The Incarnate(Personal Edits)

by Balagador

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The Incarnate

Incarnate

A look of panic in his eyes, the self-exiled human clothed in rags runs as fast as he can away from a scene of smoldering devastation. He let his guard down, let one too many insults from mocking eyes get to him, and destruction was the consequence of his lapse in focus.

Deep underground, in the lowest reaches of the Underdark, bright eyes glow amid a gathering of prostrated drow. Their heads are bowed in fear and respect towards the manifestation of ancient power, whose wrath could be unleashed at the barest slight.

As a rogue and riled frost giant approaches the gates of her town, the elf closes her eyes and inhales deeply. She would defend the life she built here, even if it meant she would owe the innkeeper a new roof.

The soul of an incarnate is inextricably linked with that of an ancient primordial force. Some may learn to harness its power, but for many, it is an incredible burden. Incarnates are often hunted and executed. Fear, however, is a powerful trigger, and should the primordial within them manifest more acutely, entire cities could be laid to waste in their efforts to escape with their life.

Souls Bound to Primordial Beings

Long before all known history, when the crust of the world was still molten, the first beings, Primordials, arose from the chaos of creation. Somewhere between gods and mortals, these were the first living creatures. Precursors to modern day life, they stood, titanic against the backdrop of the newborn forests and mountains that they roamed. Still, eons later, they live. Buried somewhere in slumber, in a location few know of, and even fewer dare to venture.

The will of a primordial is vast and inscrutable, much like that of the gods. Very rarely, the subconscious of one of these great titans reaches out through the weave, and takes hold of a mortal's soul the moment it comes into existence. This event binds the two souls together. An incarnate, two beings sharing one body, is the result.

Outcasts from Birth

The link between a mortal and a primordial is a source of great power, often too great. If an incarnate's constitution is weak, the primordial soul inside it will take control, morphing its body to the Primordial's likeness and wreaking havoc on whatever it pleases. Not all the Primordial's are so destructive, but all demand the respect deserved to them as the first. These destructive outbursts often lead to the incarnate's execution or exile, as their peers now see a monster where once they saw a friend or family member.

Those incarnates lucky enough to avoid being beheaded outright often spend the rest of their lives on the run. Aware of the devastation that lays inside them, floating just beneath the surface, they never stay tied down for too long, and often live in poverty. The burden of knowing what lurks within hampers every aspect of their lives, but the will of those incarnates who live long enough to see this life style is stronger than even the toughest soldiers. It is their will that pushes them forward from one day to the next.

































Creating an Incarnate

When creating an incarnate, try to choose ahead of time which primordial your soul is linked to. The nature of your primordial will shape the behavior of your incarnate.

Once this is done, think about your characters motivations. How does your character view the primordial inside it: as a force of terrible destruction or untapped potential? Does your character feel they are cursed, or do they perhaps feel blessed that they were chosen as the conduit of a greater being? Has your character lived a life on the run, or did they manage to settle down somewhere, feeling they have firm control of their own body? Has your character contemplated the nature of their combined souls, or do they take their life as an incarnate one day at a time? Are they perhaps barely even aware of their nature?


Quick Build

You can make an incarnate quickly by following these suggestions. First, put your highest ability score in Constitution, followed by Strength. Second, choose the hunted or urchin background.

The Incarnate
Level Proficiency Bonus Features Primordial Die Mutations Titanus Uses
1st +2 Primordial Energy, Primordial Constitution d6
2nd +2 Mutations d6 2
3rd +2 Primordial Soul, Titanus Form (large) d6 3 1
4th +2 Ability Score Improvement d6 3 1
5th +3 Extra Attack d8 4 1
6th +3 Superiority, Soul Feature d8 4 1
7th +3 Bow to None d8 5 1
8th +3 Ability Score Improvement d8 5 2
9th +4 Let Them Fight d8 6 2
10th +4 Soul Feature d8 6 2
11th +4 Primordial passage, Titanus Form (huge) d10 7 2
12th +4 Ability Score Improvement d10 7 2
13th +5 Eminence, Triumph d10 8 2
14th +5 Soul Feature d10 8 2
15th +5 Energized Biology d10 9 2
16th +5 Ability Score Improvement d10 9 3
17th +6 Older than Death, Titanus Form (gargantuan) d12 9 3
18th +6 Reflection d12 10 3
19th +6 Ability Score Improvement d12 10 3
20th +6 Acceptance d12 10 4

Class Features

Hit Points


  • Hit Dice: 1d8 per incarnate level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per incarnate level after 1st

Proficiencies


  • Armor: Shields
  • Weapons: Simple weapons
  • Tools: None
  • Saving Throws: Strength, Constitution
  • Skills: Choose two from Athletics, Intimidation, Nature, Perception, Stealth, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) A light crossbow and 20 bolts or (b) any simple weapon
  • (a) A shield or (b) any simple weapon
  • (a) An explorer’s pack or (b) an dungeoneer's pack
  • Two daggers

Primordial Energy

Starting at 1st level, you learn to channel the overwhelming force of your primordial, represented by your Primordial die, a d6. This die changes as you gain incarnate levels, as shown in the Primordial Die column of the Incarnate table. You can store a number of these dice equal to twice your proficiency bonus. They do not disappear when you finish a rest.

While the number of Primordial dice you have stored exceeds your proficiency bonus, the strain of holding that energy inside your body causes you to have disadvantage on all ability checks and saving throws.

You gain the following primordial energy features:

Generate. As an action, you can gain one Primordial die. If the number of Primordial dice you have stored is less than half your proficiency bonus (rounded down) and you have not gained one this turn, you can use this feature as a bonus action.

You can use this feature a number of times equal to your Constitution modifier, and you regain all expended uses when you finish a short or long rest.




















Empower. As a bonus action, you can expend and roll any number of Primordial dice to gain temporary hit points equal to the highest number rolled + the number of dice expended. For each die expended beyond the first, you may cause a creature you can see within 60 feet of you to gain half as many temporary hit points, rounded down. At 5th level, a creature gains the same amount as you.

Primordial Constitution

Beginning at 1st level, while you are not wearing any armor, your AC equals 13 + your Constitution modifier. You can use a shield and still gain this benefit.

Mutations

The primordial soul inside you has permanently altered your form, as you embrace its power. At 2nd level, you gain two mutations of your choice. Your mutation options are detailed at the end of the class description. When you gain certain incarnate levels, you gain additional mutations of your choice, as shown in the Mutations column of the Incarnate table.

Additionally, when you gain a level in this class, you can choose one of the mutations you have and replace it with another mutation that you could gain at that level.

If a mutation has prerequisites, you must meet them to gain it. You can gain the mutation at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.

Some of this class's features and mutations will require you to make an attack roll or a target to make a saving throw to resist the feature’s effects. The attack modifier and saving throw DC is calculated as follows:

Primordial save DC = 8 + your proficiency bonus +

your Constitution modifier.

Primordial attack modifier = your proficiency bonus +

your Constitution modifier.

Titanus Form

At 3rd level, you manifest the form of your primordial. As a bonus action, you can enter your titanus form. While in your titanus form, your size becomes large. You can choose to increase your size further when you reach certain levels in this class, to huge at 11th level and gargantuan at 17th level.

You cannot increase your size to the point where you would be required to squeeze in the space you currently occupy, and you cannot transform at all if you cannot become large without squeezing.

Several of this class's features are affected by your size. This is represented by your size modifier, which is calculated as follows:

Size modifier = +1 for each size you are above medium.

When you enter your titanus form, you gain a number of Primordial dice equal to your size modifier, and you roll your Primordial die a number of times equal to your size modifier. You gain temporary hit points equal to the total rolled plus twice your incarnate level. They vanish if any of them are left when your titanus form ends.

Any gear you have merges into your new form, becoming unusable until your titanus form ends (static effects from attuned items, such as bracers of defense, still apply unless you are required to wield them for the effect). While in your titanus form, you can't use shields or weapons, other than those granted by features from this class.

If you are able to cast spells, you can’t cast them or concentrate on them while in your titanus form, unless it is a spell granted by your titanus form or a mutation.

While in your titanus form you gain the following benefits:

  • You gain a number of Primordial dice at the start of each of your turns equal to your size modifier.
  • You gain a bonus to Strength and Constitution checks and saving throws equal to your Primordial die.
  • Your reach with melee weapons becomes 5 feet times your size modifier.
  • You have resistance to bludgeoning, piercing, and slashing damage.
  • Your speed increases by 5 feet times your size modifier.
  • You have darkvision out to 120 feet.
  • If your size is gargantuan, you deal double damage to objects and structures.

Your titanus form lasts for 1 minute. It ends early if you are knocked unconscious.

The number of times you can enter your titanus form is listed in the incarnate table under the Titanus Uses column. You regain all expended uses when you finish a long rest.

Primordial Soul

Also at 3rd level, the true identity of your primordial is revealed to you. Choose one of the Primordial Souls listed at the end of the class description. Your titanus form takes on the likeness of your Primordial Soul. Your choice grants you features at 3rd level, and again at 6th, 10th, and 14th levels.

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.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.





Superiority

Starting at 6th level, while in your titanus form, you gain a +1 bonus to your AC, and any damage dealt by you while in your titanus form or with a weapon granted by a mutation counts as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.

Bow to None

Beginning at 7th level, you have advantage on saving throws against being charmed or frightened, and while in your titanus form, you can’t be charmed or frightened. If you are charmed or frightened when you enter your titanus form, the effects causing those conditions end for you.

Let Them Fight

Starting at 9th level, your primordial’s innate sense of superiority takes over when challenged. Once on each of your turns while in your titanus form, when you make an attack roll against a large or larger creature, or force any number of creatures to make a saving throw, you can expend one Primordial die to either gain advantage on the attack roll, or cause the saving throw to be made at disadvantage for one target that is large or larger.

Additionally, while in your titanus form, any attack rolls you make against a large or larger creature score a critical hit on a roll of 19 or 20.

Primordial Passage

At 11th level, you learn to traverse the world as the Primordials once did. You are always aware of the distance and direction to the Underdark (or its equivalent) entry point closest to you, and can travel through the Underdark with up to six other creatures at a fast pace with no penalty to passive Perception.

In addition, you can sense the general direction of any huge or larger creatures within 5 miles of you.

Eminence

Starting at 13th level, your presence demands an answer. When you enter your titanus form, each hostile creature that can see you and is smaller than you must succeed on a Wisdom saving throw against your Primordial save DC or have disadvantage on the next attack roll they make before the end of your next turn.

Triumph

Also at 13th level, when you drop a hostile creature your size or larger to 0 hit points while in your titanus form, you can expend one Primordial die to roar. Each hostile creature within 120 feet of you that can hear and is your size or smaller must make a Wisdom saving throw against your Primordial save DC. On a failed save, a target is both deafened and frightened by you until the start of your next turn.





Energized Biology

At 15th level, primordial energy suffuses you. While in combat and in your normal form, you can use a d8 in place of expending a Primordial die for any of your features. You can do so even if you have no Primordial dice stored. If you would expend multiple Primordial dice at once, you can only replace one die this way. Once you replace a Primordial die this way, you can’t do so again until the start of your next turn.

In addition, you no longer have disadvantage on saving throws while the number of Primordial dice you have stored exceeds your proficiency bonus. You still have disadvantage on ability checks.

Older than Death

Starting at 17th level, your primordial power lets you shrug off death. At the start of your turn while in your titanus form, you may gain temporary hit points equal to 1 roll of your Primordial die. You also gain the following benefits:

  • You are immune to disease, and you age 1 year for every 10 years that pass.
  • You add your Constitution modifier to death saving throws.
  • When you roll a 19 or 20 on the d20 for a death saving throw, you regain hit points equal to your Constitution score.

Reflection

At 18th level, your primordial has begun to resonate with your will. Your Constitution score and your maximum for that score each increase by 2.

Also, when you roll for initiative, you may choose to gain one Primordial die.

Acceptance

When you reach 20th level, the primordial spirit you share your soul with has acknowledged your strength, and you have learned to channel its will without struggle. You can enter your titanus form without requiring or expending a use, so long as you become large. When you do, the Primordial Energy dice you gain at the start of your turn are temporary and disappear when that form ends.

When you reach 20th level, you have become a true avatar of your primordial. As an action, you can draw power from your primordial, gaining six Primordial dice. Once you use this action, you must finish a long rest before you can do so again.

In addition, you can store any number of Primordial dice without suffering disadvantage on ability checks.

Optional Rule: Multiclassing

If you use the optional multiclassing rule in the Player's Handbook, here's what you need to know if you choose incarnate as one of your classes.


  • Ability Score Minimum. As a multiclass character you must have at least a Constitution score of 13 to take a level in this class, or to take a level in another class if you already are an Incarnate.
  • Proficiencies Gained. If incarnate is not your initial class, you only gain proficiency with simple weapons.

Primordial Souls

Each primordial is a precursor to the modern creatures we know today. Their individual abilities shape how a competent incarnate is able to survive and thrive, on the battlefield and in their lives. The more powerful an incarnate, the more abilities of their primordial they are able to channel, and the closer their titanus form comes to the true form of their primordial.

Soul of the Aberration

The Primordial Aberration is a fearsome and prideful thing from beyond the material plane. It struck down its rivals by terraforming the battlefield with aberrant crystalline structures that emit psychic energy to hamper enemies.

Primordial Aberration Form

3rd-level Soul of the Aberration feature

Your titanus form takes on the likeness of a massive aberrant creature with giant crystals protruding from its body. You gain access to the following natural weapon while in your titanus form. It counts as a simple melee weapon for you, and you add your Strength modifier to the attack and damage rolls when you attack with it, as normal.

Tail. Has the reach property. You stab a creature in reach with your crystal-tipped tail. On a hit, the target takes 1d12 piercing damage, and you can expend one Primordial die. If you do, the target must make a Strength saving throw against your Primordial save DC. On a failed save, the target takes piercing damage equal to the expended die, is thrown a number of feet away from you equal to 10 times your size modifier, and is knocked prone.

In addition, while in your titanus form, you gain the following features:

Shield. You can expend one Primordial die to cast the shield spell, without using a spell slot or any components. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Primordial Aberration Breath. You can exhale homing arcs of primordial energy. As an action, you can expend up to three Primordial dice, creating one energy arc for each die expended. Each arc hits a creature of your choice that you can see within 120 feet of you. An arc deals force damage equal to your Primordial die + your Constitution modifier to its target. The arcs all strike simultaneously, and you can direct them to hit one creature or several.

Giant Crystals

3rd-level Soul of the Aberration feature

When you enter your titanus form, choose a point on the ground that you can see within 150 feet of you. Giant crystals erupt at that point for as long as you maintain concentration, as if concentrating on a spell, filling a circle on the ground with a radius of 20 feet times your size modifier. The affected area of your giants crystals is difficult terrain for hostile creatures, and any hostile creatures inside the affected area when the crystals appear must succeed on a Dexterity saving throw against your Primordial save DC or take piercing damage equal to 1 roll of your Primordial die.


































The giant crystals bolster your primordial power. When you expend one or more Primordial dice while in the affected area of your giant crystals, roll a d20. You gain one Primordial die on a roll of 16-19, or two on a roll of 20. The giant crystals dissipate when your titanus form ends.

Additionally, while in your titanus form, you gain the following features:

Place Crystals. As an action, you can expend three Primordial dice to place your giant crystals on the battlefield at a point on the ground you can see within 150 feet of you. Any previous giant crystals dissipate when the new ones form.

Psychic Interruptions. As a bonus action, you can expend one Primordial die to force any hostile creatures in the affected area of your giant crystals to make an Intelligence saving throw against your Primordial save DC. On a failed save, a creature takes psychic damage equal to 1 roll of your Primordial die, and until the beginning of your next turn, it subtracts your Primordial die from every attack roll and saving throw it makes. On a success, a creature is immune to this effect for 24 hours.









































Psionic Flight

6th-level Soul of the Aberration feature

The Aberration can hold itself aloft with its aberrant power. While in your titanus form, you gain a flying speed equal to your half your walking speed, and you can hover.

Additionally, you can telepathically speak to any creature you can see within 30 feet of you while in your normal form, or 90 feet of you while in your titanus form. You don’t need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language. If the creature does share a language with you, it can respond telepathically to you, if you allow it.

Primordial Psionics

10th-level Soul of the Aberration feature

You have learned to channel more power from the Aberration's eldritch mind. As an action, you can expend three Primordial dice to cast the telekinesis spell, without using a spell slot or any components. Constitution is your spellcasting ability for it. Once you cast the spell this way, you must finish a short or long rest before you can do so again.









































Aberrant Invasion

14th-level Soul of the Aberration feature

The immense psychic power of the Primordial Aberration is yours to unleash. 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 do, the radius of your giant crystals is doubled.

While in your overloaded titanus form, you gain a Primordial die on a roll of 10-19, instead of 15-19, when you expend one or more while in the affected area of your giant crystals. Additionally, you can expend up to four Primordial dice for your Primordial Aberration Breath, creating up to 4 arcs of energy.














Soul of the Beast

The Primordial Beast is said to be the progenitor of all the natural animals that came after it. Regardless of the truth of this rumor, it is certainly nature's greatest protector. It wakes from its slumber to maintain balance among the Primordials as needed.

Primordial Beast Form

3rd-level Soul of the Beast feature

Your titanus form takes on the likeness of a massive reptilian beast. 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 bite a creature within reach. On a hit, the target takes 1d12 piercing damage, and you can expend one Primordial die. If you do, add the expended die to the damage roll, and if the target is no more than one size larger than you, it must succeed on a Strength saving throw against your Primordial save DC or become grappled by you. You cannot attack with your bite while a target is grappled this way.

Claw. You slash a creature in reach. On a hit, the target takes 2d6 slashing damage, and you can expend one Primordial die. If you do, you can use your bonus action this turn to make another claw attack against the same creature.

Tail. Has the reach property. You smash a creature in reach with your tail. On a hit, the target takes 3d4 bludgeoning damage, and you can expend one Primordial die. If you do, the target must succeed on a Strength saving throw against your Primordial save DC or take bludgeoning damage equal to the expended die and be knocked prone.

In addition, while in your titanus form, you gain the following feature:

Primordial Beast Breath. You exhale a blast of raw life energy. As an action, you can expend any number of Primordial dice up to your proficiency bonus to make a ranged spell attack using your Primordial attack modifier against a creature within 100 feet times your size modifier of you. On a hit, the target takes force damage equal to the expended dice + your Constitution modifier. For every die expended beyond the first, the target takes additional damage equal to your Constitution modifier, and is pushed back 5 feet times your size modifier.

If the target collides with a creature or solid object, both it and the object or creature take bludgeoning damage as if they had fallen the number of feet the target was pushed.

Master of Land and Sea

6th-level Soul of the Beast feature

The Beast holds the reins to everything under the sky. You gain a swimming speed equal to your walking speed and can breathe underwater.

Additionally, while in your titanus form, you gain tremorsense out to a range of 60 feet, meaning you can detect and pinpoint the origin of vibrations within a specific radius, provided that the you and the source of the vibrations are in contact with the same ground or substance.

King’s Triumph

10th-level Soul of the Beast feature

The Beast refuses to back down. As a bonus action, you can look one of your enemies in the face and challenge them with a roar. Choose a creature you can see within 150 feet of you, or 300 feet while in your titanus form. If the target can hear you, it must make a Wisdom saving throw against your Primordial save DC. On a failed save, a target smaller than you is frightened by you, while a target your size or larger has disadvantage on attack rolls against creatures other than you. This effect lasts for 1 minute, and creatures immune to being charmed or frightened automatically succeed on the saving throw.

At the end of each of its turns, the target can repeat the save, ending the effect on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to your King’s Triumph for the next 24 hours. You cannot use this feature while another creature is under its effects.

When you reach 13th level, if you drop a large or larger creature under the effects of this feature to 0 hit points, you can use your Triumph feature without expending a Primordial die.

Long Live the King

14th-level Soul of the Beast feature

The Beast rages with the cataclysmic force of nature itself. 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 do, you gain three Primordial dice, and this titanus form lasts for only 30 seconds instead of 60 seconds.

While in your overloaded titanus form, you gain one additional Primordial die at the start of each of your turns, and each creature that starts its turn within 30 feet of you takes fire damage equal to your proficiency bonus from the intense heat radiating off of your molten scales.

In addition, while in your overloaded titanus form, you gain the following feature:

Primordial Meltdown. As an action, you can expend any number of Primordial dice up to your Constitution modifier. Each creature excluding you in a sphere with a radius of 20 feet times your size modifier, centered on you, must make a Constitution saving throw against your Primordial save DC, taking force damage equal to the expended dice plus your Constitution modifier on a failed save, or half as much damage on a successful one. If 5 or more dice were expended, a creature that fails the save is stunned until the beginning of your next turn.

Soul of the Celestial

Even among the celestial creatures of the upper planes, there exists a primordial being that predates all but the oldest gods. This primordial looks fondly upon mortals, and represents their natural and continuous cycle of life and death.

Primordial Celestial Form

3rd-level Soul of the Celestial feature

Your titanus form takes on the likeness of a giant insect. You gain access to the following natural weapons while in your titanus form. They count as simple weapons for you, and you add the relevant modifier to the attack and damage rolls when you attack with them, as normal.

Raptorial Limbs. Melee weapon, has the finesse and light properties. You slash a creature in reach with scythe-like limbs. On a hit, the target takes 1d6 slashing damage. Once on each of your turns, you can expend one Primordial die to deal additional radiant damage to the target equal to 2 rolls of your Primordial die.

Stinger. Melee weapon, has the finesse property. You stab a creature in reach with a large stinger. On a hit, the target takes 1d12 piercing damage. When you score a critical hit with this weapon or roll a 12 on one of the damage dice, you can expend one Primordial die to add it to the damage roll (before doubling dice from a critical hit), and the target must succeed on a Constitution saving throw against your Primordial save DC or become stunned until the start of your next turn.

Web. Ranged weapon, 30/60 feet, has the ammunition property. You fire a sticky glob of webbing at a creature in range. On a hit, the target is restrained, and you can expend one Primordial die to automatically hit another creature within 5 feet of it with this attack, without expending ammunition. A restrained creature can use its action to make a Strength check against your Primordial save DC, bursting the webbing on a success. The webbing can also be attacked. It has an AC of 10 + your size modifier, and hit points equal to your your incarnate level. The webbing is vulnerable to fire damage, and immune to bludgeoning, poison, and psychic damage. You gain an amount of ammunition for this weapon equal to your Constitution modifier when you enter your titanus form, and it disappears when your titanus form ends.

In addition, while in your titanus form, you gain the following feature:

Celestial Healing. You fill your eyes with healing energy. As a bonus action, you can expend any number of Primordial dice up to your proficiency bonus to choose a creature you can see within 60 feet of you. That creature regains hit points equal to 1 roll of your Primordial die + your proficiency bonus for each die expended.

Divine Prominence

6th-level Soul of the Celestial feature

Your titanus form has evolved enormous moth-like wings. While in your titanus form, you gain a flying speed equal to your walking speed.

Additionally, 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.

















God Rays

10th-level Soul of the Celestial feature

You can make your body glow bright with divine radiance. As an action, you can expend three Primordial dice to force each hostile creature in a sphere with a radius of 20 feet times your size modifier, centered on you, to make a Constitution saving throw against your Primordial save DC. On a failed save, a target is blinded for one minute. At the end of each of its turns, a blinded target can repeat the save, ending the effect on itself on a success. If a target’s saving throw is successful, the target is immune to your God Rays for the next 24 hours.

In addition, each creature you choose within the area of effect is cured of one condition afflicting them, unless it is being actively inflicted from a physical source (ie, this effect cannot remove a target from a grapple or a spider’s webbing).

Primordial Reincarnation

14th-level Soul of the Celestial feature

The Celestial represents the cycle of life and death. 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 upper planes. You must become at least huge to enter this attuned titanus form, and it lasts 10 minutes, during which your speed drops to 0 while you lay an egg at your current location. The egg is an object of medium size with hit points equal to 5 times your incarnate level, an AC of 20, resistance to all damage types, and immunity to psychic damage. You are always aware of the current status of the egg, and while it is intact, you cannot use this feature.

When you die, if you were not killed by an effect that specifically states the only way you can be revived, and the egg is still intact, your soul returns the egg, bolstering your companions before doing so. Choose any number of creatures within 300 feet of where you died. Each of those creatures regains hit points equal to twice your incarnate level, gains temporary hit points equal to your incarnate level, and has advantage on all ability checks, attack rolls, and saving throws they make for one minute.

You emerge from the egg 3d4 days later. Each dawn, you can make a DC 15 Constitution check to reduce the remaining days by 1, emerging on a success if the days remaining drop to 0. Once, after you emerge, you may cast teleport on yourself within the next 10 days, choosing your previous body as the location, which counts as an associated object as defined in the spell's description.

Soul of the Construct

The plane of Mechanus is home to many contructs, and one could argue about the existence of a soul in such creatures, but whatever it is, the energy of the Primordial Construct persists. It sleeps still, somewhere on Mechanus, waiting.

Primordial Construct Form

3rd-level Soul of the Construct feature

Your titanus form takes on the likeness of a massive metal construct. While in your titanus form, you do not need to breathe, and you 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.

Lightning Punch. You smash an electrified fist into a creature in reach. On a hit, the target takes 3d4 lightning damage. When you attack with this weapon, you can expend one Primordial die to add it to the attack roll.

Tail. Has the reach property. You stab a creature in reach with your blade-tipped tail. On a hit, the target takes 1d12 piercing damage, and if you stay within this weapon’s reach of the target for the rest of your turn, you can use your bonus action that turn to expend one Primordial die and deal slashing damage to the target equal to 2 rolls of your Primordial die.

In addition, while in your titanus form, you gain the following feature:

Primordial Construct Breath. You blast a beam of planar Mechanus energy from your mouth. As an action, you can expend any number of Primordial dice up to your proficiency bonus to make a ranged spell attack using your Primordial attack modifier against a creature within 150 feet of you. You gain a +1 bonus to the attack roll for every two dice expended. On a hit, the target takes force damage equal to 2 rolls of your Primordial die for each die expended. Add your Constitution modifier to the total.

Metal Hide

3rd-level Soul of the Construct feature

The metal form of the Construct is impervious to magical alteration. While in your titanus form, you are immune to any spell or effect that would alter your form.

Arcane Dash

6th-level Soul of the Construct feature

You expel arcane force to blaze across the battlefield. As a bonus action, you can expend one Primordial die to take the dash action. Roll the expended die and add the number rolled to your AC until the start of your next turn.

Calculated Destruction

10th-level Soul of the Construct feature

You launch missiles of primordial energy from your form. As an action, you can expend a set of three Primordial dice a number of times up to your size modifier. For each set of dice expended, choose a point you can see within 150 feet of you. Each creature within a 20-foot-radius sphere centered on those points must make a Dexterity saving throw against your Primordial save DC. Creatures in more than one of the spheres make only one saving throw.

On a failed save, a target takes fire damage and thunder damage each equal to 3 rolls of you Primordial die, or half as much damage on a successful one.

Overdrive

14th-level Soul of the Construct feature

The Construct demands order, and will not stop until it is achieved. 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 plane of Mechanus. While in this attuned titanus form, you gain an additional Primordial die at the start of each of your turns, and anytime you would roll a Primordial die, you can forgo the roll to get a score equal to 1 + your proficiency bonus on the die.

Soul of the Dragon

Many creation myths surround the dragon and dragonborn races, but the existence of the Primordial Dragon is no myth. However it may be that Tiamat and Bahamut came into existence, there exists one older and more powerful than either. Perhaps they were the severed heads of this primordial, who grew into their own dominion?

Primordial Dragon Form

3rd-level Soul of the Dragon feature

Your titanus form is an enormous three-headed dragon with no arms or wings. While in your titanus from, you have advantage on saving throws against be blinded, and you gain access to the following natural weapon. It counts as a simple melee weapon for you, and you add your Strength modifier to the attack and damage rolls when you attack with it, as normal.

Bite. Has the reach property. You bite a creature within reach. 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:

Primordial Dragon Breath. You shoot lighting from your mouths. As an action, you can expend up to three Primordial dice to make a ranged spell attack using your Primordial attack modifier against a creature within 120 feet of you. On a hit, the target takes lightning damage equal to the expended dice + your Constitution modifier. If you expended 3 dice, you gain advantage on the attack roll, and you add an additional Primordial die to the damage roll on a hit.

Primordial Storm

3rd-level Soul of the Dragon feature

Your primordial manifests a thunderstorm. While in your titanus form, you have a cylindrical storm centered on you with a height and radius equal to 20 feet times your size modifier. When a creature hostile to you enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a Constitution saving throw against your Primordial save DC. On a failed save, roll on the Primordial Storm table to determine what happens.

Primordial Storm
Primordial Die Effect
1-2 The target is knocked prone by heavy winds.
3-8 The target takes lightning damage equal to your Primordial die.
9-10 The target is blinded by heavy rain until the beginning of its next turn.
11-12 The target is stunned by an intense lightning strike until the beginning of its next turn.



















Rule the Skies

6th-level Soul of the Dragon feature

You have resistance to lightning damage, and whenever you take lightning damage, you gain one Primordial die. This die disappears at the end of your next turn.

Additionally, your titanus form has evolved huge dragon wings. While in your titanus form, you gain a flying speed equal to your walking speed.

Additional Mutation

10th-level Soul of the Dragon feature

You gain an additional mutation for which you meet the prerequisites.

Bow to Your New King

10th-level Soul of the Dragon feature

You can raise your three heads to the sky and roar, demanding submission. While in your titanus form, you can use your action to expend three Primordial dice and force each hostile creature within 120 feet of you that can hear you to succeed on a Wisdom saving throw against your Primordial save DC. On a failed save, a medium or smaller creature becomes frightened by you, while a large or larger creature becomes charmed by you. This effect lasts until your titanus form ends. On a successful save, a creature becomes immune to this feature for 24 hours.

When a creature becomes frightened this way, it must succeed on a Dexterity saving throw against your Primordial save DC or fall prone as it fills with terror.

At the end of each of its turns, a charmed or frightened creature can repeat the saving throw, ending the effect on itself on a success. A charmed creature can also repeat the saving throw whenever you deal damage to it.

Tyranny from the Stars

14th-level Soul of the Dragon feature

None can stand before the majesty of the Dragon. 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. While in your overloaded titanus form, the radius of your primordial storm extends by 30 feet, its DC increases by 1, and you roll twice on the Primordial Storm table when a creature fails the saving throw, re-rolling duplicates unless the duplicate roll is 3-8.

Soul of the Elemental

The elemental planes house beings far older than the mortals of today, but buried deep within the Elemental Plane of Fire lies a great primordial being, who's presence melts the air itself. It seeks to dominate, as all fire is want to do.

Primordial Elemental Form

3rd-level Soul of the Elemental feature

Your titanus form takes on the likeness of a gigantic fiery creature. While in your titanus form, you gain a flying speed equal to your walking speed, and you 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.

Beak. You thrust your beak into an creature in reach. On a hit, the target takes 1d12 piercing damage. When you attack a grappled creature with this weapon, you can expend one Primordial die to gain advantage on the attack roll. Add the expended die to the damage roll on a hit.

Talons. You dig your talons into a creature in reach. On a hit, the target takes 2d6 piercing damage, and you can expend one Primordial die. If you do, the target must succeed on a Strength saving throw against your Primordial save DC. On a failed save, the target takes piercing damage equal to the expended die, and becomes grappled by you if it is no more than one size larger than you. You cannot attack with your talons while a target is grappled this way.

In addition, while in your titanus form, you gain the following feature:

Evasive Destruction. You can swiftly attack and evade. You can expend two Primordial dice to take the disengage action as a bonus action. When you do, if you are hit by an attack before the start of your next turn, you can use your reaction to reduce any damage you take by the expended dice + your incarnate level + your Constitution modifier. If the attack was a melee attack, the creature that hit you takes fire damage equal to your 1 roll of your Primordial die.

Primordial Flame

3rd-level Soul of the Elemental feature

The Elemental is the very essence of fire. While in your titanus form, an aura of intense heat extends 5 feet from you in every direction. When your aura deals damage, the damage equals your proficiency bonus + your size modifier. Your aura grants you the following benefits:

  • You have immunity to fire damage.
  • A creature that touches you or hits you with a melee attack while within your aura takes fire damage from your aura.
  • When your aura enters the space of a creature on your turn, a creature enters your aura for the first time on a turn, or a creature starts its turn in your aura, that creature takes fire damage from your aura. Once a creature has taken damage this way, it can't again until the start of your next turn.





































Soaring Eruption

6th-level Soul of the Elemental feature

The Elemental propels itself with jets of flame. While in your titanus form, your flying speed is doubled.

Additionally, while in your normal form, you have resistance to fire damage.

Volcanic Inferno

10th-level Soul of the Elemental feature

You can release intense heat from your body. You can expend four Primordial dice to cast fireball at a level equal to 1/3rd your incarnate level + your size modifier, centered on yourself, without using a spell slot or any components. Its DC is your Primordial save DC, and you take no damage from the spell.

Progenitor of Fire

14th-level Soul of the Elemental feature

The Elemental reigns supreme in the Plane of Fire. 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 Elemental Plane of Fire. While in this attuned titanus form, your natural weapons deal extra fire damage equal to your Primordial die. Additionally, you can use your Volcanic Inferno feature by expending three Primordial dice instead of four.


































Soul of the Fey

Sleeping beneath the Feywilds is its great protector. Said to be the very origin of monarchy itself, this primordial ruled over and protected the Feywilds from any threat it deemed worth addressing, and it did so with finesse and fury.

Primordial Fey Form

3rd-level Soul of the Fey feature

Your titanus form takes on the likeness of a noble creature of the Feywilds. You gain access to the following natural weapons while in your titanus form. They count as simple weapons for you, and you add the relevant modifier to the attack and damage rolls when you attack with them, as normal.

Fist. Has the finesse property. You pummel a creature in range with swift punches. On a hit, the target takes bludgeoning damage equal to your Primordial die, and you can use your bonus action this turn to expend two Primordial dice and attack with this weapon twice against the same target.

Kick. Has the finesse property. You slam your opponent with a kick. On a hit, the target takes bludgeoning damage equal to your Primordial die. When you attack with this weapon, you can expend one Primordial die to kick with extra precision. Add the expended die to the attack roll, and to the damage roll on a hit.

In addition, while in your titanus form, you gain the following feature:

Solar Rays. You can blast solar energy from your eyes. As an action, you can expend two Primordial dice to make a ranged spell attack using your Primordial attack modifier against a creature within 120 feet of you. On a hit, the target takes radiant damage equal to 4 rolls of you Primordial die + your Constitution modifier. While in direct sunlight, this attack scores a critical hit on a roll of 18-20.

Form and Function

3rd-level Soul of the Fey feature

When you are hit by a melee attack, you can use your reaction to increase your AC by 1 until the start of your next turn, potentially avoiding the triggering hit.

In addition, you can expend one Primordial die to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for that turn.

Air of Nobility

6th-level Soul of the Fey feature

The Primordial Fey is a regal force of nature in the Feywild. While in your titanus form, any creature hostile to you that starts its turn within 15 feet of you must make a Wisdom saving throw against your Primordial save DC. On a failed save, a creature becomes charmed by you until your titanus form ends. On a successful save, a creature becomes immune to your Air of Nobility for 24 hours.

Whenever you deal damage to a creature charmed this way, and at the end of each of its turns, a charmed creature can repeat the saving throw, ending the effect on itself on a success.

Energy Reflection

10th-level Soul of the Fey feature

You can absorb an enemy’s spell and reflect the energy back at them. When you are hit by a spell attack or forced to make a saving throw against a damage dealing spell that can only target one creature, if you can see the caster, you can use your reaction to expend one Primordial die. Reduce any damage you take by 2 rolls of you Primordial die + your incarnate level + your Constitution modifier. If you reduce the damage to 0, all other effects of the spell are negated and, if you are in your titanus form, you can immediately use your Solar Rays action against the caster. It costs no Primordial dice, and the number of Primordial dice you use for the damage roll equals the level of the spell that hit you (1 if a cantrip).

For the Kingdom

14th-level Soul of the Fey feature

The Fey lives to protect its own. 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. While in your overloaded titanus form, your focus is intensified, granting you the following benefits:

  • You gain advantage on all attack rolls, ability checks, and saving throws you make.
  • Other creatures have disadvantage on attack rolls against you.
  • You can attack an additional time when you take the Attack action on your turn.
  • Your attacks score a critical hit on a roll of 19 or 20.

Soul of the Fiend

Among the lower planes exists all manner of evil and debaucherous creatures, but the Primordial Fiend is a terror unlike any other. Wanting nothing but destruction, it bring death with a speed few can match. It is said Asmodeous himself keeps it locked beneath the Nine Hells.

Primordial Fiend Form

3rd-level Soul of the Fiend feature

Your titanus form takes on the likeness of a large demonic dragonfly with bat-like wings. While in your titanus form, you gain a flying speed equal to your walking speed, and you gain access to the following natural weapons. They count as simple weapons for you, and you add the relevant modifier to the attack and damage rolls when you attack with them, as normal.

Eyes. Ranged weapon, 90/120 feet. You stare death into your opponents. On a hit, the target takes 2d4 necrotic damage, and you can expend one Primordial die. If you do, each creature within a 10-foot-radius sphere centered on the target must make a Dexterity saving throw against your Primordial save DC. A creature takes necrotic damage equal to 2 rolls of you Primordial die on a failed save, or half as much damage on a success.

Pincers. Melee weapon, has the finesse property. You eviscerate a creature in reach with pincers. On a hit, the target takes 2d6 slashing damage, and you can expend one Primordial die. If you do, the target takes extra piercing damage equal to the expended die, and you gain advantage on your next attack roll against the target this turn.

Stinger. Melee weapon, has the reach property. You thrust your stinger forward to drain the life of a creature in reach. On a hit, the target takes 1d12 piercing damage, and if you stay within this weapon’s reach of the target for the rest of your turn, you can use your bonus action that turn to expend one Primordial die, dealing necrotic damage to the target equal to the expended die. You regain hit points equal to the necrotic damage dealt this way.

In addition, while in your titanus form, you gain the following feature:

Flaming Wings. You can fan demonic flames over your enemies. As an action, you can expend up to four Primordial dice. Each creature in a line with a length of 30 feet times your size modifier and a width of 5 feet times your size modifier + 5 must make a Dexterity saving throw against your Primordial save DC. On a failed save, a target takes fire and necrotic damage each equal to the expended dice, or half as much damage on a successful one.

Fiendish Speed

6th-level Soul of the Fiend feature

The Fiend greets their enemies with swift death. Your speed increases by 15 feet.

In addition, you can use your bonus action to expend one Primordial die and teleport up to 30 feet to an unoccupied space that you can see. If you attack an enemy within 5 feet of that space before the end of your turn without moving, add the expended die to the attack roll. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Sonic Boom

10th-level Soul of the Fiend feature

Your primordial speed erupts the air. You can use your action to expend three Primordial dice and teleport yourself to an unoccupied space you can see within 90 feet of you. Immediately after you disappear, a sonic boom erupts, and each creature within a 20-foot radius sphere centered on the space you left must make a Constitution saving throw against your Primordial save DC. On a failed save, a target takes thunder damage equal to 6 rolls of your Primordial die and is knocked prone. On a success, a target takes half as much damage and is not knocked prone. The thunder can be heard from up to 300 feet away.

Blitz

14th-level Soul of the Fiend feature

Hatred fuels the terrifying prowess of the Fiend. 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 lower planes. While in this attuned titanus form, other creatures have disadvantage on attack rolls against you, the range of your Fiendish Speed and Sonic Boom features increases to 60 feet and 180 feet, respectively, and you can use Fiendish Speed immediately when you take the Attack action on your turn as part of that action and without expending a use.















Soul of the Giant

Precursor to the giants that walk the world today, the Primordial Giant is an intelligent creature, beyond that of most other Primordials. It many even be the progenitor of all the humanoid races, but such speculation is just that. Regardless, it is a fearsome opponent to face.

Primordial Giant Form

3rd-level Soul of the Giant feature

Your titanus form takes on the likeness of a giant ape, a precursor to the giants. You gain access to the following natural weapon while in your titanus form. It counts as a simple melee weapon for you, and you add your Strength modifier to the attack and damage rolls when you attack with it, as normal.

Fist. You smash your fist into a creature within range. On a hit, the target takes 1d12 bludgeoning damage. Once on each of your turns when you attack with this weapon using the Attack action, you can make one additional attack with 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:

Aerial Smash. You bash an enemy from the air. As an action you can take while in the air, you can expend two Primordial dice to make two Fist attacks against a creature on the ground that you are at least 10 feet but no more than 20 feet directly above. You gain advantage on both attacks, and add one expended die to each damage roll on a hit. If both attacks hit, the target is knocked prone.

When you reach 10th level, you can make one attack with Spellbreaker instead of two Fist attacks. You gain advantage on the attack, and on a hit the target is knocked prone, and you add both expended dice plus an additional Primordial die to the damage roll.

Analyze. You harness the instinct and intellect of your primordial. As a bonus action, you can expend one Primordial die and add it to the next attack roll you make this turn.

Brace. You swiftly prepare for impact from an enemy’s blow. As a reaction when you are hit by an attack, you can expend one Primordial die to reduce the damage taken by 2 rolls of your Primordial die.
















Reach High

6th-level Soul of the Giant feature

The Primordial Giant is agile and fierce. You gain a climbing speed equal to your walking speed, your jump distance is tripled, and you take no fall damage from falling after jumping, so long as you land on ground at an elevation no lower than 10 feet + 10 times your size modifier from the place you jumped.

Spellbreaker

10th-level Soul of the Giant feature

You can summon the Giant's ancient weapon, Spellbreaker, in your hand by expending two Primordial dice. This magic handaxe grows to fit your palm no matter what size you are, and lasts for one minute. It counts as a simple melee weapon with the thrown property (60/90) and deals force damage equal to 2 rolls of your Primordial die. You gain a bonus to your attack and damage rolls with Spellbreaker equal to your maximum size modifier, and when you attack with this weapon, you can expend a number of Primordial dice up to your proficiency bonus, adding them to the damage roll on a hit.

When you see a creature within 90 feet of you casting a spell, you can use your reaction to make a ranged attack with Spellbreaker against that creature. On a hit, the creature must succeed on a Constitution saving throw with a DC equal to half the damage dealt. On a failed save, the spell is not cast, but the creature's resource is preserved.

If you drop Spellbreaker or throw it, it dissipates at the end of the turn. Thereafter, while still within the summoning duration, you can use your bonus action to cause it to reappear in your hand.

Channel the Apex

14th-level Soul of the Giant feature

You and the Giant have learned to communicate, and it has allowed you some of its power. While in your normal form, you can use your bonus action to expend one Primordial die and gain the following benefits for one minute:

  • You can use your Primordial Giant Form feature.
  • You gain a bonus to Strength and Constitution checks and saving throws equal to your Primordial die.
  • You gain resistance to bludgeoning, piercing, and slashing damage.
  • Your speed increases by 10 feet.

These benefits end early if you enter your titanus form.

Soul of the Monstrosity

In the time of the Primordials, the raw arcane energy that pulsed through the weave could cause unpredictable mutations in any lesser lifeforms that arose. The Primordial Monstrosity is one such mutation. A creature capable of rapid and constant evolution, able to adapt to any environment. Its biology runs antithetical to the natural evolution of fauna, and it seeks the destruction of such suboptimal existence.

Primordial Monstrosity Form

3rd-level Soul of the Monstrosity feature

Your titanus form takes on the likeness of a monstrous reptilian. 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.

Claw. You slash a creature in reach. On a hit, the target takes 3d4 necrotic damage, and you can expend one Primordial die. If you do, you may use your bonus action this turn to make another claw attack against the same creature.

Tail. Has the reach property. You pierce a creature in reach with your tail. On a hit, the target takes 2d6 piercing 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 becomes grappled by you and takes piercing damage equal to the expended die. You cannot attack with your tail while a target is grappled this way.

In addition, while in your titanus form, you gain the following features:

Primordial Monstrosity Breath. You exhale destructive energy. As an action, you can expend any number of Primordial dice up to your proficiency bonus to make a ranged spell attack using your Primordial attack modifier against a creature within 100 feet times your size modifier of you. On a hit, the target takes necrotic damage equal to the expended dice + your Constitution modifier. If two or more dice were expended, the target must also make a Constitution saving throw against your Primordial save DC.

On a failed save, for each pair of dice expended, a target takes additional necrotic damage equal to your Constitution modifier, and becomes progressively poisoned, blinded, then stunned for one minute, based on how many pairs of dice were expended. A creature can repeat the saving throw at the end of each of its turns, ending these effects on itself on a success.

Evolution

6th-level Soul of the Monstrosity feature

Your titanus form has evolved enormous dragon-like wings and a fearsome bladed horn. While in your titanus form, you gain a flying speed equal to your walking speed, and you gain the following feature:

Horn Blade. You bisect an enemy with your horn. As an action, you can expend a number of Primordial dice up to your proficiency bonus to force a creature within your melee weapon reach to make a Dexterity saving throw against your Primordial save DC. The target takes necrotic and slashing damage each equal to the expended dice on a failed save, or half as much damage on a successful one.

















Additional Mutations

6th-level Soul of the Monstrosity feature

When you reach 6th level, and again at 10th level, you gain an additional mutation for which you meet the prerequisites.

Perfect Life Form

10th-level Soul of the Monstrosity feature

Your split your form to overwhelm your foes. While in your titanus form, you can use your action to expend two Primordial dice a number of times up to your size modifier. For each pair of dice expended, your size is reduced by one, you lose 30 hit points, and you summon a number of mitosis claws equal to your proficiency bonus. You control the mitosis claws, and their stat block is described at the end of the class description, except these claws are your size. In combat, they share your initiative and take their turn all together immediately after yours. You can perceive through the senses of a mitosis claw as long as you are on the same plane of existence. Any mitosis claws made with this feature dissipate when your titanus form ends.

As a bonus action, you can make an attack with your titanus form's claw weapon against any creature within 5 feet of a claw.

When a creature is targeted by an attack, You can use your reaction to cause one claw within 5 feet of that creature to make a Dexterity (Acrobatics) check contested against the attack roll, becoming the target of the attack on a success.

Apex Annihilation

14th-level Soul of the Monstrosity feature

The Monstrosity will stop at nothing to bring ruin. As an action, you can expend two uses of Titanus Form and 10 Primordial dice to enter your titanus form overloaded with primordial power. When you do, you fire an enormous beam of necrotic energy from your chest, forcing each creature in a line 300 feet long and 10 feet wide in a direction you choose to make a Constitution saving throw against your Primordial save DC. On a failed save, a target takes necrotic damage equal to the expended dice, and for one minute, the target is poisoned and takes additional necrotic damage equal to your Primordial die at the start of each of its turns. A target can repeat the saving throw at the end of each of its turns, ending these effects on itself on a success.

If the target succeeds on the initial saving throw, they take half as much necrotic damage and suffer no additional effects

Soul of the Ooze

Modern ooze's are thought to be the spawn of the demon lord Juiblex, which puts into question the exact place of the Primordial Ooze in existence. Regardless of its legacy, it is an unthinking force of hunger, set on consuming everything in its path. No one is sure what drives it, and those who have studied it believe it may likely be nothing at all. It seeks consumption for consumptions sake.

Primordial Ooze Form

3rd-level Soul of the Ooze feature

Your titanus form takes on the likeness of an enormous, corrosive ooze. While in your titanus form, you gain the following effects:

  • The speed bonus from your titanus form is negated, and your speed is set to 5 times your size modifier + 10 feet.
  • You roll twice as many Primordial dice to gain temporary hit points when you enter your titanus form.
  • You gain blindsight out to 90 feet but lose all other vision senses.
  • You are immune to the blinded, charmed, deafened, exhaustion, frightened, and prone conditions.
  • You don’t need to breathe.
  • You gain a swimming and climbing speed equal to your walking speed, and can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
  • You can move through a space as narrow as 1 inch wide without squeezing.

You also gain access to the following natural weapon while in your titanus form. It counts as a simple melee weapon for you, and you add your Strength modifier to the attack and damage rolls when you attack with it, as normal.

Pseudopod. You slam a slimy appendage on a creature in reach. On a hit, the target takes 1d6 bludgeoning damage plus acid damage equal to 1 roll of your Primordial die, and you can expend one Primordial die. If you do, a target no more than one size larger than you must succeed on a Strength saving throw against your Primordial save DC or become grappled by you. You can have a number of creatures up to your size modifier grappled this way.

In addition, while in your titanus form, you gain the following features:

Eject. You eject a piece of yourself at your enemies. As an action, you can expend three Primordial dice to launch a glob of ooze, filling a circle with a radius of 10 feet times your size modifier on the ground centered on a point you can see within 90 feet of you. The ooze turns the affected area into difficult terrain for hostile creautes, and lasts until your titanus form ends. You must maintain concentration on this effect, as if concentrating on a spell.

When a creature other than you enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw against your Primordial save DC or take acid damage equal to 1 roll of your Primordial die and be restrained by the ooze until your titanus form ends. A creature restrained by the ooze takes the same amount of acid damage at the start of its turn. You can also target a creature in the air, causing only that creature to suffer its effects rather than filling an area.

A creature restrained by the ooze can use its action to make a Strength or Dexterity check (its choice) against your Primordial save DC. On a success, it frees itself.

Engulf. You engulf an enemy in your grasp. As an action, you can expend one Primordial die and 5 feet of movement to force a creature no larger than you that you are grappling to make a Strength saving throw against your Primordial save DC. On a failed save, you move into the target’s space, causing that creature takes acid damage equal to 3 rolls of your Primordial die and become engulfed. On a successful save, you stay in your space and the creature takes acid damage equal to the expended die, but suffers no other effects.

An engulfed creature can't breathe, is restrained, and has total cover against attacks and other effects outside you. It also takes acid damage equal to 3 rolls of your Primordial die at the start of each of your turns. When you move, the engulfed creature moves with you.

An engulfed creature can try to escape by using its action to make a Strength check against your Primordial save DC. On a success, the creature escapes and enters a space of its choice within 5 feet of you.

When an engulfed creature drops to 0 hit points, its flesh, if it has any, is dissolved, you gain one Primordial die, and you gain your choice of hit points or temporary hit points equal to 2 rolls of your Primordial die. You release anything remaining from the creature into an unoccupied space within 5 feet of you when your titanus form ends.

Split. You split in two. As a bonus action, you can expend one Primordial die to split in half. When you do, half of you splits into an empty space within 5 feet of you, dropping your size by one level. The half is not a separate creature, meaning you share all resources, with the exception of hit points and movement. Each half has half the hit points and temporary hit points you had, movement speeds equal to yours, and you can move them independently on your turn. Each half has all your senses, and you can sense things as though you were in the location of either.

Any actions you take may be performed from the location of either half. Both halves can also be targeted separately. As long as you have at least one half, you can make one attack or use your Eject or Engulf features as a bonus action, so long as they are used by a different half than the one that performed your action. Each half also has its own size modifier, which you use for any relevant actions performed by that half. Each half can have a number of creatures up to its size modifier grappled with its Pseudopod at one time. A half use this feature, splitting its hit points and temporary hit points between the new halves.

A half dissipates when your titanus form ends or when it drops to 0 hit points. You are only knocked unconscious when you have no halves. Otherwise, when your titanus form ends, you choose one half to turn into your normal form, and the rest dissipate.

Combine. As a bonus action, you can cause two halves within 5 feet of each other to combine. The combined half appears in the space of either half that created it, with hit points and temporary hit points equal to the combined total of both halves. If both halves were the same size, the new half is one size larger.

Primordial Corrosion

3rd-level Soul of the Ooze feature

THe Primordial Oozer is corrosive to the touch. While in your titanus form, you gain the following benefits:

  • You are immune to acid damage
  • A creature that touches you or hits you with a melee attack while within 5 feet of you takes acid damage equal to your Primordial die.
  • A creature grappled by you takes acid damage equal to your Primordial die at the start of each of its turns.

Aerogel

6th-level Soul of the Ooze feature

The Ooze can reconfigure its being to become lighter than air. While in your titanus form, if you are large or bigger, you can use your action to gain a flying speed equal to twice your walking speed. When you use this flying speed, you are incapacitated until you return to the ground.

Additionally, while in your normal form, you gain resistance to acid damage

Resilient Composition

10th-level Soul of the Ooze feature

Your manifestation of the Ooze has improved. You gain resistance to cold and lightning damage.

Voracious Erosion

14th-level Soul of the Ooze feature

The Ooze thinks of nothing but consumption. 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. While in your overloaded titanus form, a sphere of acid mist surrounds you. The sphere's radius equals 10 times your size modifier + 10 feet.

When a creature enters the affected area for the first time on a turn or starts its turn there, it must make a Constitution saving throw against your Primordial save DC. On a failed save, a target takes acid damage equal to 2 rolls of your Primordial die, and until the start of its next turn, it can’t breathe or speak, and its speed is halved. On a success, a target takes half as much damage but suffers no other effects.

Any halves you create with your Split action while in your overloaded titanus form are also overloaded, and the acid mist's radius is reduced or increased with its size modifier.

Soul of the Plant

The fauna of the world is not the only thing with primordial origins. The flora as well has its roots connecting back to the primordial age. The Primordial Plant is an enormous and fearsome thing, an extension of Nature's own will, that seeks to spread its growth to every corner of existence.

Primordial Plant Form

3rd-level Soul of the Plant feature

Your titanus form takes on the likeness of a immobile plant monster. While in your titanus form, you cannot move, and you 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.














Maw. This weapon’s reach
is always 5 feet, regardless of
modifiers. You attempt to consume an
enemy close to you. On a hit, the target takes
2d8 Piercing damage, and you can expend one
Primordial die. If you do, a target at least one size smaller than you must 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.

When a swallowed creature drops to 0 hit points, its flesh, if it has any, is dissolved, you gain one Primordial die, and you gain your choice of hit points or temporary hit points equal to 2 rolls of your Primordial die. You release anything remaining from the creature into an unoccupied space within 5 feet of you when your titanus form ends.

Tendrils. Has the reach property. You lash a creature in reach with thorny tendrils. On a hit, the target takes 2d6 slashing damage, and you can expend one Primordial die. If you do, a target your size or smaller must make a Strength saving throw against your Primordial save DC. On a failed save, the target is grappled by you and takes acid damage equal to the expended die.

On your turn, you can expend your movement to move a creature grappled this way towards you proportionally. You can have a number of creatures up to your proficiency bonus grappled this way this way.

In addition, while in your titanus form, you gain the following features:

Corrosive Sap. You spit a glob of acid at a creature. As an action, you can expend two Primordial dice to choose one or two creatures you can see within 120 feet of you. If you choose two, they must be within 5 feet of each other. A target must make a Dexterity saving throw against your Primordial save DC. On a failed save, a creature takes acid damage equal to 4 rolls of your Primordial die, or half as much damage on a successful one.



























Creeping Vines. You lift yourself up with your tendrils to reposition. As an action, you can expend one Primordial die and move up to your speed. You can lift yourself over creatures two sizes smaller than you to move past them without expending extra movement. Any creature you pass over this way must succeed on a Dexterity saving throw against your Primordial save DC or take slashing damage equal to the expended die.

Regeneration. As a bonus action, you can expend one Primordial die to regain hit points equal to the expended die + your incarnate level + your Constitution modifier. Once you use this feature, you can't do so again until you finish a short or long rest.

Advanced Regeneration

3rd-level Soul of the Plant feature

The Primordial Plant is capable of rapid regeneration. At the start of each of your turns while in your titanus form, if you have no more than half of your hit points left, you regain hit points equal to your Constitution modifier.

Spore Cloud

6th-level Soul of the Plant feature

When end your turn whith no more than half your hit points left, you can use your reaction to expend one Primordial die, turn into a cloud of spores, and move up to your speed. If you have a creature swallowed when you take this reaction, they fall prone in the space where you ended your turn.

In this form you cannot take actions, and you have resistance to all damage except force and radiant damage. You do not provoke attacks of opportunity, and you can move through other creatures and objects, other than solid walls, as if they were difficult terrain. You take 1d10 force damage if you end your turn inside an object, and are shunted into the nearest unoccupied space that you can fit into.

You remain in this form until the beginning of your next turn. It ends early if you are knocked unconscious, if you die, or if you dismiss it as a bonus action. You revert back into whichever form you were in previously, unless you die or are knocked unconscious, in which case you revert to your normal form.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Enthralling Bloom

10th-level Soul of the Plant feature

You can harness the natural senses to lure in your enemies. Once per use of your titanus form, as an action, you can expend four Primordial dice to have a giant rose bloom around your head. The rose releases a mind fogging scent. Each hostile creature within 150 feet of you must succeed on a Wisdom saving throw against your Primordial save DC or be charmed by you until your titanus form ends. A creature charmed this way must use all its movement speed on each of its turns to move directly toward you in a safe path.

A charmed creature can repeat the saving throw at the end of each of its turns, and each time you deal damage to it, ending the effect on itself on a success.

Additionally, when you roll one or more Primordial dice while in direct sunlight, you can reroll any roll of 1, but you must use the new roll.

Verdant Overgrowth

14th-level Soul of the Plant feature

The Plant will grow to consume all. 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, thick vines lace the floor in a 120-foot-radius circle centered on your current location. The vines creep around corners but cannot go through solid walls or cross large gaps like a ravine, and the vines do not move with you. They last until your titanus form ends.

The affected area counts as difficult terrain for hostile creatures. A hostile creature that enters the affected area for the first time on a turn or starts its turn there must succeed on a Dexterity saving throw against your Primordial save DC or take slashing damage equal to 1 roll of your Primordial die.

You can attack with your Tendril weapon from anywhere within the affected area as though you were in range of the target. On a hit, you can cause a target your size or smaller to be pulled toward you a number of feet equal to 5 times your Strength modifier.

Soul of the Undead

As in life, so to in death. The lower planes, the very negative plane itself, holds a titan of its own. An immense force of death that seeks to end any life it encounters. It is theorized this primordial is a balancing force in the universe, arising when necessary to cull overpopulation. Or, perhaps we are simply lucky to have avoided its approach in our lifetime.

Primordial Undead Form

3rd-level Soul of the Undead feature

Your titanus form takes on the likeness of a massive undead reptilian. While in your titanus form, you do not need to breathe, and you gain the following features:

Tail Swipe. You sweep your gigantic tail across the battlefield. As an action, you can expend a number of Primordial dice up to your proficiency bonus, forcing each creature in a cone with a size of 20 feet times your size modifier to make a Dexterity saving throw against your Primordial save DC. A target takes bludgeoning damage equal to the expended dice and is knocked prone on a failed save. On a successful save, a target takes half as much damage and is not knocked prone.

Primordial Undead Breath. You can use your action to charge a deadly beam of energy. Choose a number of targets up to your proficiency bonus that you can see within 150 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 necrotic 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.

Shambling Destruction

3rd-level Soul of the Undead feature

While in your titanus form, you gain the following benefits:

  • You have immunity to necrotic damage.
  • In combat, you gain a Primordial die at the end of your turn if you used no more than half of your movement that turn.
  • Before moving on your turn, you can use your Generate feature as a bonus action. Your speed then drops to 0 until the beginning of your next turn.

Nullify

6th-level Soul of the Undead feature

The magic of the Primordial Undead forcefully augments your body to defend against damage. As a reaction when you take damage, you can expend one Primordial die to gain resistance to one damage type that hit you. If the damage was fire, lightning, necrotic, or force, you regain hit points equal to the expended die, and you gain one Primordial die.

Additionally, you have resistance to necrotic damage.

Necrotic Catastrophe

10th-level Soul of the Undead feature

The Undead’s negative energy can erupt disastrously when challenged. While in your titanus form, you can use your action to expend six Primordial dice and choose a number of creatures up to half your incarnate level (rounded down) that you can see within 150 feet of you.

Each of those creatures must make a Dexterity saving throw against your Primordial save DC. A target takes necrotic damage equal to the expended dice on a failed save, or half as much damage on a successful one.

Once you use this feature, you must finish a short or long rest before you can do so again.

Additional Mutation

10th-level Soul of the Undead feature

You gain an additional mutation for which you meet the prerequisites.

Death's Evolution

14th-level Soul of the Undead feature

The unthinking, unfeeling force of the Undead has melded with your consciousness. You gain access to a hybrid between your titanus form and your normal form, which you can enter or exit at will as a bonus action. While in your hybrid form, your Primordial Undead Form and Superiority features are active as if you were in your titanus form, and you gain the following benefits:

  • Your form is ghoulish and terrifying, giving you advantage on Intimidation checks, but disadvantage on all other Charisma checks.
  • Your can use Tail Swipe and Primordial Undead Breath freely as though you had spent two Primordial dice on them. You can expend additional dice when you do so, with the first die expended counting as the third for the purpose of those features.
  • Your size becomes large.
  • Your speed increases by 10 feet.
  • You have darkvision out to 120 feet.

Mutations

Table of Contents













General Mutations
  • Approach of the monster, pg. 23
  • Bulwark, pg. 23
  • Burdened Soul, pg. 23
  • Call of the Hunt, pg. 23
  • Empowered Potential, pg. 23
  • Empowered Strike, pg. 23
  • Eyes of the Apex, pg. 23
  • Last Warning, pg. 23
  • Power Leap, pg. 23
  • Primordial Awareness, pg. 23
  • Primordial Intuition, pg. 23
  • Primordial Vigor, pg. 23
  • Rabid Evasion, pg. 23
  • Rapid Metabolism, pg. 23
  • Thick Hide, pg. 23
  • Immovable, pg. 25
  • Primordial Fortitude, pg. 25
  • Primordial Mote, pg. 25
  • Primordial Transfusion, pg. 25
  • Respect the Crown, pg. 25
  • Combat Instinct, pg. 26
  • Primordial Tenacity, pg. 26
  • Primordial Radiance, pg. 27
  • Stability, pg. 27
  • Primordial Ferocity, pg. 28
  • Primordial Mount, pg. 28
  • Overwhelming Force, pg. 29
  • Resonance, pg. 29
Soul of the Aberration
  • Crystal Darts, pg. 23
  • Extraplanar Psionics, pg. 25
  • Beacon of the Void, pg. 25
  • Breath of Power, pg. 27
  • Conduit Scales, pg. 27
  • Crystal Trap, pg. 27
  • Ancient Subterfuge, pg. 28
  • Call to Arms, pg. 29
  • Crystalline Evolution, pg. 29
Soul of the Beast
  • King's Word, pg. 23
  • Clawed Fist, pg. 25
  • Scaled Hide, pg. 25
  • Breath of Power, pg. 27
  • Conduit Scales, pg. 26
  • Territorial Instincts, pg. 27
  • Call to Arms, pg. 29
  • Camouflage, pg. 29
  • Breath of the King, pg. 29
Soul of the Celestial
  • Benevolent Touch, pg. 24
  • Extraplanar Psionics, pg. 25
  • Natural Airborne, pg. 25
  • Divine Influence, pg. 26
  • Winds of Wrath, pg. 27
  • Radiant Life, pg. 28
  • Call to Arms, pg. 29
  • Divine Intervention, pg. 29
  • Winged Dominance, pg. 30
Soul of the Construct
  • Ballistic Arrow, pg. 24
  • Passive Sustentation, pg. 25
  • Generator, pg. 25
  • Breath of Power, pg. 27
  • Adamantine Hide, pg. 27
  • Arcane Indifference, pg. 28
  • Call to Arms, pg. 29
  • Machine Spirit, pg. 29
  • Resilience, pg. 29
Soul of the Dragon
  • Static Interference, pg. 24
  • Chaotic Avatar, pg. 25
  • Will of the Stars, pg. 25
  • Natural Airborne, pg. 25
  • Breath of Power, pg. 27
  • Take the Skies, pg. 27
  • Storm Tyrant, pg. 28
  • Call to Arms, pg. 29
  • Thunderous Assault, pg. 30
Soul of the Elemental
  • Internal Flame, pg. 24
  • Chaotic Avatar, pg. 25
  • Natural Airborne, pg. 25
  • Fire and Fury, pg. 26
  • Winds of Wrath, pg. 27
  • Take the Skies, pg. 27
  • Primordial Fury, pg. 27
  • Inferno Overload, pg. 29
  • Call to Arms, pg. 29
Soul of the Fey
  • Arcane Spotlight, pg. 24
  • Clawed Fist, pg. 25
  • Takedown, pg. 26
  • Bolster the Ranks, pg. 26
  • Primordial Smite, pg. 27
  • Ancient Subterfuge, pg. 28
  • Ageless Skill, pg. 29
  • Call to Arms, pg. 29
  • Camouflage, pg. 29
Soul of the Fiend
  • Dark Wind, pg. 24
  • Chaotic Avatar, pg. 25
  • Natural Airborne, pg. 25
  • Demonic Agility, pg. 26
  • Ancient Subterfuge, pg. 28
  • Execution Flourish, pg. 29
  • Call to Arms, pg. 29
  • Camouflage, pg. 29
  • Winged Dominance, pg. 30
Soul of the Giant
  • Primal Skill, pg. 24
  • Clawed Fist, pg. 25
  • Takedown, pg. 26
  • Unbreakable, pg. 26
  • Primordial Smite, pg. 27
  • Arcane Indifference, pg. 28
  • Primordial Fury, pg. 27
  • Primordial Strength, pg. 28
  • Crushing Grip, pg. 30
Soul of the Monstrosity
  • Mitosis, pg. 24
  • Clawed Fist, pg. 25
  • Adapt, pg. 26
  • Persistent Evolution, pg. 26
  • Breath of Power, pg. 27
  • Winds of Wrath, pg. 27
  • Anaerobic, pg. 28
  • Overcome, pg. 30
  • Winged Dominance, pg. 30
Soul of the Ooze
  • Membrane, pg. 24
  • Sticky Grip, pg. 25
  • Persistent Evolution, pg. 26
  • Acid Spit, pg. 26
  • Amorphous, pg. 26
  • Simplified Cognizance, pg. 27
  • Arcane Indifference, pg. 28
  • Secretion, pg. 29
  • Resilience, pg. 30
Soul of the Plant
  • Thorny Grasp, pg. 24
  • Sticky Grip, pg. 25
  • Acid Spit, pg. 26
  • Ancient Roots, pg. 27
  • Simplified Cognizance, pg. 27
  • Intoxicating Scent, pg. 28
  • Solar Powered, pg. 29
  • Camouflage, pg. 29
  • Crushing Grip, pg. 30
Soul of the Undead
  • Withering Touch, pg. 25
  • Passive Sustentation, pg. 25
  • Will of the Dead, pg. 26
  • Breath of Power, pg. 27
  • Conduit Scales, pg. 26
  • Master of Death, pg. 28
  • Call to Arms, pg. 29
  • Assimilation, pg. 30
  • Resilience, pg. 30

Approach of the Monster

Your skin and hair become paler, and you can cast fog cloud centered on yourself as a 1st-level spell, without using a spell slot or any components. The area affected by the fog counts as lightly obscured for you and creatures allied to you.

Once you use this mutation, you can't do so again until you finish a short or long rest.

Bulwark

Your frame widens, and when you are forced to make a Strength, Constitution, or Charisma saving throw, you can use your reaction gain advantage on the saving throw.

Burdened Soul

When you succeed on a saving throw against being charmed or frightened by a creature you can see, you can use your reaction to force that creature to make a Wisdom saving throw against your Primordial save DC. On a failure, the creature is frightened of you for 1 minute. It can repeat the saving throw at the end of each of its turns, ending this effect on itself on a success.

Call of the Hunt

Your legs lengthen and become muscular. Your walking speed is increased by 10 feet if you aren’t wearing heavy armor.

Empowered Potential

When you make a Strength, Dexterity, or Constitution check, or a saving throw using any ability, you can expend one Primordial die and add it to the roll. You can do so after seeing the initial roll but before any of the roll’s effects occur.

Eyes of the Apex

Your eyes morph into the eyes of your primordial. You have darkvision out to 120 feet, and when you make a Charisma (Intimidation) check toward a creature that can see you, you gain a bonus to the roll equal to your Primordial die.

Primordial Smite

Once per turn when you hit with a melee weapon attack, you can expend one Primordial die to add your Constitution modifier to the damage roll. When you reach 5th level, add the expended die to the damage roll as well.

Last Warning

Your neck thickens. As an action, you can emanate a loud, low-toned growl that can be heard from up to 300 feet away. Any creatures not aware of its source must make a Wisdom saving throw against your Primordial save DC. On a failed save, that creature has disadvantage on the next attack roll it makes for one minute.

Power Leap

Your feet and legs lengthen. While in your normal form, your jump distance is doubled.

When you reach 7th level, while in your normal form, your jump distance is tripled, and you take no fall damage from falling after jumping, so long as you land on ground at an elevation no lower than 10 feet from the place you jumped.

Primordial Awareness

Your ears or nose lengthen, or you grow antennae. You have blightsight out to 10 feet, and when you make a Wisdom (Perception) check, you gain a bonus to the roll equal to your Primordial die.

Primordial Intuition

You gain proficiency in the Insight skill, and when you make a Wisdom (Insight) check, you gain a bonus to the roll equal to your Primordial die.

Primordial Vigor

As an action, you can gain temporary hit points equal to your Primordial die + your Constitution modifier.

Rabid Evasion

Your frame thins. You can take the Dash or Disengage action as a bonus action on your turn.

Rapid Metabolism

Replace any dice rolled to restore hit points from an effect that targets only you with your Primordial die if it is larger.

In addition, when you roll a Hit Die to regain hit points, treat any roll less than your Constitution modifier as your Constitution modifier.

Thick Hide

Your skin grows visibly thicker, or you grow scales. While not wearing armor, you gain a +1 bonus to your AC.

Crystal Darts

Soul of the Aberration

Crystals or another aberrant feature protrude from the back of your hand. You can produce crystal darts from your finger tips. Whenever you would make a weapon attack, you can manifest a crystal dart in your free hand and attack with that dart (using the features of a regular dart). The darts count as natural weapons with which you are proficient, and on a hit, you can expend one Primordial die to deal psychic damage to the target equal to the expended die. The dart shatters immediately after it hits or misses its target.

King's Word

Soul of the Beast

You gain a beast-like feature of your choice. You can cast beast bond or speak with animals at will, without using a spell slot or any components. You have advantage on any Charisma checks you make to interact with beasts while under the spells effect.

Benevolent Touch

Soul of the Celestial

Your skin becomes flawless and colored like white marble, or some other stone. As a bonus action, you can touch a creature and expend any number of Primordial dice up to your proficiency bonus. The target regains hit points equal to 1 roll of your Primordial die + your proficiency bonus for each die expended.

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.

Level Die Cost Spells
3 0 sacred flame, spare the dying
3 1 lesser restoration
5 2 revivify
9 3 greater restoration
9 3 mass cure wounds

When you cast mass cure wounds this way, it is cast at a level equal to 1 + your proficiency bonus, or your size modifier + your proficiency bonus if in titanus form.

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.

Ballistic Arrow

Soul of the Construct

One or both of your arms grows a metal plate. You can deploy a hand crossbow hidden in your arm. It counts as a natural weapon with which you are proficient, and it has unlimited ammunition. When you attack with it, you can expend one Primordial die to fire a bolt up to 120 feet without disadvantage, dealing additional fire damage to the target equal to the expended die on a hit.

Static Interference

Soul of the Dragon

Your hair stands on end. You learn the shocking grasp cantrip. You use your Primordial attack modifier for the attack roll, and you add your Constitution modifier to the damage it deals on a hit.

Internal Flame

Soul of the Elemental

Your hair ignites with flame when angry. You learn the produce flame cantrip, using your Primordial attack modifier for the attack roll. You make a melee spell attack with a range of 5 feet, instead of a ranged attack, and you add your Constitution modifier to the damage roll on a hit.

Arcane Spotlight

Soul of the Fey

Soft sparkles surround you while in dim light. You can expend one Primordial die to cast faerie fire, without using a spell slot or any components. The DC is your Primordial save DC. 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.

Dark Wind

Soul of the Fiend

Your knees invert, hinging in the opposite direction. You can expend one Primordial die to cast zephyr strike, 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.

Primal Skill

Soul of the Giant

Your fingers lengthen and your muscles expand. You gain proficiency in the Acrobatics and Athletics skills, and your proficiency bonus is doubled for any ability check you make using them.

Mitosis

Soul of the Monstrosity

As an action, you can expend one Primordial die to create a clawed hand with an embedded eyeball that separates from your body. You control the claw, and its statistics are detailed at the end of the class description. In combat, it shares your initiative and takes its turn immediately after yours. The claw cannot attack, but can take other actions as normal.

As a bonus action, you can make an attack with your titanus form's claw weapon against any creature within 5 feet of a claw.

You can perceive through a claws senses as long as you are on the same plane of existence. You can have a number of these claws up to your proficiency bonus.

When you reach 6th level, the claw's darkvision range increases to 120 feet, and they sprout miniature dragon-like wings, gaining a flying speed of 20 feet.

Membrane

Soul of the Ooze

While in your normal form, a thin layer of ooze covers your entire body. This ooze is actually a creature under your control, whose statistics are detailed at the end of the class description. While this ooze covers you, you have access to your titanus form's pseudopod weapon.

As an action, you can mentally command the ooze to separate from you. In combat, the ooze shares your initiative and takes its turn immediately after yours. You can perceive through your ooze’s senses as long as you are on the same plane of existence.

If your ooze dies, you can use your action to expend one Primordial die and regenerate your ooze membrane. It regenerates automatically when you finish a long rest.

Thorny Grasp

Soul of the Plant

Your forearms or head grow thorns. You learn the thorn whip cantrip, and you can cast it without using any material components. You use your Primordial attack modifier for the attack roll, and you add your Constitution modifier to the damage it deals on a hit.

Withering Touch

Soul of the Undead

The flesh of your hands and arms appears withered. You can expend one Primordial die to cast inflict wounds at a level equal to 1/3rd your incarnate level (rounded down), without using a spell slot or any components. Its range when cast this way equals 5 times your size modifier + 5 feet, and your spellcasting ability for it is Constitution. On a hit, you gain one Primordial die.

Extraplanar Psionics

Soul of the Aberration, Celestial

Crystal protrusions or antennae grow from your head. You can expend one Primordial die to cast detect thoughts, without using a spell slot or any components. The DC is your Primordial save DC.

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.

Clawed Fist

Soul of the Beast, Fey, Giant, or Monstrosity

Your hands grow thicker, or grow claws. While in your normal form, you gain access to the claw or fist weapon of your titanus form. When used this way, it has the two-handed property.

Passive Sustentation

Soul of the Construct or Undead

You do not need to eat, drink, breathe, or sleep, and can’t be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such keeping watch. Also, you may gain one Primordial die when you finish a short or long rest.

Chaotic Avatar

Soul of the Dragon, Elemental, or Fiend

Energy appears to roil underneath your skin. When you roll dice to deal fire, lighting, or necrotic damage, you can reroll any roll of 1 on those dice, but you must use the new roll.

Sticky Grip

Soul of the Ooze or Plant

When a creature makes a roll to escape your grapple, you can use your reaction to impose disadvantage on the roll.

Immovable

5th-level incarnate

Your thighs and core muscles thicken. If you would be pushed, pulled, or knocked prone, you can use your reaction to expend one Primordial die and prevent it, unless the effect is being physically applied by a creature two or more sizes larger than you.

In addition, you have advantage on Strength (Athletics) checks made to prevent or escape a grapple.

Primordial Fortitude

5th-level incarnate

When you enter your titanus form, roll a number of Primordial dice equal to your Constitution modifier. You regain hit points equal to the total rolled.

Primordial Mote

5th-level incarnate

You can partition part of your soul into a gemstone. When you finish a long rest while in contact with a gem worth at least 100 gp, you can store one Primordial die in the gem for each 100 gp the gem is worth (a gem worth 500 gp can hold 5 dice), up to a maximum of 10 dice. You can only have one of these gems at a time, but you can add more dice to it while it's in your possession each time you finish a long rest, up to its maximum.

As a bonus action, you can release the energy inside the gem, transferring any number of Primordial dice inside it to you. If you transfer the last Primordial die out of the gem, roll a d20. On a 1, it shatters.

Primordial Transfusion

5th-level incarnate

As an action, you can expend one use of Titanus Form to gain 10 Primordial dice. Once you use this mutation, you can't do so again until you finish a long rest.

Respect the Crown

5th-level incarnate

A feature indicative of your primordial manifests on your head. When a creature targets you with an attack or a harmful spell, you can use your reaction to expend one Primordial die and force it to make a Wisdom saving throw. On a failed save, the creature must choose a new target or the attack or spell is wasted. This mutation doesn't protect you from area effects, such as the explosion of a fireball.

If the creature is of your primordial's creature type, you don't need to expend a die.

Beacon of the void

5th-level incarnate, Soul of the Aberration

Crystals or another aberrant feature sprout from your shoulders. In your normal form, you gain access to the Place Crystals feature of your titanus form. When used this way, you only need to expend two Primordial dice, the giant crystals have a radius of 15 feet, and they last for one minute.

You also gain access to the Psychic Interruptions feature of your titanus form.

Scaled Hide

5th-level incarnate, Soul of the Beast

You can grow thick scales to protect yourself. When you are hit by an attack you can use your reaction to expend one Primordial die, adding the expended die to your AC against that attack potentially avoiding the hit.

Generator

5th-level incarnate, Soul of the Construct

Metal vents appear on your ribcage that expel steam when you exert yourself. You gain an additional number of uses of your Generate feature equal to your proficiency bonus.

Will of the Stars

5th-level incarnate, Soul of the Dragon

You grow a foot taller. You can expend one Primordial die to cast either cause fear or command at a level equal to half your proficiency bonus, rounded down, without using a spell slot or any components. Their DC is your Primordial save DC.

Adapt

5th-level incarnate, Soul of the Monstrosity

As an action, you can expend one Primordial die to gain one of the following effects for 1 hour:

  • Your hands are covered with tiny spikes. You gain a climbing speed equal to your walking speed.
  • You sprout fins. You gain a swimming speed equal to your walking speed and can breathe underwater
  • Your feet lengthen and become narrow. You can move through difficult terrain as though it was normal terrain.
  • Your skin adapts to a specific environment. You gain resistance to one of the following damage types: acid, cold, fire, lightning, or poison.

If you use this mutation while it is still active, the effect you choose replaces the current one.

Will of the Dead

5th-level incarnate, Soul of the Undead

The flesh of your torso appears withered. When you take damage and are then below half your hit point maximum, you can use your reaction to expend one Primordial die and cast armor of agathys at level equal to 1/3rd your incarnate level (rounded down), without using a spell slot or any components. When cast this way, it deals necrotic damage instead of cold damage when you are hit by a melee attack. Once you use this mutation, you can't do so again until you finish a short or long rest.

Natural Airborne

5th-level incarnate, Soul of the Celestial, Dragon, Elemental, or Fiend

You can use your reaction when you fall to reduce any falling damage you take by an amount equal to 5 times your incarnate level.

Takedown

5th-level incarnate, Soul of the Fey or Giant

Your arms lengthen. When you attempt to grapple a creature on your turn, you can expend one Primordial die to gain advantage on the Strength (Athletics) check. If you succeed, the target has disadvantage on the first ability check it makes to escape the grapple.

Persistent Evolution

5th-level incarnate, Soul of the Ooze or Monstrosity

You have advantage on death saving throws. In addition, any limb you lose other than your head grows back when you finish a long rest.

Acid Spit

5th-level incarnate, Soul of the Ooze or Plant

Your saliva becomes dangerously acidic. You learn the acid splash cantrip. Its range when you cast it is 30 feet, and you use your Primordial die instead of a d6 for the damage rolls. The DC is your Primordial save DC.

Combat Instinct

7th-level incarnate

You gain proficiency in Dexterity saving throws, and you gain a bonus on initiative rolls equal to you Primordial die.

Primordial Tenacity

7th-level incarnate

When you finish a long rest, you automatically cast the death ward spell on yourself, without using a spell slot or any components.

Divine Influence

7th-level incarnate, Soul of the Celestial

Creatures that look at your face see a soft glow behind you. You gain proficiency in the Persuasion skill, and when you make a Charisma (Persuasion) check, you gain a bonus to the roll equal to your Primordial die.

Additionally, when you fail a Charisma (Persuasion) check, you gain advantage on one Charisma (Intimidation) check you make against the same target within the next minute.

Fire and Fury

7th-level incarnate, Soul of the Elemental

Soft, small flames emanate from your body. You can expend one Primordial die to cast hellish rebuke at a level equal to 1/3rd your incarnate level (rounded down), without using a spell slot or any components. The DC is your Primordial save DC.

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.

Bolster the Ranks

7th-level incarnate, Soul of the Fey

The air around you smells sweet. You can expend one Primordial die to cast either bless or heroism at a level equal to 1/3rd your incarnate level (rounded down), without using a spell slot or any components. Your spellcasting ability for them is Constitution.

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.

Demonic Agility

7th-level incarnate, Soul of the Fiend

Your flesh warps, creating aerodynamic holes in your limbs. You can expend two Primordial dice to cast haste on yourself, without using a spell slot or any components. Once you use this mutation, you can’t use it again until you finish a short or long rest.

Unbreakable

7th-level incarnate, Soul of the Giant

Your chest widens. You have advantage on Strength and Constitution saving throws. When you are forced to make one of those saving throws while in your normal form, you gain a bonus to the roll equal to your Primordial die.

Amorphous

7th-level incarnate, Soul of the Ooze

While in your normal form, you can use your action to expend three Primordial dice and become ooze-like. You cast freedom of movement on yourself, without using a spell slot or any components, and while under the effects of the spell, you can move through spaces as narrow as 1 inch wide without squeezing.

Ancient Roots

7th-level incarnate, Soul of the Plant

Leaves grow from your head. You can expend two Primordial dice to cast either plant growth or speak with plants, without using a spell slot.

Breath of Power

7th-level incarnate, Soul of the Aberration, Beast, Dragon, Construct, Monstrosity, or Undead

While in your normal form, you gain access to the Primordial Breath feature of your titanus form. When used this way it has a range of 60 feet, and you may only expend up to two Primordial dice for it. At 5th level, it gains a bonus to its attack rolls equal to your maximum possible size modifier. This bonus does not stack with the bonus granted by your Superiority feature (choose which to apply while in titanus form).

Conduit Scales

7th-level incarnate, Soul of the Aberration, Beast, or Undead

Spikes or plates grow from your spine. When a spell is cast that targets only you, and that spell would deal damage to you, you can use your reaction to attempt to absorb the spell. Make a Constitution saving throw with a DC of 8 + the casters proficiency bonus + the spell’s level. On a successful save, the damage you take is reduced by half, and you gain one Primordial die. You can use this mutation a number of times equal to your Constitution modifier, and regain all expended uses when you finish a long rest.

Winds of Wrath

7th-level incarnate, Soul of the Celestial, Elemental, or Monstrosity

While in your titanus form, you can expend one Primordial die to cast gust of wind, without using a spell slot or any components.

Take the Skies

7th-level incarnate, Soul of the Dragon or Elemental

While in your normal form and not wearing armor, you can expend one Primordial die to have your arms become like your primordial's wings for one hour, granting you a flying speed equal to your walking speed. You have no hands while using this mutation, and therefore cannot wield weapons or cast spells with somatic components.

Empowered Strike

7th-level incarnate, Soul of the Fey or Giant

Your bicep muscles expand. The first time on each of your turns that you hit a creature with a melee weapon attack, your weapon deals additional force damage equal to your Primordial die.

Simplified Cognizance

7th-level incarnate, Soul of the Ooze or Plant

You gain proficiency in Wisdom saving throws, and you have resistance to psychic damage.

Primordial Radiance

9th-level incarnate

Your other bodily mutations glow with bioluminescence. You can expend one use of Titanus Form and four Primordial dice to cast sickening radiance centered on yourself, without using a spell slot or any components. You are unaffected by the spell, and it moves with you.

Stability

9th-level incarnate

While in your titanus form, you can expend any number of Primordial dice to extend the time limit of your titanus form by a number of hours equal to the number of dice expended. When you do, you stop gaining Primordial dice at start of your turn for the duration of this titanus form. You can exit this titanus form as a bonus action.

You cannot use this mutation with overloaded or attuned titanus forms.

Crystal Trap

9th-level incarnate, Soul of the Aberration

As a bonus action, you can expend one Primordial die to trap any creatures in the affected area of your giant crystals. Each creature of your choice in the affected area must succeed on a Strength saving throw against your Primordial save DC or become retrained by the crystals. As an action, a restrained creature can repeat the saving throw, freeing itself on a success.

Territorial Instincts

9th-level incarnate, Soul of the Beast

Your ears merge into your head, leaving simple holes. In your normal form, you have tremorsense out to a range of 60 feet, which means you can detect and pinpoint the origin of vibrations within that range, provided you and the source of the vibrations are in contact with the same ground or substance.

Adamantine Hide

9th-level incarnate, Soul of the Construct

Your skin becomes metal. Choose one of the following benefits:

Adamantine. Any critical hit against you becomes a normal hit. While in your normal form, you can use your reaction when hit by an attack to gain resistance to bludgeoning, piercing, and slashing damage until the beginning of your next turn.

Mithral. Your walking speed increases by 10 feet. While in your normal form, when you make a Dexterity check, you gain a bonus to roll equal to your Primordial die.

When you finish a short rest, you may switch your chosen benefit.

Storm Tyrant

9th-level incarnate, Soul of the Dragon

Your throat flares with electrical energy when you speak. You can expend three Primordial dice to cast lightning bolt at a level equal to 1/3rd your incarnate level (rounded down) + your size modifier, without using a spell slot or any components. The DC is your Primordial save DC. Once you use this mutation, you can’t use it again until you finish a short or long rest.

Anaerobic

9th-level incarnate, Soul of the Monstrosity

Plants wither when you touch them. The first time on each of your turns that you deal non-necrotic damage to a creature within 5 feet of you that is not a construct or undead, you deal additional necrotic damage equal to 1 roll of your Primordial die to the target.

Intoxicating Scent

9th-level incarnate, Soul of the Plant

Flowers grow in your hair. You can expend two Primordial dice as an action to create a patch of flowers in a 10-foot square at a point you can see within 60 feet of you. The flowers last for one minute, and each hostile creature that starts its turn within 10 feet of them must succeed on a wisdom saving throw or become charmed by the flowers. A creature charmed this way must use all of its movement speed on each of their turns to go toward the center of the flower patch. Once they are as close to the center as they can get, the creature falls prone and its speed drops to 0. At the end of each of its turns, and each time it takes damage, a charmed creature may repeat the saving throw, ending these effects on themselves on a success.

When you use this mutation, you may expend additional Primordial dice to increase the size of cube by 5 feet for each additional die expended.

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.

Master of Death

9th-level incarnate, Soul of the Undead

All of your bodily fluids become pitch black. You can expend three Primordial die to cast animate dead at a level equal to 1/3rd your incarnate level (rounded down) + your size modifier, without using a spell slot or any components. When cast this way, its casting time is one action. Once you use this mutation, you can’t use it again until you finish a short or long rest.

Ancient Subterfuge

9th-level incarnate, Soul of the Aberration, Fey, or Fiend

You can expend three Primordial dice to cast mislead, without using a spell slot or any components. Once you use this mutation, you can’t use it again until you finish a short or long rest.

Arcane Indifference

9th-level incarnate, Soul of the Construct, Giant, or Ooze

When you are forced to make a saving throw against a spell or other magical effect, you can choose to gain advantage on the saving throw. 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.

Primordial Fury

9th-level incarnate, Soul of the Elemental or Giant

When you miss on an attack roll, you can expend one Primordial die to gain advantage on your next attack roll against the same target that turn. Add the expended die to the damage roll on a hit.

Primordial Ferocity

11th-level incarnate

You add your Constitution modifier to initiative rolls, and when you roll a 1 on a damage die for an attack you make with a natural weapon, you can reroll the die and must use the new roll.

Primordial Mount

11th-level incarnate

While in your normal form, you can use your action to expend four Primordial dice and summon a mount in the likeness of your primordial. Its creature type is that of your primordial, and it is one size larger than you. Its ability scores and proficiencies match yours, and its hit points, AC, and speed all match your titanus form with a +1 size modifier. It has all the senses and movement speeds you would have in your titanus form, but the only actions it can take are dash, disengage, and dodge.

In combat, you control the mount. While mounted on it, any effect that you are or would become immune to, the mount is immune to also, and you can make any spell you cast that targets only you also target the mount.

The mount has no personality and does not speak, though you can issue it commands telepathically while it is within 1 mile of you, and it follows your orders to the best of its ability. The mount disappears when it drops to 0 hit points, when it is more than one mile from you, or when you dismiss it as a bonus action. Whenever the mount disappears, it leaves behind any objects it was wearing or carrying. The mount disappears into a pocket dimension, where it can then be summoned with a bonus action, unless it dropped to 0 hit points, in which case you must expend four Primordial dice to summon it again.

Radiant Life

11th-level incarnate, Soul of the Celestial

The faint sound of harmonic chords can be heard while near you. While in your titanus form, any die rolled to restore hit points to allied creatures within 60 feet of you is replaced with your Primordial die if it is larger.

While in your normal form, you can use your reaction to replace any die rolled to restore hit points to an allied creature you can see within 60 feet of you with your Primordial die if it is larger.

Inferno Overload

11th-level incarnate, Soul of the Elemental

Glowing flames can be seen beneath the skin in the center of your chest. While in your normal form, you can use your bonus action to expend one Primordial die and gain access to your Primordial Flame feature until the start of your next turn.

Ageless Skill

11th-level incarnate, Soul of the Fey

A gentle wind blows around you while you stand still. As a bonus action, you can expend one Primordial die to gain advantage on attack rolls until the end of your turn. Add the expended die to the damage roll of the first attack that hits.

Execution Flourish

11th-level incarnate, Soul of the Fiend

Boney spikes grow from your joints. You can expend three Primordial dice to cast steel wind strike, without using a spell slot or any components. Once you use this mutation, you can’t use it again until you finish a short or long rest.

Primordial Strength

11th-level incarnate, Soul of the Giant

All of your muscles thicken. Your Strength score increases by 2. Your maximum for that score also increases by 2.

Secretion

11th-level incarnate, Soul of the Ooze

While in your normal form, you can use your reaction when you take damage to expend one Primordial die and secret a glob of ooze at the point of impact. You gain temporary hit points equal to the expended die + your Constitution modifier + your incarnate level, which takes as much of the triggering damage as possible. If the damage was dealt by a melee attack from a creature within 5 feet of you, that creature takes acid damage equal to half the temporary hit points gained. Any remaining temporary hit points disappear at the beginning of your next turn.

Solar Powered

11th-level incarnate, Soul of the Plant

Your skin turns green. You can expend four Primordial dice to cast transport via plants, without using a spell slot or any components. Once you do so, you can’t again until you finish a long rest.

Additionally, when you finish a short rest in direct sunlight, you gain one Primordial die and you treat any Hit Dice you roll as having rolled their maximum value.

Call to Arms

11th-level incarnate, Soul of the Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, or Undead

You can expend four Primordial dice to cast the summon aberration/beast/celestial/draconic spirit/construct/ elemental/fey/fiend/undead spell based on your primordial's creature type as a 6th level spell, without using a spell slot or any components. Your spellcasting ability for it is Constitution. Once you use this mutation, you can’t use it again until you finish a long rest.

Camouflage

11th-level incarnate, Soul of the Beast, Fey, Fiend, or Plant

The color of your skin or scales shifts depending on your environment. You can expend one Primordial die to cast invisibility on yourself without using a spell slot or any components.

Overwhelming Force

15th-level incarnate

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 do, you gain two Primordial dice. While in this overloaded titanus form, treat any roll of your Primordial die less than your Constitution modifier as your Constitution modifier. This overloaded titanus form lasts only 30 seconds instead of 60 seconds.

Resonance

15th-level incarnate

You can use your Generate feature as a bonus action.

Crystalline Evolution

15th-level incarnate, Soul of the Aberration

You gain an aberrant mark of your choosing in your normal form, such as a crystal horn. While in your normal form, you gain access to your Psionic Flight feature.

Additionally, if you have the Crystal Darts mutation, you can create spears made of crystal as well, which share all the extra properties of your crystal darts.

Breath of the King

15th-level incarnate, Soul of the Beast

Your spine glows faintly with primordial energy. You treat the first Primordial die expended for your Primordial Beast Breath as two dice.

Divine Intervention

15th-level incarnate, Soul of the Celestial

You can sacrifice your body to bring a creature back to life. You can use your action to cast revivify, without using a spell slot or any components. When cast this way, the target returns with half its maximum hit points instead of 1, and you die immediately after casting it.

Additionally, if you would drop to 0 hit points, you can use your reaction before you do to cast revivify without using a spell slot or any components. When cast this way, it has a range of 300 feet. You then die instead of dropping to 0 hit points.

Machine Spirit

15th-level incarnate, Soul of the Construct

An arcane engine replaces your heart, with an intake and exhaust at the front and back of your chest respectively. As an action, you can expend one Primordial die to reduce your level of exhaustion by one.

Additionally, while in your titanus form, you ignore any penalties you have from levels of exhaustion.

Thunderous Assault

15th-level incarnate, Soul of the Dragon

Thunderclouds are always gathering near your location. While in your normal form, you can use your action to expend one use of Titanus Form and summon your Primordial Storm for one minute at a location you can see. It has a height and radius of 120 feet, and you must maintain concentration to keep the storm going (as if concentrating on a spell).

Each creature in this storm takes lightning damage equal to 1 roll of your Primordial die at the start of your turn. You can also use your action to expend one Primordial die and deal lightning to each creature in the storm equal to the expended die. You can then move the storm up to 30 feet. You still roll on the Primordial Storm table at the start of each affected creatures turn as normal.

Overcome

15th-level incarnate, Soul of the Monstrosity

You gain a monstrous feature of your choosing, such as spiked teeth. When you roll to deal necrotic damage, treat any roll of 2 or less as a 3.

Assimilation

15th-level incarnate, Soul of the Undead

While in your hybrid form, you can use your action to place your hand on a humanoid creature's head and expend two uses of your Titanus Form and 10 Primordial dice. The target must make a Charisma saving throw against your Primordial save DC. On a failure, it is turned into a creature similar to your hybrid form. On a success, the target is immune to this effect for 24 hours. A creature with more than 100 hit points automatically succeeds on the saving throw.

The resulting assimilation's statistics are detailed at the end of the class description. You and all assimilations made by this effect share a hive mind that you control, and can communicate telepathically and perceive through each others senses as long as you are on the same plane of existence. In combat, you control your assimilations. They share your initiative, and take their turns immediately after yours. When an assimilation dies, its body turns to dust.

As an action, you can touch an assimilation and cause it to either go dormant, entering a state of suspended animation, or reactivate it from its dormant state. You can only have one active assimilation at a time, but you may have any number of dormant assimilations. Creating a new assimilation automatically makes your currently active assimilation dormant. You can still perceive through a dormant assimilation's senses.

If you would die, you can sacrifice one of your active assimilations within 120 feet of you, killing it instantly. You then regain hit points equal to the hit points the assimilation had before it died. Once you do so, you can't again until you finish a long rest.

Resilience

15th-level incarnate, Soul of the Construct, Ooze, or Undead

You can choose two damage types from among cold, fire, lightning, and thunder when you finish a short or long rest. You gain resistance to those damage types until you choose a different one with this mutation.

Crushing Grip

15th-level incarnate, Soul of the Giant or Plant

You have advantage on Strength (Athletics) checks to both grapple a creature and to prevent a creature from escaping your grapple. Creatures grappled by you have disadvantage on ability checks and saving throws to escape being grappled by you and take bludgeoning damage equal to your Primordial die at the start of each of your turns.

Winged Dominance

15th-level incarnate, Soul of the Celestial, Fiend, or Monstrosity

While in your normal form, you can use your bonus action to manifest your primordial’s flying appendages from your back. While they are present, you have a flying speed equal to your walking speed, or your flying speed is increased by 10 feet if you already have one. The appendages last until you are incapacitated, you die, or you dismiss them as a bonus action.

Stat Blocks



Mitosis Claw

Tiny monstrosity, your alignment


  • Armor Class 12 + 1/3rd your proficiency bonus
  • Hit Points Your proficiency bonus
  • Speed 20 ft., climb 20 ft., and fly 20 ft. (6th-level incarnate only)

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 14 (+2) 10 (+0) 14 (+2) 4 (-3)

  • Saving Throws STR, DEX, and CON: 2 + your proficiency bonus
  • Skills Acrobatics, Perception, and Stealth: 2 + your proficiency bonus
  • Damage Resistances Your resistances
  • Damage Immunities Your immunities
  • Senses Darkvision 60 ft. (120 ft. at 6th-level incarnate), Passive Perception 15
  • Languages Understands the languages you speak
  • Challenge 0

Camouflage. The Mitosis Claw has advantage on Stealth checks made to hide.

Sentry. The Mitosis Claw cannot attack, but can take other actions as normal.


Membrane Ooze

Tiny ooze, unaligned


  • Armor Class 8 + your proficiency bonus
  • Hit Points 5 times your incarnate level
  • Speed 10 ft., climb 10 ft. (each doubled for 12th-level incarnate)

STR DEX CON INT WIS CHA
10 (+0) 6 (-2) 16 (+3) 2 (-4) 6 (-2) 2 (-4)

  • Saving Throws Your saving throw proficiencies
  • Damage Resistances Cold, Fire, Lightning, Slashing
  • Damage Immunities Acid
  • Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Prone
  • Senses Blindsight 60 ft. (blind beyond this radius), Passive Perception 8
  • Languages --
  • Challenge Half your proficiency bonus

Amorphous. The ooze can move through a space as narrow as 1 inch wide without squeezing.

Spider Climb. The ooze can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Actions

Pseudopod. Melee Weapon Attack: Your proficiency bonus to hit, Reach 5ft., one target. Hit 1d6 bludgeoning damage plus two Primordial dice acid damage.



Assimilation

Medium undead, your alignment


  • Armor Class 14 + your Constitution modifier
  • Hit Points 15 times your proficiency bonus
  • Speed Your movement speeds

STR DEX CON INT WIS CHA
Yours Yours Yours Yours Yours Yours

  • Saving Throws Your saving throw proficiencies
  • Skills Your skills
  • Damage Resistances Your resistances
  • Damage Immunities Your immunities
  • Condition Immunities Your immunities
  • Senses Yours senses
  • Languages Your Languages
  • Challenge Your proficiency bonus

Energy Absorption If the assimilation would take fire, lighting, necrotic or force damage, it instead regains hit points equal to half the damage it would have taken.

Unusual Nature. The assimilation doesn’t require air, food, drink, or sleep.

Actions

Deathly Touch. Melee Weapon Attack: Your proficiency bonus + Strength modifier to hit, Reach 5ft., one target. Hit 3 Primordial dice + your Strength modifier necrotic damage.

Tail Swipe. Melee Weapon Attack: Your proficiency bonus + Strength modifier to hit, Reach 10ft., one target. Hit 2 Primordial dice + your Strength modifier bludgeoning damage. The target must succeed on a Dexterity saving throw against your Primordial save DC or be knocked prone.

Undead Breath (Recharge 5-6). The assimilation blasts one creature it can see within 150 feet of it. The target must make a Dexterity saving throw against your Primordial save DC, taking 4 rolls of your Primordial die as necrotic damage on a failure, or half as much damage on a success.

Change Log

v3.1

  • Clarified duration for Eminence.
  • Changed Celestial Healing to die + prof.
  • Added advantage on saving throws against being blinded to Dragon.
  • Altered Benevolent touch.

v3.0

  • Renamed Primordial Energy die to Primordial die.
  • Added back shield proficiency.
  • Allowed Generate to be used as a bonus action if you have less than half prof dice and have not gained one this turn.
  • Halved temp health given to other creatures with Generate, until 5th level.
  • Included adding die to str and con check and saving throws in titanus form.
  • Removed bonus to attack and damage rolls from Superiority.
  • Split Eminence into Eminence and Triumph
  • Shuffled and re-did Energized Biology, Older than Death, and Acceptance.
  • Removed Will of the Primordial and included it into reflection.
  • Added additional titanus use at 20th level.
  • Tweaked overloaded beast to just one additional die a turn, due to additional dice in base class.
  • Added prof per long rest use limit to Aberration's Shield.
  • Added a once per short rest limit to Aberration's Primordial Psionics.
  • Buffed King's Triumph to a bonus action.
  • Nerfed Celestial's raptorial Limbs to once a turn, but changed additional damage to radiant.
  • Changed Elemental's scaling on Volcanic Inferno to 1/3rd level + size mod.
  • Added back half damage to Fiend's Eyes.
  • Spellbreaker can now break spells.
  • Tweaked Channel the Apex.
  • Removed reach penalty from Ooze's pseudopod.
  • Nerfed Eject to compare less favorably to Black Tentacles.
  • Increased acid damage from Plant's Maw to prof + 2 dice.
  • Buffed Spore Cloud to be used as a reaction at end of turn and require one die.
  • Added immunity to necrotic damage to Shambling destruction, and resistance to necrotic damage to Nullify.
  • Nerfed Necrotic Catastrophe to number of targets equal to half your incarnate level, and limited it to once per short rest.
  • Included Superiority benefits to Death's Evolution
  • Buffed Approach of the Monster to recharge on short rest.
  • Buffed Call of the hunt to allow in titanus form.
  • Buffed Empowered Potential by removing use of reaction.
  • Swapped names of Empowered Strike and Primordial Smite, and changed the effect to be on hit instead of a bonus action.
  • Moved Eye's of the Apex to 2nd level, and swapped around effects of Primordial Awareness, Intuition, and Eyes of the Apex to better match their titles.
  • Buffed Thick Hide to apply when not wearing armor and in titanus form.
  • Tweaked Rabid Evasion to not require a die but removed dodge from the list.
  • Buffed Crystal Darts and Ballistic Arrow to allow use in titanus form.
  • Removed attack and damage bonus from all weapons granted by mutations, instead classifying them as a natural weapon.
  • Buffed Benevolent Touch (and celestial healing) to bonus action and die + con for each die expended, and allowed casting mass cure wounds at a level equal to 1 + prof, or size mod + prof in titanus form.
  • Removed Remove Curse from Benevolent Touch.
  • Buffed Withering touch level to be equal to 1/3rd your incarnate level rounded down.
  • Added prof per long rest use limit to Extraplanar Psionics.
  • Added two-handed property to clawed fist.
  • Buffed Primordial Fortitude to not require being at half your hit points.
  • Buffed Primordial Transfusion to giving 10 dice instead of 5.
  • Buffed Respect the Crown to requiring only 1 die, or no dice if the creature is your primordial's type.
  • Changed Scaled Hide to be usable in titanus form, but only works against the triggering attack.
  • Changed Will of the Dead's scaling to 1/3rd incarnate level.
  • Changed Comabat Instinct Initiative bonus to Primordial die instead of advantage.
  • Changed Divine Influence to add die to persuasion checks instead of giving expertise.
  • Changed scaling on Fire and Fury and Bolster the Ranks to 1/3rd incarnate level.
  • Buffed Unbreakable to not require expending a die or a reaction while in normal form.
  • Buffed Primordial Radiance to require 3 dice.
  • Renamed Adamantine Hide to Metal Hide, removed die cost from abilities, and expanded Mithral to all Dexterity checks.
  • Changed Storm Tyrant scaling to 1/3rd incarnate level.
  • Added prof per long rest use limit to Intoxicating scent.
  • Changed scaling on Master of Death from prof to 1/3rd incarnate level.
  • Buffed Arcane Indifference by removing need to use reaction.
  • Nerfed Primordial Ferocity to rerolling 1s on natural weapons.
  • Removed Will of the Primordial mutation and included it in the Energized Biology feature.
  • Buffed Thunderous Assault to a height and radius of 120 feet, and allowed you to move the storm.
  • Crushing Grip now works with grapple saving throws.
  • Moved Extras to the Incarnate Expansion, coming soon!

v2.1

  • Reduced Hit Die to d8.
  • Removed shield proficiency.
  • Removed height column, maximum size now level based.
  • Changed Primordial die maximum to twice proficiency bonus.
  • Nerfed empower to highest rolled + number of dice spent for temp hp.
  • Renamed Unarmored Defense to Primordial Constitution, removed ability to use shields with it.
  • Add Primordial Attack modifier to cut down wording.
  • Clarified that attuned items you aren't required to wield still apply in titanus form.
  • Moved magical attacks with titanus form/mutation from Bow to None to Superiority.
  • Reduced range of Eminence to 120ft, now only works on targets smaller than you.
  • Changed Energized Biology to grant temp hp equal to die when below half health at the start of your turn.
  • Changed Older than Death to negating damage that would drop your hp below con score but above 0.
  • Changed Acceptance to letting you enter titanus form freely if you become large.
  • Removed Regeneration from all but the Plant
  • Giant Crystals no longer triggers additional save on appearing, and changed cha save to int save.
  • Removed adding die on bonus claw attack for Beast, and all similar attacks for others.
  • Halved damage of Primordial Meltdown.
  • Added light to Celestial raptorial limbs, and increased damage bonus from expending a die on hit to 2 die.
  • Added finesse to Celestial stinger.
  • Limited celestial healing to proficiency bonus.
  • Reduced cost of God Ray's to 3 dice.
  • Reduced number of simultaneous Calculated Destruction activations to your size mod.
  • Reduced range of Dragon breath and Bow to 120ft.
  • Removed half damage from successful save against Fiend's Eyes.
  • Limited Fiend's Fiendish Speed to prof per long rest.
  • Reduced bonus to attack and damage rolls for Channel the Apex to +1 for fist weapon and +2 for spellbreaker.
  • Changed Monstrosity's Claw damage to necrotic.
  • Nerfed Ooze's additional temp health.
  • Dropped acid damage from pseudopod's save effect.
  • Buffed range of Slime's Eject to 15 times size mod.
  • Aerogel now requires an action to activate.
  • Removed healing from Resilient Composition.
  • Halved swallow damage from Plant's swallow.
  • Reduced Advanced Regeneration to con mod.
  • Changed Enthralling Bloom to rerolling 1s instead of increasing die size.
  • Verdant Overgrowth now always counts as difficult terrain for hostile creatures.
  • Changed Verdant Overgrowth drag to be 5 times str rather than str score.
  • Moved Undead's bonus die at end of turn to its own feature, adding ability to use Generate as a bonus action if you dont move.
  • Reduced Undead Breath damage for multiple selection of one target to twice the dice expended.
  • Changed wording on Death's Evolution, and increased free die for Tail Swipe and Breath to 2. Also added advantage to intimidation checks.
  • Reduced level for Empowered Strike to add expended die to 5th level.
  • Clarified wording on Rapid Metabolism
  • Capped attack and damage bonus to weapons granted from mutations to +2 at 11th level, does not stack with Superiority bonus.
  • Increased cost of casting remove curse and mass cure wounds with Benevolent touch to 3 and 4 dice.
  • Simplified Static Interference, Internal Flame, and Thorny Grasp mutations.
  • Removed communication clause from Mitosis to clarify that they cannot communicate.
  • Replaced Fly By with new mutation: Chaotic Avatar.
  • Moved Simplified Cognizance to 7th level.
  • Added Sticky Grip mutation.
  • Completely changed Respect the Crown.
  • Removed Primordial Biology mutation.
  • Changed Natural Airborne to 5 times incarnate level.
  • Changed Persistent Evolution to 1 long rest.
  • Changed Combat Instinct to prof in dex saves and advantage on initiative.
  • Limited Bolster the Ranks to prof per long rest.
  • Nerfed Conduit scales to halving damage rather than negating the spell, and you only gain one die. Range limit was removed.
  • Removed Dragon from Winds of Wrath
  • Removed Tuning mutation.
  • Added new Stability mutation.
  • Add new Intoxicating Scent mutation for Plant.
  • Removed Celestial from Arcane Indifference.
  • Changed Primordial Ferocity to adding con to initiative.
  • Clarified wording on Primordial Mount.
  • Changed Radiant life to replacing dice rolled to restore hit points to creatures within 60 feet of you with your die if it is larger.
  • Halved damage from secretion.
  • Changed Overwhelming Force to making minimum roll of die to con mod, rather than increasing die size.
  • Changed Machine Spirit to ignoring exhaustion while in titanus form.
  • Buffed Thunderous Assault.
  • Nerfed Overcome to 3.
  • Removed Ooze from Camouflage.
  • Added new section with magic items, and background

v2.0

  • ALOT of changes, read it again!

The Incarnate

By u/TheGoldenNinja33 & u/23BLUENINJA

Special Thanks To

u/goopman1

A martial class that channels an ancient soul to erupt with destruction.
Art Credits


  • MTG Art:
  • Jonas De Ro - pg 1
  • Lars Grant-West - pg 4
  • YW Tang - pg 5
  • Zezhou Chen - pg 6
  • Svetlin Velinov - pg 7
  • Antonio Jose Manzanedo - pg 8
  • Kotakan - pg 10
  • Nicholas Gregory - pg 11
  • Johann Bodin - pg 12
  • Slawomir Maniak - pg 13
  • Hayama Kohei - pg 14
  • Chris Rahn - pg 15
  • Joz - pg 16
  • Lucas Graciano - pg 18
  • Torstein Nordstrand - pg 19
  • Yigit Koroglu - pg 20
  • Lius Lasahido - pg 22
  • Jenn Ravenna - pg 34

 

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