##### 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.
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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.
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## 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.
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#### 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.
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#### 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.
A martial class that channels an ancient soul to erupt with destruction.
___
- 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
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