Pulses count as light, for the purposes of two-weapon fighting with them or another weapon. If your Heart chakra is open, this damage increases to 1d8. ***Throat.*** You can expend your Throat chakra to cast *forceful blast* at 6th-level. #### Silvertongue Mask *Incandescent, Necrocarnate* You gain proficiency in Deception and Persuasion. ***Essentia.*** You can cast *charm person* once before finishing a short or long rest. If any of your chakras are open, you can instead cast a more powerful spell, or a previously available spell with a higher level slot: | Chakra | Spell | Spell Level | |:---|:-----------|:---:| | Root | *suggestion* |2nd| | Sacral | *hypnotic pattern* |3rd| | Solar Plexus | *compulsion* |4th| | Heart | *dominate person* or *modify memory* |5th| ***Throat.*** You can expend your Throat chakra to cast the *mass suggestion* spell. ***Crown.*** You can expend your Soul chakra to cast the *glibness* spell. #### Soulspark Familiar *Incandescent* You conjure a mote of soul energy, called a soulspark. The soulspark functions as if conjured by the *find familiar* spell. See the New Monsters section for its statistics. The soulspark disappears if you unshape this soulmeld. \pagebreakNum
Incarnate | Soulmelds
***Essentia.*** When you invest essentia into this soulmeld, your soulspark familiar is empowered for up to 1 minute. While it is empowered in this way, as a bonus action or as part of the bonus action to invest essentia into this soulmeld, you can make a melee spell attack against a creature within 5 feet of the familiar, so long as the familiar is within 100 feet of you. On a hit, the target takes radiant damage equal to 1d4 + your incarnum ability modifier. ___ > ## Soulspark >*Tiny elemental, unaligned* > ___ > - **Armor Class** 12 > - **Hit Points** 3 (1d4 + 1) > - **Speed** 0 ft., fly 50 ft. (hover) >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|1 (-5)|14 (+2)|12 (+1)|3 (-4)|12 (+1)|12 (+1)| >___ > - **Damage Immunities** radiant > - **Senses** darkvision 60 ft., passive Perception 11 > - **Languages** – > - **Challenge** 0 (10 XP) > ___ > > ***Magic Resistance.*** The soulspark has advantage on saving throws against spells and other magical effects. > > ### Actions > ***Soul Blast.*** *Melee Spell Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 1 radiant damage. The damage improves as you open chakras: 1d8 + your incarnum ability modifier when you open your Root chakra, 2d8 + your incarnum ability modifier for opening Sacral, 3d8 + your incarnum ability modifier for Solar Plexus, and 4d8 + your incarnum ability modifier for Heart. ***Third Eye.*** You can expend your Third Eye chakra to cast the *conjure celestial* spell. #### Soulspeaker Circlet *Incandescent* You can understand any spoken language. ***Essentia.*** You can also read any written language. If your Root chakra is open, you can cast the tongues spell once before finishing a short rest. You can target only yourself unless your Sacral chakra is also open. If your Solar Plexus chakra is open, you can speak telepathically with creatures within 60 feet of you. A creature can understand you if it understands any language. If your Heart chakra is also open, creatures can respond to your telepathy in kind, choosing to communicate either with only you, or you and every other creature you just contacted. ***Crown.*** You can expend your Crown chakra to cast the telepathy spell. \columnbreak #### Spellward Shirt *Soulborn* You are always considered to be behind half cover when you are targetted by a spell or magical effect. ***Essentia.*** You gain advantage on saving throws against spells and magical effects until you complete a long rest, or unshape this soulmeld. If your Root chakra is open, you can cast the spell *ablative armour* once before completing a short or long rest. If your Solar Plexus chakra is open, you can cast *ablative armour* twice before needing to complete a short or long rest. ***Crown.*** You can expend your Crown chakra to cast the *orbicular shield* spell, targetting only yourself. #### Sphinx Claws *Totemist* You gain a claw attack as a totem weapon with the light property. This deals 1d6 slashing damage. ***Essentia.*** Your claws become +1 weapons. If your Heart chakra is open, they become +2 weapons. ***Throat.*** You gain immunity to any effect that would sense your emotions or read your thoughts, as well as any divination spell that you refuse. Wisdom (Insight) checks made to discern your intent or sincerity have disadvantage. ***Third Eye.*** You unleash the roar of the sphinx as a part of your action to expend your Third Eye chakra. Each creature that hears the roar within 60 feet of you that you choose must succeed on a Constitution saving throw or take 44 (8d10) thunder damage and be knocked prone. On a successful save, a target takes half damage and is not knocked prone. #### Strongheart Vest *Soulborn* You current hit points and hit point maximum increases by an amount equal to your incarnate level until you complete a long rest, or unshape this soulmeld. ***Essentia.*** As a reaction when you would be pushed, pulled, knocked prone, grappled, or restrained, you can invest essentia as a reaction, or use your reaction if it is already invested to reroll your check to avoid this condition. If your Sacral chakra is open, you instead choose to succeed on the check as opposed to make it again. If your Solar Plexus chakra is open, you then gain temporary hit points equal to your Wisdom modifier. If your Heart chakra is open, the temporary hit points gained also include your incarnate level, as well as your Wisdom modifier. ***Crown.*** You can expend your Crown chakra as a reaction to taking damage. You gain immunity to all damage (including to triggered damage) until the end of your next turn. #### Theft Gloves *Necrocarnate* You gain a proficiency in Sleight of Hand and Stealth checks. ***Essentia.*** When a creature casts a spell of 1st level or lower, you can use your reaction to capture the knowledge of the spell in your gloves. You can then release the spell again as an action on any subsequent turn within the next minute. You can only store one spell at a time in the gloves. When released, the spell is weaker, but still effective. Any damage it deals is halves, its duration, if it has one, is halved, and any healing it grants is also halved. \pagebreakNum
Incarnate | Soulmelds
If your Root chakra is open, you can store spells until you unshape this soulmeld, and you can store spells of up to 2nd level. If your Sacral chakra is open, you can store spells up to 3rd level. If your Solar Plexus chakra is open, you can store up two spells at once, one in each glove. If your Heart chakra is open, the stored spells' effects and duration are not halved when you cast them. ***Throat.*** You can expend your Throat chakra to store a spell of up to 5th-level within the gloves, provided that it abides by the rules shown above. #### Therapeutic Mantle *Incandescent* You regain the maximum number of hit points from any healing, including hit dice. ***Essentia.*** You can cast *cure wounds* once before finishing a short or long rest. If any of your chakras are open, you can instead cast a more powerful spell, or a previously available spell with a higher level slot: | Chakra | Spell | Spell Level | |:---|:-----------|:---:| | Root | *lesser restoration* |2nd| | Sacral | *aura vitality* |3rd| | Solar Plexus | *aura of life* |4th| | Heart | *greater restoration*+ or *raise dead*+ |5th| ___ +You must provide the material components ***Third Eye.*** You can expend your Third Eye chakra to cast the *regenerate* spell. Alternatively, you can cast the *resurrection* spell, but you must provide the material components. ***Soul.*** You can expend your Soul chakra to cast the *true resurrection* spell. You must provide the material components for this spell. #### Threefold Mask of the Chimera *Totemist* You gain advantage on Wisdom (Perception) checks that rely on sight, and you cannot be blinded or flanked. ***Essentia.*** You can make three attacks with all three heads of the mask as an action and a bonus action on your turn. The lion head deals 1d10 piecing damage, the dragon head deals 1d8 fire damage, whilst the goat head deals 1d6 bludgeoning damage, and the target must succeed on a Strength saving throw or fall prone. You add no ability modifiers to the damage of these attacks until you open your Sacral chakra, upon which you add your Wisdom modifier to the attacks of the dragon, and the lion's attacks. ***Crown.*** You can expend your Crown chakra to allow you to make all three attacks as a part of only your action on your turn, also adding your Wisdom modifier to the damage of the goats attack. This lasts until you complete a long rest, or unshape this soulmeld. \columnbreak #### Thunderstep Boots You gain a bonus 10 feet of movement. ***Essentia.*** You can cast *thunderous smite* once before finishing a short or long rest. If any of your chakras are open, you can instead cast a more powerful spell, or a previously available spell with a higher level slot: | Chakra | Spell | Spell Level | |:---|:-----------|:---:| | Root | *jaunt* |2nd| | Sacral | *thunderstep* |3rd| | Solar Plexus | *freedom of movement* |4th| | Heart | *haste* |5th| ***Throat.*** You can expend your Throat chakra as an action to teleport to an unoccupied space that you can see within 60 feet. When you appear, each creature within 10 feet must succeed on a Constitution saving throw or take 6d10 thunder damage and be stunned until the end of your next turn. A successful saves halves the damage, and the creature is not stunned. #### Truthseeker Goggles *Incandescent* You have advantage on Wisdom (Insight) checks. ***Essentia.*** You can cast *detect thoughts* once before finishing a short rest, but you can only detect surface thoughts, and not to probe deeper thoughts or detect the presence of minds, unless your Root chakra is open. If your Sacral chakra is open, you can cast *clairvoyance* instead. If your Solar plexus chakra is also open, you can both see and hear from the sensor. If your Heart chakra is open, you can cast *legend lore* instead, but you must provide the material components. ***Throat.*** You can expend your Throat chakra to cast the *find the path* spell. #### Unicorn Horn *Totemist* You can invoke healing in yourself as an action, causing you to regain 1d4 + your Wisdom modifier hit points. You can use this feature a number of times equal to your Wisdom modifier before you must complete a long rest before you can use it again. The healing increases to 2d4 at 5th level, 3d4 with 9th level, 4d4 at 13th level, and 5d4 at 17th level. ***Essentia.*** As a part of a reaction to invest essentia, or another reaction if your essentia is already invested in this soulmeld, you gain the benefits of the *rebuke evil and good* spell. If your Root chakra is open, you cast the spell at 2nd level. If your Sacral chakra is open, you cast the spell at 3rd level. If your Solar Plexus chakra is open, you cast the spell at 4th level. If your Heart chakra is open, you cast the spell at 5th level. ***Throat.*** You can expend your Throat chakra to cast the spell *planar ally*, but you must provide the material components for the spell. \pagebreakNum
Incarnate | Soulmelds & Multiclassing
#### Vitality Belt *Incandescent* You have advantage on Constitution saving throws against poison and disease, and you have resistance to poison damage. ***Essentia.*** You can cast *aid*, targeting only one creature unless your Root chakra is open. As you unlock more chakras, the level at which you cast this spell increases: 3rd for Sacral, 4th for Solar Plexus, and 5th for Heart. In addition, you can target an additional creature for each spell level beyond 2nd. ***Throat.*** You can expend your Throat chakra to gain resistance to bludgeoning, piercing, and slashing damage until you finish a long rest or unshape this soulmeld. #### Wind Cloak *Soulborn* You are considered to be behind half cover against ranged attack rolled, and Small or Tiny creatures must succeed on a Strength saving throw to fly into your space. ***Essentia.*** You unleash a blast of wind around you. Each creature that you choose within 10 feet of you must succeed on a Strength saving throw or fall prone. If your Root chakra is open, a creature takes 2d4 bludgeoning damage if it fails the saving throw, and half that if it succeeds. If your Sacral chakra is open, the damage increases to 4d4, and the radius to 15 feet. If your Solar Plexus Chakra is open, the damage increases to 6d4. If your Heart chakra is open, the damage increases to 8d4, and the radius to 20 feet. ***Throat.*** You can expend your throat chakra to cast the spell *Gaea's four winds*, except with a 90-foot diameter. #### Winter Mask *Totemist* You can cast the cantrips *frostbite*, *ray of frost*, and *shape water* at will. ***Essentia.*** You gain resistance to cold damage. If your Root chakra is open, when you take cold damage (even if it is all prevented), you are empowered by frost. The next time you hit a creature with an attack before the end of your next turn, it takes an additional 1d8 cold damage. If you take cold damage again while already empowered, you are not empowered further. The damage improves as you open additional chakras: 2d8 when you open your Sacral chakra, 3d8 for Solar Plexus, and 4d8 for Heart. ***Throat.*** You can expend your Throat chakra to cast *investiture of ice*. ***Crown.*** You can expend your Crown chakra to cast *whiteout*. #### Worg Pelt *Totemist* You add your proficiency bonus to Dexterity (Stealth) checks, even if you are already proficient, and you can take the Hide action as a bonus action on your turn. ***Essentia.*** You can cast *hush* once before finishing a short or long rest. If any of your chakras are open, you can instead cast a more powerful spell, or a previously available spell with a higher level slot: | Chakra | Spell | Spell Level | |:---|:-----------|:---:| | Root | *pass without trace* |2nd| | Sacral | *hunter's prowl* |3rd| | Solar Plexus | *locate creature* |4th| | Heart | *shadow stride* |5th| ***Throat.*** You can expend your Throat chakra to gain a bonus to your speed equal to your incarnate level / 5 until you complete a long rest, or unshape this soulmeld. #### Yrthak Mask *Totemist* You gain blindsight out to a range of 30 feet. If you are deafened, this trait does not function. ***Essentia.*** You can unleash a sonic blast in a 10-foot cone. Each creature in range must succeed on a Constitution saving throw or take 3d6 thunder damage and be deafened until the end of your next turn. Once you have used this, you must complete a short or long rest before you may do so again. If your Root chakra is open, the damage increases to 4d6. If your Sacral chakra is open, the damage increases to 5d6, and the cone increases to 15 feet. If your Solar Plexus chakra is open, the damage increases to 6d6. If your Heart chakra is open, the damage increases to 7d6, and a creature that fails the saving throw is stunned as well as deafened. ***Throat.*** You can expend your Throat chakra to gain immunity to thunder damage until you complete a long rest, or unshape this soulmeld. ## Multiclassing ***Ability Score Minimum.*** Charisma 13 ***Proficiencies Gained.*** Light armour, medium armour, shields, simple weapons \pagebreakNum
Jack Weighill's Homebrew Compendium
Hello players and GM Binder devs! You've found the back page of a class from my class compendium. Not all of this work is mine, in fact, most of it isn't! It is simply here for ease of access for the players, and isn't shared elsewhere.
Straight out of 3.5 from the mind of Goober, the incarnate employs very different mechanics to any other class in the game. The use of the soulmelds and essentia make for a very interesting class that I've liked since I first looked at it. Problem is, ol' Goober left 30 of the soulmelds completely missing, so I had to add them manually. Along with various other tasks, the whole class took over 12 combined hours to complete. Ow my soul.
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