The Incarnate Expansion
The following document contains expanded options and additional content related to the Incarnate class for 5e.
Magic Items Wield ancient magical items from the age of primordials.
Character Options Pick the Hunted background to play as a tormented soul on the run, or choose feats that bring out the monster inside.
Additional Primordial Souls Choose from these additional Primordial Soul options to wield the fearsome power of some of DnD's most famous monsters!
Magic Items
Ancient Token
Wondrous Item, varies (requires attunement by an Incarnate)
This object is as old as the material plane itself, and brims with echoes of ancient power. While attuned to this item, you gain a bonus to your Primordial attack modifier and save DC, as well as your attack and damage rolls with natural weapons, determined by this item's rarity: +1 (uncommon), +2 (rare), or +3 (very rare).
In addition, you can use an action to gain three Primordial dice. You can't use this action again until the next dawn.
Mirror of Destruction
Wondrous Item, rare
This mirror is made of polished metal melded into a jagged rock frame. It has the following properties:
Record History. You can target this mirror with an attack roll that could normally target a creature. When you do, you automatically hit. That attack, including any spells, or other effects that would modify the attack and damage rolls, are copied into the mirror, which then displays a holographic image of the attacking creature. For example, a paladin could cast searing smite and attack the mirror, then use their Divine Smite feature to store all the damage that attack would deal in the mirror. The mirror takes no damage from the attack. You cannot use this property while the mirror has an attack copied.
Reflect Calamity. As an action, you can point the mirror at a target in range of the copied attack to release a mirror copy of that attack. You make the attack roll and use the attack modifier of the original. Any other modifiers applied to the attack roll at the time it was copied, such as a war domain cleric's War God's Blessing feature, are applied to the copy of the attack, and any effects that modified the damage roll or dealt additional damage on a hit are applied if the copy if the attack hits. Once you use this property, you can't again until the next dawn.
Feats
Mutant
A powerful force has mutated your body giving you one Mutation of your choice from the incarnate class. The save DC for the mutation equals 8 + your proficiency bonus + your Constitution modifier. If the mutation has a prerequisite of any kind, you can choose that mutation only if you’re an incarnate who meets the prerequisite.
You also gain one Primordial die, a d4, which you can expend if your mutation allows. You can also expend the Primordial die as a bonus action to gain 1d4 + 1 temporary hit points. You regain the expended die when you finish a short or long rest. If you are an incarnate, you gain an additional use of Generate instead of the d4.
Whenever you gain a level, you can replace the mutation with another one from the incarnate class.
Primordial Conduit
You've become attuned to strands of ancient power, granting you the following benefits:
- Increase your Constitution score by 1, to a maximum of 20.
- When you spend hit dice during a short rest, you gain temporary hit points equal to twice your constitution modifier.
- If you are medium or smaller, you can use a bonus action to gain the "enlarge" effect of the enlarge/reduce spell for 1 minute (no concentration required). Once you do, you must finish a long rest before you can do so again.
Ferocious
Prerequisite: access to a natrual weapon
You strike with animalistic ferocity, granting you the following benefits:
- Increase your Strength or Dexterity by 1, to a maximum of 20.
- When you hit the same creature with two natural weapon attacks on the same turn, you add 1d4 to the second attack's damage roll.
- When you score a critical hit with a natural weapon, the creature has disadvantage on all attack rolls against creatures other than you and cannot take reactions until the start of your next turn as it tries to fend you off.
Background: Hunted
You've spent your life on the run, hunted for reasons you can't control. Skipping from town to town, never allowed to settle, you had to teach yourself how to survive. You've felt what its like to starve, and you know what it means to be hated, but something inside you wont let you give up.
Why are you hunted? You can choose one yourself or roll on the Hated Characteristic table below. Did you prefer the wilds, or would you attempt to blend into the city? Are there still people who would see you driven away, or does your new life as an adventurer stave off the bigotry you would otherwise endure?
Skill Proficiencies: Athletics, Survival
Tool Proficiencies: Disguise Kit, one type of gaming set
Equipment: A small knife, a staff, string, a sack, a mess kit, a tinderbox, a set of traveler's clothes, and a pouch containing 10 gp
Hated Characteristic
d6 | Hated Characteristic |
---|---|
1 | My race is not welcome in the region I currently reside. |
2 | A hideous disfigurement makes those around me fiercely uncomfortable. |
3 | A visible curse mark signifies to others that I bring misfortune. |
4 | I am the only living heir of a royal bloodline that was overthrown and executed. |
5 | I am a wanted criminal, framed or otherwise. |
6 | There is a monster inside me that I cannot control. |
Feature: On the run
You wouldn't have survived this long if you weren't adept at escape. When traveling to move away from imminent danger, for the first 8 hours of travel you and companions you lead can use stealth with a normal travel pace, or travel at a fast pace with no penalty to passive perception.
Suggested Characteristics
Hunted people can often only afford to think of survival. They live meal to meal and probably have difficulty trusting others, though their tenacity likely circumvents the need.
d8 | Personality Trait |
---|---|
1 | I rarely speak, often commenting on situations silently to myself. |
2 | I eat at every opportunity, with no regard for others getting a share. |
3 | I'll go the long way around every time to avoid people. |
4 | I get antsy standing in the open for too long. |
5 | I keep my hands to myself, often in my pockets. |
6 | I'll look over my should about every other minute. |
7 | I speak in a quiet tone at all times. |
8 | I'm only relaxed when in complete wilderness. |
d6 | Ideal |
---|---|
1 | Survival. I will do whatever it takes to survive. (Neutral) |
2 | Anonymity. If I can remain hidden I can blend into society. (Neutral) |
3 | Mobility. Settling in one spot could be my end. (Any) |
4 | Independence. I've lived my entire life on my own, and I don't plan on changing that. (Chaotic) |
5 | Retribution. The ones who hunt me will pay. (Evil) |
6 | Justice. I seek to end the suffering of those like me. (Lawful) |
d6 | Bond |
---|---|
1 | An open flame under the night sky is the only place I can ever call home. |
2 | A person in a major city helps me out when I manage to pass through. |
3 | My persecution has given me great perspective and solidarity with the downtrodden everywhere. |
4 | I never knew a family. My only obligation is to myself. |
5 | I don't care that I'm wanted, it was worth it. |
6 | While it may be the reason I am hunted, the burden I carry is what gives me purpose. |
d6 | Flaw |
---|---|
1 | I will run away from the slightest confrontation. |
2 | I am incapable of trusting people. |
3 | I respond aggressively to simple inquiries. |
4 | I'm socially inept, failing to understand even basic mannerisms |
5 | I lie compulsively. |
6 | I cannot take a joke, and lash out at the slightest insult. |
Primordial Souls
New Mutations
The mutations available for each subclass are listed under their Mutation Options feature. Each of these features also states the creature type related to that Primordial. Mutations with an asterisk are described at the end of the document.
Soul of the Avatar
At the dawn of creation, out of the swirling energy of the cosmos, the first warrior emerged. Forged from equal parts light and darkness, order and chaos, the primordial avatar is a balancing force of the universe itself. A tool used by the highest deities to maintain order in the fabric of reality.
Mutation Options
Your primordial's creature type is celestial for any mutations that reference it.
Mutations
Level | Mutation |
---|---|
3rd | Spirit Cloak* |
5th | Spirit Shadow* |
7th | Breath of Power, Empowered Strike |
9th | Yin-Yang Release* |
11th | Call to Arms, Camouflage, Piercing Gaze* |
15th | Ascendance* |
18th | Essence of Light and Shadow* |
Primordial Avatar Form
3rd-level Soul of the Avatar feature
Your titanus form takes on the likeness of an enormous celestial avatar. While in your titanus form, you emit bright light in a 10-foot radius and dim light for an additional 10 feet, and you gain access to the following natural weapon. It counts as a simple melee weapon for you, but you add your Constitution modifier instead of your Strength modifier to the attack and damage rolls when you attack with it.
Spirit Fist. Has the reach property. You extend your aura to strike a creature within reach. On a hit, the target takes 2d6 force damage. When you attack with this weapon, you can expend one Primordial die and roll it to forgo attacking and instead heal a creature within reach of this weapon. The target regains hit points equal to the expended die and gains temporary hit points equal to half your incarnate level (rounded down) + your Constitution modifier. You can touch, grab, and grapple creatures and objects in range of this weapon.
In addition, while in your titanus form, you gain the following actions:
Clone. You split your essence to control the battlefield. As an action, you can expend a number of Primordial dice up to your proficiency bonus. For each die expended, you create a clone of yourself in an unoccupied space you can see within 30 feet of you. Each clone is a copy of your titanus form that shares your statistics and has all of your class features, except their hit point maximum is 1, they can't use Generate, and they only gain one Primordial die at the start of their turn. They spawn with no Primordial dice.
You control the clones, and in combat they share your initiative count and take their turns immediately after yours. Any damage dealt by a clone is halved. You can have a number of these clones up to your proficiency bonus at one time.
A clone dissipates when it drops to 0 hit points, when it deals damage, when your titanus form ends, or when you or the clone use a bonus action to dissipate it. When a clone dissipates, you learn all that it experienced. If it did not dissipate as a result of your titanus form ending, all of its Primordial dice transfer to you.
Primordial Avatar Breath You charge a dense ball of energy to fire at your foes. As an action, you can expend up to 8 Primordial dice to choose a point you can see within 150 feet of you. Each creature in a sphere with a radius of 20 feet times your size modifier centered on that point must make a Dexterity saving throw against your Primordial save DC. A target takes force damage equal to the expended dice on a failed save, or half as much damage on a successful one.
You can choose to release this blast on the border ethereal plane or the material plane. If release in the border etheral, only hostile creatures are affected. If released on the material plane, a creature that fails the saving throw is knocked prone, and objects in the area take double damage as if they had failed the saving throw.
If two or less Primordial dice were spend on this action, the radius of the sphere is instead 15 feet, and a target takes force damage equal to the expended dice plus 1 additional roll of your Primordial die on a failed save, or half as much damage on a successful one.
Connected Strings
6th-level Soul of the Avatar feature
The Primordial Avatar can sense the energy of other beings. As an action, you can expend one Primordial die to learn the location of any creatures within 30 feet of you, or 60 feet while in your titanus form, including those with total cover.
When you reach 14th level, you can use this feature as a bonus action, and its range increases to 60 feet, or 120 feet while in your titanus form.
Spirits as One
10th-level Soul of the Avatar feature
You can touch a creature to grant them some of your primordial energy. As an action, you can expend a number of Primordial dice up to your proficiency bonus to give that many creatures you can touch, excluding you and your clones, temporary hit points equal to your incarnate level + your Constitution modifier. Once you use this action, you must finish a short or long rest before you can use it again.
While a creature other than you has the temporary hit points from this feature, or the temporary hit points granted by your spirit fist, they can add your Primordial die to the damage roll of one attack they make that hits on each of their turns.
Warrior of Balance
14th-level Soul of the Avatar feature
The Avatar is an ancient warrior, able to wield great power. As a bonus action, you can expend two uses of Titanus Form and 10 Primordial dice to enter your titanus form overloaded with primordial power. When you enter your overloaded titanus form, you cast far step without needing a spell slot or any components, and you don't need to maintain concentration on the spell.
While in your overloaded titanus form, you have resistance to all damage types, and the first attack you make after teleporting with far step on each of your turns is made at advantage, and deals extra force damage equal to your Primordial die on a hit. Any clones you create while in your overloaded titanus form are also overloaded.
Soul of the Kraken
The kraken is a legendary beast, and sworn enemy of the gods themselves. It wields immeasurable power on the Material Plane, being able to summon storms and raise the oceans at will. Incarnates of a kraken may find themselves worshiped by the cults that form around them.
Primordial Kraken Mutations
Your primordial's creature type is monstrosity for any mutations that reference it.
Mutations
Level | Mutation |
---|---|
3rd | Extraterrestrial Psionics, Pact of the Kraken* |
5th | Will of the Stars |
7th | Tidal Commander*, Winds of Wrath |
9th | Storm Tyrant |
11th | Deep Sea Conduit*, Piercing Gaze* |
15th | Crushing Grip |
18th | Primordial Vengeance* |
Primordial Kraken Form
3rd-level Soul of the Kraken feature
Your titanus form takes on the likeness of a Kraken. While in your titanus form, you can breathe underwater, and you gain a swimming speed equal to your walking speed. Your walking speed is then halved (your swimming speed is not reduced from this). You also gain access to the following natural weapons. They count as simple melee weapons for you, and you add your Strength modifier to the attack and damage rolls when you attack with them, as normal.
Bite. You sink your teeth into a creature within reach. On a hit, the target takes 2d6 piercing damage, and if the target is grappled by you, you can expend one Primordial die to force a target that is at least two sizes smaller than you to make a Strength saving throw against your Primordial save DC. On a failed save, the target is swallowed.
While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside you, and it takes a number of rolls of your Primordial die equal to 2 + your proficiency bonus as acid damage at the start of each of your turns. You can only have one creature swallowed at a time. If you take damage equal to or greater than 10 times your proficiency bonus on a single turn from a creature inside you, you must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate it. A regurgitated creature falls prone in an unoccupied space within 10 feet of you. If you are knocked unconscious, a swallowed creature is regurgitated.
If a swallowed creature drops to 0 hit points, you release the creature's gear into an unoccupied space within 5 feet of you when your titanus form ends.
Tentacle. Has the reach property. You swing one of your tentacles at a creature in range. On a hit, a target takes 1d12 bludgeoning damage, and you can expend one Primordial die to force a target no more than one size larger than you to make a Strength saving throw against your Primordial save DC. On a failed save, the target is grappled and takes bludgeoning damage equal to the expended die. You have 10 tentacles that can each grapple one creature.
In addition, while in your titanus form, you gain the following action:
Lightning Storm You magically create bolts of lightning. Choose a number of targets up to your proficiency bonus that you can see within 120 feet of you, expending one Primordial die for each target chosen. A target must make a Dexterity saving throw against your Primordial save DC, taking lightning damage equal to 3 rolls of your Primordial die on a failed save, or half as much damage on a successful one. A target can be chosen multiple times, making only one saving throw and taking damage equal to 2 rolls of your Primordial die for each die expended for that target on a failed save.
If a target is grappled by you, that target has disadvantage on the saving throw.
Roiling Ocean
3rd-level Soul of the Kraken feature
The kraken moves like the ocean itself. While in your titanus form, you are immune to lightning damage, and you ignore difficult terrain. Magical effects can't reduce your speed or cause you to be restrained, and you can spend 5 feet of movement to escape from nonmagical restraints or being grappled.
Ancient Mind
6th-level Soul of the Kraken feature
You can speak telepathically with other creatures you can see within 60 feet of you while in your normal form, or 120 feet while in your titanus form, and those creatures can respond telepathically to you, if you allow it. To understand each other, you each must speak mentally in a language the other knows.
Additionally, while in your normal form, you have resistance to lightning damage.
Wrath of the Sea
10th-level Soul of the Kraken feature
The ocean bows to the kraken. As an action, and when you enter your titanus form, you can expend three Primordial dice to summon a water elemental in an unoccupied space you can see within 30 feet of you. You control the elemental, and in combat, it shares your initiative count and take its turn immediately after yours. The elemental disappears when it drops to 0 hit points, or one hour after it was summoned. You can only have one water elemental summoned this way at a time, and once you use this feature, you must finish a short or long rest before you can use it again.
Torrential Invocation
14th-level Soul of the Kraken feature
The kraken reigns supreme in the deep. As a bonus action, you can expend two uses of Titanus Form and 10 Primordial dice to enter your titanus form overloaded with primordial power. When you enter your overloaded titanus form, you cast the water breathing spell without using a spell slot or any components, and a cylinder of water with a height and radius of 60 feet is created on the ground at your location, spreading around corners and filling any rooms not sufficiently sealed. The cylinder does not move with you and lasts until your titanus form ends. Hostile creatures in the cylinder are vulnerable to lightning damage.
Soul of the Tarrasque
Nothing on the Material Plane summons dread quite like the Tarrasque. The most well known and feared of all the primordials by mortals of today, the appearance of the Tarrasque spells calamity, and the end of an era.
Primordial Tarrasque Mutations
Your primordial's creature type is monstrosity for any mutations that reference it.
Mutations
Level | Mutation |
---|---|
3rd | Clawed Fist, Omen of Terror* |
7th | Manifested Ruin*, Unbreakable |
9th | Arcane Indifference, Primordial Fury |
11th | Primordial Strength, Unstoppable* |
15th | Crushing Grip |
18th | Untold Devastation* |
Primordial Tarrasque Form
3rd-level Soul of the Tarrasque feature
Your titanus form takes on the likeness of a Tarrasque. You gain access to the following natural weapons while in your titanus form. They count as simple melee weapons for you, and you add your Strength modifier to the attack and damage rolls when you attack with them, as normal.
Bite. You sink your teeth into a creature within reach. On a hit, the target takes 1d12 piercing damage, and you can expend one Primordial die to roll it, dealing piercing damage to the target equal to the number rolled and forcing a target no more than one size larger than you to make a Strength saving throw against your Primordial save DC. On a failed save, the target is grappled. You cannot attack with your bite while a target is grappled this way.
Claw. You eviscerate a creature in reach with terrible claws. On a hit, the target takes 2d6 slashing damage. Once on each of your turns when you attack with this weapon using the Attack action, you can make one additional claw attack as part of the same action by expending one Primordial die.
Horns. You gore an enemy in reach with your horns. On a hit, the target takes 1d8 piercing damage. If you move at least 20 feet straight towards a creature and then attack it with this weapon, the target takes an additional 1d8 piercing damage on a hit.
Tail. Has the reach property. You whip a creature in reach with your tail. On a hit, the target takes 3d4 bludgeoning damage, and you can expend one Primordial die to force the target to make a Strength saving throw against your Primordial save DC. On a failed save, the target takes bludgeoning damage equal to the expended die and is knocked prone.
In addition, while in your titanus form, you can use one of the following features in place of an attack when you take the Attack action:
Swallow. You swallow a creature locked in your jaws. In place of an attack, you can expend one Primordial die to force a target grappled with your bite weapon that is at least two sizes smaller than you to make a Strength saving throw against your Primordial save DC. On a failed save, the target is swallowed. While swallowed, the creature is blinded and restrained, has total cover against attacks and other effects outside you, and takes a number of rolls of your Primordial die equal to your proficiency bonus plus two as acid damage at the start of each of your turns. You can only have one creature swallowed at a time.
If you take damage equal to or greater than 10 times your proficiency bonus on a single turn from a creature inside you, you must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate it. A regurgitated creature falls prone in an unoccupied space within 10 feet of you. If you are knocked unconscious, a swallowed creature is regurgitated.
If a swallowed creature drops to 0 hit points, you release the creature's gear into an unoccupied space within 5 feet of you when your titanus form ends.
Terrorize. You instill fear into your enemies. In place of an attack, you can expend one Primordial die to choose a number of creatures up to your proficiency bonus that are within 60 feet of you and are aware of you. Those creatures must succeed on a Wisdom saving throw against your Primordial save DC or become frightened of you until your titanus form ends. A creature can repeat the saving throw at the end of each of its turns, at disadvantage if you are within line of sight, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to your Terrorize for the next 24 hours.
Reflective Carapace
3rd-level Soul of the Tarrasque feature
The hide of the Tarrasque is impenetrable. While in your titanus form, any time you are targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, roll a d6. On a 6, you are unaffected, and the effect is reflected back at the caster as though it originated from you, turning the caster into the target.
Additionally, while in your titanus form, you have advantage on saving throws against spells and other magical effects.
Apex Predator
6th-level Soul of the Tarrasque feature
No prey can hide from the Tarrasque. You have blindsight out to 15 feet, or 60 feet while in your titanus form. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
You also have resistance to fire and poison damage, and advantage on saving throws you make to avoid or end the poisoned condition on yourself.
When you reach 18th level, the range of your blindsight increases to 30 feet, or 120 feet while in your titanus form, and you gain immunity to fire and poison damage, and cannot be poisoned.
Furious Rampage
10th-level Soul of the Tarrasque feature
The Tarrasque's assault is unceasing. You can use your bonus action to expend a Primordial die and make one weapon attack against a creature you have not attacked this turn. Add the expended die to the damage roll on a hit.
In addition, you have advantage on saving throws you make to avoid or end the paralyzed condition on yourself. When you reach 18th level, you cannot be paralyzed.
Legendary Destruction
14th-level Soul of the Tarrasque feature
The Tarrasque is the most dreaded monster on the Material Plane. When you enter your titanus form with 10 Primordial dice stored, you can expend an extra use of Titanus Form to attune yourself to the Material Plane, drawing forth the Tarrasque's true power. While in this attuned titanus form, your attacks score a critical hit on a roll of 17-20, and you can attack three times, instead of twice, whenever you take the Attack action on your turn.
Optional Rule: The Monster Within
Want to add a little danger to your campaign? This optional rule allows you to play as a truly cursed being that could lose yourself to the monster inside.
When you roll for initiative, if you roll a 5 or less on the d20, you must make a Constitution saving throw against your primordial save DC. On a failed save, you enter your titanus form at the maximum size allowed by your space and are under the DM's control until it ends. You spend your turns indiscriminately pursuing and attacking the nearest creature to the best of your ability.
Soul of the Witness
Made by Portergoth (@Reddit)
Each Beholder thinks itself the pinnacle of perfection, but did these reality warping nightmares always look the way they do? Perhaps, instead, they found inspiration from a creature so powerful they shaped themselves in its image. A bit of that entity resides in you now, pushing you to ruin all you lay eyes upon.
Mutation Options
Your primordial's creature type is aberrant for any mutations that reference it.
Mutations
Level | Mutation |
---|---|
3rd | Ever-Present Eyes*, Passive Sustentation |
5th | Will of the Stars |
7th | Conduit Scales, Eyes on the Inside* |
9th | Arcane Indifference |
11th | Call to Arms, Piercing Gaze* |
15th | Ascendance |
18th | Unraveling Presence* |
Primordial Witness Form
3rd-level Soul of the Witness feature
Your titanus form takes on the likeness of a single massive eye, with strands of aberrant flesh that end in smaller eyes protruding from its back. While in your titanus form, you gain a flying speed equal to half your walking speed (rounded down to the nearest multiple of 5), and you can hover. You gain access to the following natural weapon while in your titanus form. It counts as simple weapon for you, and you add your Strength modifier to the attack and damage rolls when you attack with it, as normal.
Snapping Stalks. Your eyestalks open and tear into your target with rows of jagged teeth. On a hit, the target takes 1d10 piercing damage. When you take the Attack action, you can make an additional attack using this weapon as part of the same action by expending one Primordial die.
In addition, while in your titanus form, you gain the following features:
Antimagic Pulse. You emit a pulse of force from your central eye that disrupts The Weave. As an action, you can expend a number of Primordial dice up to your proficiency bonus to force each creature in a cone with a size of 30 feet times your size modifier to make a Constitution saving throw against your Primordial save DC. A creature takes force damage equal to the expended dice on a failed save, or half as much damage on a successful one.
Until your titanus form ends, or until you use this feature again, any spells affecting creatures or areas within the cone are suppressed if they were created by a spell of a level less than or equal to the number of dice expended.
A hostile creature that attempts to cast such a spell while inside the affected area, or attempts to place an area of affect from such a spell inside the cone, must make a contested Arcana check using their spellcasting ability modifier against your Primordial save DC. On a failure, the creature is unable to cast the spell, saving any resource required to do so. You must maintain concentration on this effect, as if concentrating on a spell.
Eye Ray. You can use your action to fire magical energy from your eye stalks that sunders The Weave, causing chaos. Choose a number of creatures up to half your proficiency bonus, rounded up, that you can see within 120 feet of you. Expend one Primordial die for each target chosen, then roll your Primordial die on the Eye Ray table for each target. Each target must then make a saving throw against your Primordial save DC using the ability score aligned with their rolled effect.
On a failed save, a target takes force damage equal to 2 rolls of your Primordial die and suffers their rolled effect. A creature already under an Eye Ray effect still rolls on the table and takes force damage, but suffers no other effects from the roll.
You can target the same creature multiple times when you take this action, rolling only once on the table for that target but increasing the force damage taken by 2 rolls of your Primordial die for each additional time it was targeted.
Eye Ray
Primordial die | Save | Effect |
---|---|---|
1 | WIS | The target is charmed by you for 1 minute, or until it is harmed by you or creatures allied to you. |
2 | WIS | The target is frightened by you until the end of your next turn. |
3 | DEX | The target’s movement speed is halved, it cannot take reactions, and it must choose between using either its action or bonus action until the end of your next turn. |
4 | CON | The target takes necrotic damage equal to 3 rolls of your Primordial die, or half as much damage on a successful save. |
5 | CHA | The target falls unconscious until the end of your next turn, or until it takes any damage or a creature takes an action to wake it. This ray has no effect on constructs and undead. |
6 | CON | The target is paralyzed until the end of your next turn. |
7 | STR | The target moves up to 30 feet in any direction you choose. It is then restrained and held in place by the ray’s telekinetic grip until the start of your next turn or until you are incapacitated. |
8 | DEX | The target is shunted into a harmless demiplane until the end of your next turn. |
9 | DEX | The target takes force damage equal to 6 rolls of your Primordial die. If this reduces the target to 0 hit points, it is reduced to a fine grey dust. |
10 | CHA | The target is restrained as it starts to turn to stone. At the end of it’s next turn, it must repeat the saving throw or be petrified for one minute. |
11 | INT | The target takes psychic damage equal to 2 rolls of your Primordial die even if it succeeds on the saving throw, and if it failed, it's Intelligence and Charisma scores are reduced by 8, to a minimum of 4. |
12 | WIS | The target takes 1 roll of your Primordial die as psychic damage and is automatically affected by your Witness's Gaze feature until the end of your next turn. It cannot make a saving throw to end the effect at the end of its turn. |
Eyes from Beyond
6th-level Soul of the Witness feature
Your vision is bolstered by the Witness, granting you the following benefits:
- You have darkvision out to 120 feet
- Small eyes appear on surfaces near you, granting you a bonus to your Wisdom (Perception) and Intelligence (Investigation) checks equal to your Constitution modifier.
- You can see up to 1 mile away with no difficulty, and can discern even fine details as though looking at something no more than 100 feet away from you.
- Dim light doesn’t impose disadvantage on your Wisdom (Perception) checks.
Additionally, while in your titanus form, you have advantage on any Wisdom (Perception) or Intelligence (Investigation) checks relying on sight.
Witness's Gaze
10th-level Soul of the Witness feature
The Witness can see across every plane. As an action, you can expend three Primordial dice to force a creature you can see to make a Wisdom saving throw. On a failed save, the target becomes blinded, deafened, and cannot speak for 1 minute, as its head is turns into a giant eyeball.
While a creature is blinded this way, you can perceive through that creature’s vision as if it wasn't blinded, and you may use your bonus action to roll on the Eye Ray table without expending a Primordial die, targeting one creature within 60 feet of it. This can include the blinded creature.
At the end of each of its turns, an affected creature can repeat saving throw, ending this effect on itself on a success.
Visions of the Far Realm
14th-level Soul of the Witness feature
No magic will halt the ever-watching gaze of the Wt. When you enter your titanus form with 10 Primordial dice stored, you can expend an extra use of Titanus Form to attune yourself to the void, the spaces between, where The Weave can offer no cover from sight. While in this attuned titanus form, you gain the following benefits:
- You have advantage on saving throws against spells and other magical effects.
- When you roll on the Eye Ray table, you can roll twice and use either result.
- When you target only one creature with your Eye Ray, that creature has disadvantage on the saving throw.
Soul of the Witness | by Portergoth (@Reddit)
Mutations
Spirit Cloak
Soul of the Avatar
While in your normal form, you can become enveloped in primordial energy as a bonus action, and you can dismiss it as a bonus action. While covered in this energy cloak, you emit bright light in a 10-foot radius and dim light for an additional 10 feet, and you gain access to the Spirit Fist weapon of your titanus form. When used this way, it has the two-handed property.
Pact of the Kraken
Soul of the Kraken
Tentacles grow from your face. While in your normal form, you gain a swimming speed equal to your walking speed and can breathe underwater. You also learn certain spells when you reach specific levels in this class, as shown in the table below. You can cast these spells by expending the number of Primordial dice shown, requiring no spell slot or components and using your Primordial save DC and Primordial attack modifier. Add your Constitution modifier to the damage roll of lightning lure when you cast it.
Level | Die Cost | Spells |
---|---|---|
3 | 0 | lightning lure, shape water |
3 | 1 | create or destroy water |
5 | 2 | call lightning |
7 | 3 | control water |
When you cast a spell of 3rd level or higher using this mutation, you must finish a short or long rest before you can cast that spell this way again.
Omen of Terror
Soul of the Tarrasque
Your teeth become fangs and horns sprout from your temples. You can expend one Primordial die to cast cause fear at level equal to 1/3rd your incarnate level without using a spell slot or any components. When cast this way, you don't need to maintain concentration on the spell. Once you use this mutation, you must finish a short or long rest before you can use it again.
Ever-Present Eyes
Soul of the Witness
You can expend one Primordial die to cast the find familiar spell, without using a spell slot or any components. When cast this way, your familiar takes the form of a gazer*. You can communicate telepathically with your gazer familiar and perceive through it’s senses as long as you are on the same plane of existence.
While in your normal form, if your gazer familiar is on the same plane of existence, you can expend one Primordial die as a bonus action to roll on the Eye Ray table, targeting a creature within 60 feet of the gazer.
Spirit Shadow
5th-level incarnate, Soul of the Avatar
While in your normal form, you gain access to the Clone action of your titanus form. When used this way, the clones are of your normal form, they last for a number of hours equal to your incarnate level, and they have no uses of Titanus Form. They spawn with one Primordial die, and have copies of any clothes and weapons you have equipped, excluding magical items.
Tidal Commander
5th-level incarnate, Soul of the Kraken
Your skin is constantly wet. You can expend two Primordial dice to cast tidal wave without using a spell slot or any components. You can use this mutation a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Manifested Ruin
7th-level incarnate, Soul of the Tarrasque
You grow a long tail. While in your normal form, you gain access to the tail weapon of your titanus form. When used this way, you can only make one attack with it each turn.
Eyes on the Inside
7th-level incarnate, Soul of the Witness
As an action, you can force a creature you can see to make a Charisma saving throw against your Primordial save DC. On a failed a save, you can see through that creatures vision as if it was your own for up to 10 minutes. You can expend one or more Primordial dice up to your proficiency bonus when you do so to increase the length of time to 1 hour for each die expended.
A creature that fails the saving throw is unaware of this effect, while a creature that succeeds feels a sensation of eyes watching it from behind. A creature can choose to fail the saving throw if it wishes
Yin-Yang Release
9th-level incarnate, Soul of the Avatar
You can expend one or three Primordial dice to cast lesser restoration or greater restoration respectively, without using a spell slot or any components. Their range when you cast them is touch, and when you do, the target regains hit points equal to the expended dice. Once you cast either spell this way, you must finish a short or long rest before you can cast that spell again with this mutation.
Once you reach 11th and 13th level, you can cast heal and regeneration respectively, with a range of touch and without using a spell slot or any components. Once you cast either of these spells this way, you must finish a long rest before you can cast that spell again with this mutation.
Deep Sea Conduit
11th-level incarnate, Soul of the Kraken
The air around you smells of salt. You have advantage on saving throws against being paralyzed, and you can expend three Primordial dice to cast maelstrom, without using a spell slot or any components. Once you cast the spell this way, you must finish a short or long rest before you can do so again.
When you reach 18th level, you cannot be paralyzed, and you gain immunity to lightning damage.
Unstoppable
11th-level incarnate, Soul of the Tarrasque
While in your titanus form, you gain a bonus to your Wisdom, Intelligence, and Charisma saving throws equal to your Constitution modifier.
Piercing Gaze
11th-level incarnate, Soul of the Avatar, Kraken, or Witness
A third eye opens in the center of your forehead. You can expend four Primordial dice to cast true seeing, without using a spell slot or any components. Once you use this mutation, you can’t use it again until you finish a long rest.
Ascendance
15th-level incarnate, Soul of the Avatar or Witness
You gain a flying speed equal to your walking speed and can hover.
Essence of Light and Shadow
18th-level incarnate, Soul of the Avatar
You can expend three uses of Titanus Form, five uses of Generate, and 12 Primordial dice to cast wish without using a spell slot or any components. When cast this way, you can use it to replicate any spell of 9th level or lower instead of 8th, other than wish, with no negative consequences. Once you use this mutation, you must finish 3d4 long rests before you can use it again.
Primordial Vengeance
18th-level incarnate, Soul of the Kraken
You can expend three uses of Titanus Form, five uses of your Generate action, and 12 Primordial dice to cast true polymorph on yourself, without using a spell slot or any components. When cast this way, you become a kraken, you do not need to maintain concentration on the spell, and it ends after 1 minute. Once you use this mutation, you must finish 3d4 long rests before you can use it again.
Untold Devastation
18th-level incarnate, Soul of the Tarrasque
You can expend three uses of Titanus Form, five uses of your Generate action, and 12 Primordial dice to cast true polymorph on yourself, without using a spell slot or any components. When cast this way, you become a tarrasque, you do not need to maintain concentration on the spell, and it ends after 30 seconds. You also maintain your Intelligence, Wisdom, and Charisma scores, though all other game statistics are replaced as normal. Once you use this mutation, you must finish 3d4 long rests before you can use it again.
Unraveling Presence
18th-level incarnate, Soul of the Witness
You can expend three uses of Titanus Form, five uses of Generate, and 10 Primordial dice to enter your titanus form as a true manifestation of the primordial witness. While in this true titanus form, you can use your Eye Ray feature without expending Primordial dice, choosing one to three targets. You also create an area of antimagic, as in the antimagic field spell, in a 150-foot-cone. At the start of each of your turns, you decide which way the cone faces and whether the cone is active. The area works against your own Eye Ray feature.
The Incarnate Expansion
By u/23BLUENINJA
- Art:
- Grzegorz Rutkowski - pg 1
- Midjourney AI 'Godzilla rising from the ocean...' - pg 2
- Midjourney AI 'A Primordial titan rising from the sea' - pg 4
- Dann Scott - pg 5
- Chris Cold - pg 6
- Filip Burburan - pg 7
- Kekai Kotaki - pg 8
- Lars Grant-West - pg 9
- Sam Rowan - pg 12
- Jenn Ravenna - pg 13