Incarnate v1.1: Embody the Cosmos Edition

by Izzy

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Incarnate

Under the light of the setting sun, an armored tiefling stands in the center of a roiling battlefield. A ring of light appears over their head, seemingly capturing the sun's brilliance. At the same time, beautiful golden wings spring from their back. They raise their sword into the air and utter a single word; a truly pure divine utterance. Each warrior on that field feels their weapons dulling, and their fighting spirits drain, and each falls to their knees, exhausted. The conflict is over.

A tall, burly dragonborn stands his ground before a rampaging minotaur. The dragonborn's horns are curved like a bull's, and their claws are long and caked in ichor. Their hungry eyes are black as the Abyss itself, and are firmly locked upon at the beast before them. The minotaur charges, and the dragonborn matches it. The dragonborn's mouth opens to reveal rows upon rows of teeth and rips a large chunk out of the minotaur's neck. They have claimed another soul; they are satisfied. For now.

A gnome places her hand on body of an owlbear, killed but left to rot. She utters some words to the plants, and the path of the poachers fills her mind. After a day of tracking, she
finds their camp and walks to its center. The form of a
great, incorporeal dryad appears behind her. Before
the hunters could even draw their weapons, they
were wrapped in vines and skewered with spear-
like thorns—save for one, spared so they would
spread word of the new forest's guardian.

All of these mighty figures are incarnates:
beings who have tapped into the depth of
power within their souls. Incarnates are
mortals who become incarnations of
cosmic archetypes like angels or demons.
Their souls are exposed to the constant
flux of power that suffuses the multi-
verse; a power that they learn to wield
as it fundamentally alters what they are.

Of Two Parts

Mortal beings are comprised of their soul,
which houses their ego and intellect, and
body, which anchors their soul to the prime
material world. Through death or powerful
magic, the link between these two can be
severed. For a select few, when this happens,
they find the strength of will, of presence, to hold on to
their spirit, and to bind it through sheer determination.
This binding is almost always incomplete, leaving the
soul in the body, but permanently exposed to magic
and energy that radiates from the planes.

The moment of binding is thrilling, like a source
of unspeakable power flowing from within you.
Immediately, the incarnate is forced to confront
the most refined, archetypal version of who they
are—their very essence. Some say they see the visions of past lives, and others report dark portents. As an incarnate begins to explore this crystallized facet of their identity, their exposed soul begins reacting to the magic around it. The cosmic forces react to the creature's beliefs, alignment, and self perceptions and begins to mold the incarnate into a cosmic being.

Of Unified Intent

As an incarnate confronts their inner self and cultivates their soulborn magic, they inevitably find themselves drifting towards unity. They come to terms with their new reality, and their body and soul begin to rejoin anew. Like the beings of the outer planes, the incarnate's soul becomes its body, and its body becomes its soul.

Bearing the soul of such defining cosmic entities undoubtedly alters the psyche and perspective of its bearer. Its common that an incarnate seeks out entities they take after in order to learn more of what they are becoming. The developing kinship often create incarnates that aspire to the same heights as these creatures.

Creating an Incarnate

The most important thing to think about when you are making an incarnate is the moment where their soul was severed from their body. How did it happen? Were they in the midst of a raid and got cut down, only to force themselves back to life before bleeding out? Were they sickly and on their death bed, but with a heart that refused to die? Or maybe the work of a mad wizard or ardent celestial intentionally severed your body and soul? Whatever the reason, the impetus for the shift is likely to color your perceptions of this power you have come across.

While an incarnate does not immediately obtain an incarnation, the cosmic forces that respond to your incarnate aren't likely to change massively from the time of transformation. Think about your character's alignment and temperament, and where they would fit into the cosmos. A character's self perception can drastically alter the kind of power that seeks out their exposed spirit, however. A character that thinks themselves a monster may find themselves filled with demonic power, and a character that thinks themselves a messiah may find themselves filled with the power of upper planes.

Mixing and Matching

Incarnate is different from other classes in that it has two subclasses in its Cosmic Incarnations and Souls Shapes. Much of the fun of incarnate comes from taking these two specializations and mixing and matching them in interesting ways to inspire and inform your characters. Are you an angelic warrior, or a monstrous celestial beast? Each of these combinations have unique ramifications for who your character is. Read ahead to see which of these combinations fit your character idea the best.

New Spells

Incarnate introduces many new spell options. Any spells marked with a ◈ can be found at the end of the document under the New Spells section.

Multiclassing

The prerequisites for multiclassing into incarnate are Charisma and Constitution scores of at least 13. When you multiclass into incarnate you do not gain any proficiencies.

When multiclassing, you use half your incarnate level when determining your available spell slots.

Quick Build

You can make an incarnate quickly by following these suggestions. What score you should make your highest depends on your Soul Shape: Strength or Dexterity for Shape of the Warrior, Strength for Shape of the Beast, and Charisma for Shape of the Guardian and Shape of the Conduit. If Strength or Dexterity is your highest score, make Charisma your second highest score. If Charisma is your highest score, make Constitution your second highest score.

Class Features

As an incarnate, you gain the following class features

Hit Points


  • Hit Dice: 1d6 per incarnate level
  • Hit Points at 1st Level: 6 + your Constitution modifier
  • Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per incarnate level after 1st

Proficiencies


  • Armor: none
  • Weapons: simple weapons
  • Tools: none

  • Saving Throws: Wisdom, Charisma
  • Skills: Choose any two skills

Equipment

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

  • (a) a quarterstaff or (b) a light crossbow and 20 bolts
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • If proficient, (a) leather armor, (b) scale mail, or (c) chain mail
  • If proficient, a martial melee weapon of your choice and a shield
  • One dagger

Alternatively, you can ignore the equipment here in your background, and buy 4d4 × 10gp worth of equipment from Chapter 5 of the Player's Handbook.

—Spell Slots by Level—

The Incarnate
Level Proficiency
Bonus
Features Spells
Known
1st 2nd 3rd 4th 5th
1st +2 Soul Barrier, Soul Shape
2nd +2 Spellcasting, Soulburn (1 use) 2 2
3rd +2 Cosmic Incarnation, Manifest Auras 3 3
4th +2 Ability Score Improvement 3 3
5th +3 Soulshape feature 4 4 2
6th +3 Free Spirit, Soulburn (2 uses) 4 4 2
7th +3 Incarnation feature 5 4 3
8th +3 Ability Score Improvement 5 4 3
9th +4 6 4 3 2
10th +4 Elevated Being 6 4 3 2
11th +4 Soulshape feature 7 4 3 3
12th +4 Ability Score Improvement 7 4 3 3
13th +5 8 4 3 3 1
14th +5 Incarnation feature 8 4 3 3 1
15th +5 Soulshape feature, Ascension 9 4 3 3 2
16th +5 Ability Score Improvement 9 4 3 3 2
17th +6 10 4 3 3 3 1
18th +6 Incarnation feature, Soulburn (3 uses) 10 4 3 3 3 1
19th +6 Ability Score Improvement 11 4 3 3 3 2
20th +6 Immortal 11 4 3 3 3 2

Soul Shape

When your body and spirit were first split, the true nature of your soul was revealed to you, imparting you with latent abilities. Choose one of the following: the Shape of the Warrior, the Shape of the Conduit, the Shape of the Guardian, or the Shape of the Beast, each of which are detailed later in this document. Your choice of shape will grant you features at 1st, 5th, 11th, and 15th level.

Soul Barrier

The most basic expression of your freer spirit is a ward of soulstuff that defends your mind and body. This barrier is a pool of shielding energy equal to three times your incarnate level. Whenever you take damage, you can use your reaction to expend any number from this pool, up to the amount remaining in this pool, to reduce the damage you take by that amount. Until the end of your next turn, any damage you take that is equal to or less than the amount you spent is reduced to 0.

This barrier regains all of its shielding power whenever you finish a long rest, and half of its shielding power when you finish a short rest.

Spellcasting

Starting at 2nd level, you learn to express the font of divine power in your soul through the enactment of spells.

Spell Slots

The Incarnate table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these incarnate spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell cause fear and have a 1st-level and a 2nd-level spell slot available, you can cast cause fear using either slot.

Spells Known of 1st level and Higher

You know two 1st-level spells of your choice from the incarnate spell list.

The Spells Known column of the Incarnate table shows when you learn more incarnate spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 4th level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the incarnate spells you know and replace it with another spell from the incarnate spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Charisma is your spellcasting ability for your incarnate spells, since the power of your magic relies on your ability to project your soul into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition. you use your Charisma modifier when setting the saving throw DC for an incarnate spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Charisma modifier

Spell attack modifier = your proficiency bonus +

your Charisma modifier

Soul Focus

When you cast spells that require a material component, you can ignore that component unless it has an indicated cost, in which case you must have that specific component before you can cast the spell as normal.

Soulburn

Also at 2nd level, your soul can burn through its vast reserves of latent magic in moments of great peril. As a bonus action, you can enter a soulburn, which lasts for 1 minute, until you are incapacitated, or until you choose to end it (no action required). When entering this state, choose an emotion to channel: determination, elation, fear, or fury.

While in this state, you can't use your soul barrier, but you gain the following benefits:

  • You radiate bright light of a color of your choice in a 10-foot radius. This light ignores magical darkness.
  • As a bonus action on each of your turns, you can choose to lose a number of hit points equal to half your incarnate level. If you do, your soul barrier recovers an equal amount of any missing shielding power, and you gain an additional benefit based on your chosen emotion.

You can use this feature once, and regain any expended uses when you finish a long rest. You can use this feature twice between long rests starting at 6th level and three times between long rests starting at 18th level.

Determination

If you have less than half your maximum hit points remaining, your barrier gains half again as many hit points every time you sacrifice hit points this way (rounded up).

Elation

When you sacrifice hit points this way, you have advantage on the next attack you make before the start of your next turn.

Urgency

When you sacrifice hit points this way, your speed increases by 10 plus 5 times the number of hit points sacrificed until the start of your next turn.

Fury

When you sacrifice hit points this way, you deal bonus damage to the next creature you deal damage to before the end of your next turn. This damage is equal to 1d4 plus the amount of hit points spent.

Cosmic Incarnation

Starting at 3rd level, you choose the archetypal cosmic force your soul has begun to mimic. Generally, an incarnate's soul seeks to mimic cosmic forces that embody the individual's views. Choose one of the following: Celestial Soul, Abyssal Soul, or Verdant Soul.

Your choice of incarnation grants you features at 3rd level, 7th level, 14th level, and 18th level.

Incarnation Selective Spell Lists

Each incarnation has a list of spells associated with it, detailed in the its description. When you reach certain levels in this class, you learn one spell of your choice from the spells presented. A spell learned this way counts as an incarnate spell for you, but it doesn't count against the number of incarnate spells you know. If either spell is not in the incarnate spell list, it is added to the list for you.

Manifest Auras

Also at 3rd level, you learn how to make the essence of a creature's soul visible to you. As an action, you can activate this sight for the next minute. For the duration, every creature within 30 feet of you appears to radiate a colorful aura in your vision. Each creature's aura appears differently based on their cosmic significance and power. You can see this aura through cover, and even if the creature is invisible, allowing you to ignore the condition. You know the emotional state of every creature you see this way, and have advantage on Wisdom (Insight) and Charisma checks against them.

Once you use this feature, you can't use it again until you finish a long rest.

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.

Free Spirit

At 6th level, you can release yourself from pains of the body and mind in dire moments. When you enter a soulburn you can choose to end one of the following conditions that may be affecting yourself: charmed, frightened, poisoned, deafened, or blinded.

Elevated Being

At 10th level, your body and soul begin to merge into a singular entity sustained by the cosmos. You gain the following benefits:

  • You no longer need to eat, drink, or breathe.
  • You can choose to be immune to any spell or effect that would alter your form.
  • You no longer need to sleep and can’t be forced to sleep by any means. To gain the benefits of a long rest, you can spend 4 hours doing light activity.

Additionally, being incapacitated no longer ends your soulburn.

Ascension

Starting at 15th level, your body has become attuned to the planes. You no longer age and can not die due to the passage of time, and you can ignore any effects caused by your environment or current plane of existence.

Additionally, you can cast plane shift without expending a spell slot. You can ignore the material components of planeshift if you use it to teleport to a plane you've been on before. Once you cast a spell using this feature, you can't do so again until you finish a long rest.

Immortal

At 20th level, you have become an outsider, a being at one energy of the multiverse. You can't be unwillingly possessed, teleported, or raised as an undead, nor can your soul be unwillingly stolen, eaten, or trapped.

You can spend a week designating an unoccupied 10 foot-cube as your anchor. A monument of your own design appears in that area. Only a deity or the wish spell can move or destroy this monument. If you die, a new dormant copy of your body appears on the monument. In 1d4 weeks, you awaken from this new body, retaining the same personality, memories, and abilities, as well any equipment you were attuned to, which are teleported to the monument when you awaken. Before you awaken, this body has 5 AC and 1HP. If it dies, a new one begins growing with the same roll of the d4. If a spell that has the sole effect of restoring you to life (but not undeath) is cast on this body, you instantly awaken.

Soul Shapes

The shape of one's soul determines much of an individual's outlook, and this is truer still for an incarnate, for whom this configuration is laid bare. Some say that these shapes align to cosmic archetypes written into the foundation of reality, whereas others say they are an emergent property of the soul being torn from the body. Many hold to the notion that these shapes are endemic and immutable, but more recently many have begun to suspect otherwise.

Regardless, for an incarnate the shape of their soul at the time of awakening becomes an immutable part of the entity they have become. Within this configuration an incarnate finds power and abilities otherwise unbeknownst to them. An incarnate can find themselves flooded with the memories of ancestors, latent potential, or even the presence of other beings within their spirit.

Shape of the Warrior

This soul shape opens the incarnate's eyes to the glory of battle, and bestows uncanny martial prowess, even if they had never once picked up a blade prior. These incarnates are found on the battlefield, compelled to achieve glory through victory on an essential level. They are the prisoners with fire in their eyes, held in chains at the end of a battle, those born under the crimson tide of war, the children of chosen of Ysgard or the cursed of Acheron. No matter their origin, this soul shape is defined by overcoming hardship.

Warrior Selective Spells

At 2nd, 5th, 9th, 13th and 17th level, you learn your choice of one of the two spells presented at that level in the Warrior Selective Spells table. A spell learned this way counts as an incarnate spell for you, but it doesn't count against the number of incarnate spells you know. If either spell is not in the incarnate spell list, it is added to the list for you.

Incarnate
Level
Spells
2nd triumphant rain ◈, compelled duel
5th branding smite, find steed
9th bladestorm ◈, volley of iron
13th conjure formation ◈, find greater steed
17th steel wind strike, swift quiver

Warrior Embodied

At 1st level, you have an innate understanding of martial warfare. You are proficient with martial weapons, all armor, and shields.

Additionally, you have advantage on any Intelligence checks made to discern information related to wars, battles, or other forms of military action.

Martial Spirit

Also at 1st level, you can call upon your warrior spirit to perform extraordinary martial feats. You learn how to use three of the maneuvers of your choice listed below. Once you use a maneuver, you can't use any of these maneuvers again until the start of your next turn.

Behemoth's Bane When making an attack against a Large or larger creature with advantage, you can forgo advantage to deal an additional weapon die of damage on a hit.

Crippling Blow. When you hit a creature with a weapon attack, you can decrease their speeds by 10 feet until the start of your next turn.

Groundbreaker. When you hit a prone creature with a weapon attack, you can deal additional force damage equal to the ability modifier used for the attack.

Titan's Grip. When you successfully grapple a creature, you can deal force damage to that creature equal to 1d4 + half your incarnate level.

Piercing Echo. When you hit a creature with a weapon attack, you can deal force damage equal to your Charisma modifier to a different creature that is within 5 feet of the original target and within range of your weapon.

Unstoppable Advance. When you hit a creature with a weapon attack, you can push the target 10 feet directly left, right, or backwards. You can immediately move 10 feet towards them without provoking opportunity attacks.

Twin Strikes. When you take the Attack action while wielding a melee weapon in each hand and make an attack with one of those weapons, you can immediately make an additional attack with the other weapon. You don’t add your ability modifier to the damage of these additional attacks, unless it is negative. You can't make a weapon attack using your bonus action and use this maneuver on the same turn.

Starting at 5th level, you can use this maneuver on the second attack you make as part of the Attack action as well.

Extra Attack

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

Inexorable Spirit

At 11th level, the soul of the warrior grants you an incredible resilience in the face of hardship. When you reduce an attack's damage to zero using your Soul Barrier, you can make an attack against the attacker as part of the same reaction.

Warborn

At 15th level, your soul burns brightest in the largest of battles. When you enter the state of soulburning, every hostile creature within 30 feet of you takes 1d10 necrotic damage. You gain temporary hit points equal to the sum of the damage dealt (maximum of three times your incarnate level). These temporary hit points last until your soulburn ends.

Shape of the Conduit

Incarnates of this soul shape are funnels for cosmic energy; it responds to their call more strongly than for other incarnates. These incarnates are born of a desire for control or raw power. They say that conduits have the soul of a mage due to the ease with which magic can come to them. Regardless, the presence of a shape of the conduit incarnate is hard to ignore.

Embodied Magic

At 1st level, you are more connected to the magic of your soul. You learn both spells of your Cosmic Incarnation's selective spell list at 3rd, 5th, 9th, 13th, and 17th levels, instead of only one at each, and you can cast any incarnate spell you know as a ritual if that spell has the ritual tag. You know the mage armor spell, and it is an incarnate spell for you. You can cast it as if it had the ritual tag.

Additionally, choose one of the following classes: bard, cleric, druid, warlock, wizard. You learn two cantrips of your choice from that class's spell list and they count as incarnate spells for you.

Soul Tether

At 1st level, you can seize a portion of a creature's soul to your own. As an action, you can manifest this tether on a creature you can see within 60 feet of you, which appears as a translucent ethereal cloud which reaches from you to the target. The target remains tethered until you use this feature on another creature, until you dismiss it as a bonus action, or until they are farther than 60 feet away from you.

As part of the action used to create the tether, and as an action on subsequent turns, you can impose one of the following effects on the creature:

Disrupt Energy. Make a melee spell attack against the creature. This attack ignores cover. On a hit, they take force damage equal to 2d10 force damage.

This damage increases to 3d10 at 5th level, 4d10 at 11th level, and 5d10 at 17th level.

Supplant Energy. The creature must make a Charisma saving throw, which they can choose to fail. On a failure, the first attack they make before the end of their next turn is made with advantage or disadvantage (your choice).

Starting at 5th level, if the attack hits, its damage is increased or reduced by 1d10 (your choice). This increases to 2d10 at 11th level, and 3d10 at 17th level.

Manipulate Energy. The creature must make a Wisdom saving throw, which they can choose to fail. On a failure, you forcibly move creature up to 15 feet in a direction using one of its speeds, ignoring opportunity attacks.

This movement increases to 20 feet at 5th level, 25 feet at 11th level, and 30 feet at 17th level.

Spiritual Recovery

At 5th level, you can regain some of your magical energy by slowly absorbing ambient life energy from the world around you. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your incarnate level (rounded up), and none of the slots can be 6th level or higher. You can't use this feature again until you finish a long rest

For example, when you are a 5th-level incarnate, you can recover up to three levels worth of spell slots, You can recover either a 2nd-level slot and a 1st-level slot, or three 1st-level slots.

Soul Furnace

Also at 5th level, you can consume some of your own soul power to enhance your spells further. Whenever you spend a spell slot to cast an incarnate spell, you can choose to lose a number of hit points from your Soul Barrier equal to three times the spell slot's level to cast that spell as if you used a spell slot one level higher. If there aren't enough hit points in the barrier, this ability fails.

Exalted Magic

Starting at 11th level, you can tap into the very foundation of your soul in order to cast a higher tier of magic. Choose one 6th-level spell from the the spell list the class you chose in your Embodied Magic feature. You learn that spell and it is an incarnate spell for you.

You gain a special 6th-level spell slot you can use to cast this spell or any other incarnate spell you know. Once you use this spell slot you can't use it again until you finish a long rest.

At 15th level, you learn more spells of your choice from that class's spell list: a 7th-level and an 8th-level spell. Additionally, you gain a special 7th and 8th-level spell slot that function in the same way.

Shape of the Guardian

The shape of the guardian grants the incarnate a guardian spirit, which watches over and protects them and their allies from harm. It may be that the guardian is sentient, born of a fragment of suppressed personality or it was a separate entity that bonded with your soul without your knowledge. Or perhaps, your guardian may also be a manifestation of your will to protect, born of a moment in your past where you wished you had the power to save a loved one.

Guardian Selective Spells

At 2nd, 5th, 9th, 13th and 17th level, you learn your choice of one of the two spells presented at that level in the Guardian Selective Spells table. A spell learned this way counts as an incarnate spell for you, but it doesn't count against the number of incarnate spells you know. If either spell is not in the incarnate spell list, it is added to the list for you.

Incarnate Level Spells
2nd spectral flurry ◈, sanctuary
5th guardian's launch ◈, warding bond
9th soul harness ◈, spirit guardians
13th death ward, resilient sphere
17th titan's soul ◈, wall of force

Embodied Guardian

At 1st level, a guardian figure has emerged from your soul, taking a shape based on your incarnation. You can summon or dismiss your guardian at any time (no action required), but it automatically summons itself whenever it senses you are in danger. Your guardian hovers in your space, can't be targeted by any effect, and grants you the following benefits:

Guardian's Protection. Your guardian shields you from blows. Your AC equals 17. You can use this feature to determine your AC if the armor and shield you wear would leave you with a lower AC. Every time you gain a Soulshape feature, the AC granted by this feature increases by one.

Guardian's Strike. As an action, you can direct your guardian to make a melee spell attack against target within 5 feet of you. It uses your proficiency bonus, and you add your Charisma modifier to its attack and damage rolls. On a hit, it deals 1d8 force damage. You can use this attack when a creature provokes an opportunity attack from you, and it deals twice as much damage to objects and structures.

This strike's damage increases by 2d8 at 5th level (3d8), and again at 11th (5d8) and 17th levels (7d8).

Guardian's Form. Your guardian can interact with the world. It is considered a Large creature with a Strength score equal to your Charisma score, even though it only occupies your space. Whenever you would make an ability check or saving throw that uses Strength, or attempt to perform an action that depends on strength such as grapple or jump, you can use your Charisma modifier instead.

Guardian's Will

At 5th level, your guardian can move on its own to better protect you and your allies. Your Soul Barrier's pool of shielding power increases by 5, and increases by 1 again every time you gain a level in this class.

While you are not soulburning and an ally within 30 feet of you takes damage, your guardian can choose to expend any amount of shielding power from its pool to reduce the damage by that amount. Until the end of their next turn, any damage they take that is equal to or less than the amount of power you spent is reduced to 0.

Once your guardian protects someone this way, it can't do so again until the start of your next turn.

Stalwart Sentry

At 11th level, your guardian gains the ability to draw on your power and act on its own in the space around you. On your turn, your guardian can move to a space within 30 feet of you that is not occupied by a hostile creature (no action required). It immediately returns to your space at the start of your next turn, when you take damage, or when you make an opportunity attack using Guardian's Strike.

Your guardian does not occupy the space, and you can use your senses as if you were in your guardian's space. You can direct it to make Guardian's Strikes from that position, and you can cast your spells as if you were standing there. If a creature moves out of your guardian's reach, you can use your reaction to direct the guardian to make an opportunity attack against the creature with its Guardian's Strike.

Guardian's Service

At 15th level, you guardian can bring you back from the brink. When you would be reduced to 0 hit points, you can instead be reduced to 1 hit point and then immediately regain half of your soul barrier.

Once you use this feature, you can't use it again until you finish a long rest. Alternatively, you can expend a use of your Soulburn feature to use this feature.

Shape of the Beast

The soul of a beast is a primal, feral force that mutates the incarnate into something more monstrous. The soul of the beast pushes it's wielder towards survival at all costs, and savagery in the face of complacency. As you grow into this power, you gain abilities that allow you to shift and change yourself to best suit your environment. These incarnates tend to be born in harsh and wild environments, be the result of abandonment or abuse, or be the product of environments that otherwise cause them to put their own survival first.

Beast Selective Spell List

At 2nd, 5th, 9th, 13th and 17th level, you learn your choice of one of the two spells presented at that level in the Warrior Selective Spells table. A spell learned this way counts as an incarnate spell for you, but it doesn't count against the number of incarnate spells you know. If either spell is not in the incarnate spell list, it is added to the list for you.

Incarnate Level Spells
2nd absorb elements, maul
5th minotaur's charge ◈, pass without trace
9th primal wrath ◈, stalker's stride
13th skytaker ◈, locate creature
17th savage roar, ravenous gambit

Embodied Ferocity

At 1st level, your form changes to become more monstrous and beastly.

Unarmored Defense. Your body takes on a more monstrous or wild appearance. You grow scales, fur, bony plating, or similar protections. While you are wearing no armor and not wielding a shield, your AC equals 13 + your Charisma modifier.

Natural Weapons. You develop up to three natural weapons, which you are proficient with and can use to make melee weapon attacks. These can take the shape of horns, claws, sharpened teeth, club-like arms, a barbed tail or similar features. On a hit, they deal magical bludgeoning, piercing, or slashing damage, as appropriate for the weapon, equal to 1d10 + your Strength modifier.

Choose one of these weapons to gain one of the following benefits: the reach or ranged 20/60 weapon property, advantage on attacks against targets grappled by you, or its damage die is increased to 2d6.

Rampage

Also at 1st level, your beastly soul demands you to rend down those who stand in your way. Once each turn, when you score a critical hit or reduce a creature to 0 hit points, you can move up to half your speed and make a single weapon attack with a natural weapon against a different creature.

Multiattack

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

Adaptive Body

Also at 5th level, your body changes to allow new modes of mobility. You gain one of the following benefits: a climb or swim speed equal to your base speed, or doubled jump distance.

Survival Instinct

At 11th level, your soul will not allow you to perish. When you end your turn with less than half of your maximum hit points, you gain temporary hit points equal to Charisma modifier, which last until the end of your next turn. When you make a natural weapon attack while you have these temporary hit points, it deals additional damage equal to your Charisma modifier.

Carnage

At 15th level, your bestial soul demands you rend all. Whenever another creature within 30 feet of you scores a critical hit or is reduced to 0 hit points, you can move up to your speed without provoking opportunity attacks and make a single natural weapon attack.

Cosmic Incarnations

The freed soul of the incarnate is directly exposed to the cosmic forces that constantly radiate in the background of reality. Their souls begin to shift and change to reflect the nature of the cosmic energy they have attracted most. Generally, it reflects the kind of cosmic entity that best reflects their alignment, however this can be influenced by a creature's self perception or even external forces.

Celestial Soul

Incarnates who have given themselves to the celestial radiance of the upper planes feel their essence take on a beautiful, divine warmth. They feel a deep connection to all natural life, which blooms into the capability to aid those around them, and the ability to smite those that threaten their peace.

Celestial Selective Spell List
Incarnate Level Spells
3rd bless, healing word
5th calm emotions, augury
9th sending, revivify
13th banishment, death ward
17th flame strike, raise dead

Light of the Favored

At 3rd level, you can use your bonus action to conjure or dismiss a ring made of golden light that hovers over your head. While conjured, the ring emits bright light in a 30 foot radius around you.

Additionally, you can speak, read, and write Celestial while this ring is present.

Healing Touch

Also at 3rd level, the divine aspect of your aura lets you direct your energy to heal the wounds of others. As a bonus action, you touch a creature and they regain hit points equal to 1d10 + your Charisma modifier + your incarnate level.

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

Starting at 7th level, when you heal someone using this feature, you can free a creature from any curse, as well as end any disease, poison, blindness, or deafness afflicting it.

Divine Proclamation

At 7th level, you have learned an element of the language of divine creation. As an action, you utter one of the divine words listed below. Every creature within 30 feet of you is affected by the proclamation.

  • Peace. For the next minute, any time a creature under this effect is attacked, the attack is made at disadvantage. If the creature is forced to make a saving throw, the saving throw is made at advantage. If a creature attacks or forces another creature to make a saving throw, they lose this benefit.
  • Humility. You can inflict 8d6 radiant damage to each creature. A creature can choose to kneel and become prone to avoid the damage.
  • Salvation. Each conscious creature with no more than half of their maximum hit points regains health equal to equal to 2d6 + your incarnate level.

Once you use this feature, you can't use it again until you finish a long rest.

Seraphic Form

Starting at 14th level, you can use a bonus action to manifest pairs of spectral wings from your back. While the wings are present, you have a flying speed of 30 feet. The wings last until you're incapacitated, you die, or you dismiss them as a bonus action. Additionally, you gain resistance to radiant damage.

Aura of Paradise

At 18th level, you can extend the influence of your heavenly soul into the very earth on which you stand. As an action, you can exude a powerful aura of positive energy that affect all creatures of your choice within 120 feet. An affected creature either regains 10d6 hit points or takes 10d6 radiant damage (your choice). As the aura extends from you, it turns the area within 120 feet of you into a heavenly version of itself for 1 hour, gaining the following properties:

  • Any magical darkness, curse, or disease within the area is suppressed.
  • Creatures within the area feel perfectly sated, as they do not need to eat, drink, or breathe.
  • Whenever a creature makes an attack against a creature with 0 hit points, it must succeed on a Charisma saving throw or the attack misses. On a success, it rolls the attack as normal.

Once you use this feature, you must finish a long rest before you can use it again.

Additionally, if you stay in this area for the entire hour, its duration extends to 24 hours. If you use this feature in the same place every day for 30 days it becomes permanent. This transformation can only be ended with the wish spell.

Abyssal Soul

Some incarnates feel a wellspring of dark ambition within them, guiding their souls towards the ceaseless hunger of the abyss. It may be that a demon has cursed your soul, or that this black flame was lit of your own volition, or that you are the product of a dark lineage. Whatever the reason, your soul has grown closer to the abyss, and within that fact you have found an insatiable yearning for power, and a means to obtain it.

Abyssal Selective Spell List
Incarnate Level Spells
3rd cause fear, chromatic orb
5th crown of madness, darkness
9th fireball, summon lesser demon
13th dimension door, summon greater demon
17th cloudkill, dominate person

Abyssal Sight

At 3rd level, your eyes have taken on an unnatural hue, and seem to eat the light around them. You can see in dim light and darkness within 60 feet of you as if it were bright light.

You can speak, read, and write Abyssal while in dim light or darkness.

Eternal Hunger

Also at 3rd level, the vile energy of the lower planes has gripped your spirit, and pervaded your mind, instilling within you an insatiable lust for power.

Whenever you reduce a creature of at least CR 1/8 to 0 hit points, you gain one corrupted essence, as you consume a portion of their soul. You can store a maximum number of corrupted essences equal to your Charisma modifier (minimum of one). Whenever you finish a long rest, your number of corrupted essences resets to one.

Once per turn, when you roll an attack, ability check, or saving throw, you can consume a single corrupted essence to add 1d4 to the result. You can do so after seeing the initial roll but before any of the roll's effects occur.

Virulent Corruption

At 7th level, your presence begins to corrupt the souls of creatures around you. As an action, you can force a creature within 60 feet of you that you can see to make a Charisma saving throw. On a failure, that creature has an abyssal mark seared into their flesh. For the next minute, they are overtaken by an abyssal hunger. For the duration, the target becomes hostile to all other creatures, and attacks whatever creature is nearest to it to the best of its ability. The target can make a Charisma saving throw at the end of each of its turns. On a success, this effect ends.

Once you use this feature, you can't use it again until you finish a long rest.

Subjugate

At 14th level, you can emulate a fraction of a demon lord's crushing presence. You gain resistance to acid, fire, lightning, or poison damage (your choice). You are immune to being frightened, and when another creature attempts to frighten you, you can use your reaction to attempt to turn the fear back on that creature. The creature must succeed on a Charisma saving throw or be frightened by you for 1 minute, or until it breaks line of sight with you.

Pecking Order

At 14th level, your soul has become corrupt and powerful enough to rend demonic spirits and bend them to your will. You have advantage on all skill checks and saving throws made against demons whose CR is less than or equal to half of your level, and such demons have disadvantage on all attack rolls, skill checks, and saving throws made against you.

Overlord

At 18th level, the abyss has granted you your own domain squeezed between its boundless layers. As an action, you tear a hole through space, creating a portal in an unoccupied space within 5 feet of you that opens up into your own personal dimension. The portal is large enough to allow Large creatures to pass unhindered, and lasts 1 minute.

Your domain starts as an empty cubic room 500 feet long on side, made of metal, stone, bone, flesh or similar materials. By spending 10 minutes concentrating while inside, you can create, alter, or destroy a nonmagical structure or object, or change the audible, visual, tactile, and olfactory properties inside your domain. For example, you can create a fortress, or make the ceiling look like a sky, and create clouds that constantly pour down rain. Anything that is created within your domain disappears immediately if it is taken out, and can't be used as a material component.

No matter where you are, you always know if a creature is inside of your domain, what it looks like, and where exactly it is. While inside your domain, you can use an action to reopen the portal in the closest unoccupied space to the last location you opened it. Only one portal to your domain made using this feature can exist at a time.

Verdant Soul

Those incarnates who feel most at home in the forests and wilderness are sometimes taken in mother nature's nurturing grasp. Granted an inherent kinship with the earth, these incarnates are normally protectors of nature, or protected by nature. Whenever a child is given to the wilds or blessed by the spirits of the trees, there is a chance that their soul will bloom into a resplendent flower.

Verdant Selective Spell List
Incarnate Level Spells
3rd entangle, goodberry
5th misty step, spike growth
9th conjure animals, plant growth
13th briar chain ◈, leaf storm
17th commune with nature, wrath of nature

Verdant Tongue

At 3rd level, thin vines sprout from our body and your skin becomes smooth as a plants' stem. You can speak, read, and write Sylvan, and beasts and plants can understand the meaning of your words, though you can't understand their responses. You have advantage on all skill checks you make to influence them.

Additionally, you know the druidcraft cantrip, and its an incarnate spell for you.

Cradle of Nature

Also at 3rd level, your soul radiates an aura which causes the land to rise up to your cause. As a bonus action, you can encase a willing creature in a shell of natural elements, like plants and rocks, until the start of your next turn, or until they are hit by an attack. While they have this shell, that creature gains a bonus to their AC equal to your Charisma modifier and melee attacks against them cause the attacker to take piercing damage equal to your Charisma modifier.

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

Body of the Forest

Starting at 7th level, as an action, you can assume a form wherein bark and live branches grow from your body, and your limbs turn to thick vines. This form lasts until you end it as a bonus action, or until you are incapacitated. While in this form, you are under the following effects:

  • Your speed is halved, and your size increases to Large, as your dimensions double and weight is octupled. Your equipment also increases in size for as long as they are on your person.
  • Once each turn, when you make an attack, you can make another attack against a creature within 5 feet of it, using the same attack roll as the original attack.
  • The area within 10 feet of you is difficult terrain for hostile creatures.
  • You add your Charisma modifier to any ability check made to disguise yourself as part of a natural landscape or to hide in natural overland terrain.

Call of the Wild

At 14th level, your soul radiates a pureness that resonates within hearts of the wilderness. You can communicate with plants, plant creatures and beasts as if you shared a language, and you can understand them perfectly regardless of their intelligence. Plants without an intelligence score respond as if they had an intelligence score of 1, and if you ask a plant about something which does not directly pertain to it and its wellbeing, it can only communicate information about events that occurred within the past day.

Conjure Primeval Guardian

Also at 14th level, you can use your action to cause a seed to emerge from your palm and toss it to an unoccupied space within 30 feet. The seed immediately grows into a great tree creature with the statistics of a treant (Monster Manual, page 289), except that it has a Charisma and Intelligence score of 1, and lacks the Animate Trees action. It turns into a nonmagical tree and roots itself into the earth or rock after 1 hour, when it drops to 0 hit points, or when you dismiss it as a bonus action.

In combat, it acts on its own initiative. When you summon it and on each of your turns, you can issue a verbal command for its next turn (no action required). If you issue no command, it defends itself and any plants or beasts near it.

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

Bonded Tree

At 18th level, you can create a massive tree which is magically bound to you. As an action, you can create this tree in an unoccupied space within 30 feet of you. The tree has a 15-foot radius and is 250 feet tall at its tallest peak. If the tree can't fit in the area, this ability fails. The tree lasts for 24 hours. The tree becomes permanent if you use this feature every day in the same place for one month. You automatically know if this tree is ever harmed, and you know the identity of the creature that harmed it.

The area within 30 feet of the tree is magically protected. You can choose to affect the area with the effects of three of the following spells, centered on points of your choice: entangle, fog cloud, gust of wind, spike growth, wind wall, or a similar effect the DM deems fit. These effects last as long as the tree, and creatures of your choice can completely ignore their effects.

Additionally, while you have any existing sacred trees, you can use your action to open a portal in an unoccupied space within 5 feet of you that connects to one of your sacred trees of your choice, which lasts 1 minute or until you dismiss it (no action required). The portal must fit within a 20-foot square, and must be created on a natural surface, such as unworked stone, a field of glass, or the bark of a tree. Alternatively, you can create a portal from one of your sacred trees to the last place you created a portal.

Once you use create a sacred tree or a portal using this feature, you can't do so again until you finish a long rest.

Draconic Soul

The ferocious and prideful of the incarnates can soon find themselves gripped by the soul of dragon. Draconic Soul incarnates find within themselves confidence and a sense of superiority. Draconic power is intoxicating, and many find themselves desperate to emulate the hoards of dragons or to find draconic artifacts to increase their power.

Draconic Soul Selective Spell list
Incarnate Level Spells
3rd cause fear, command
5th dragon's breath, locate object
9th fear, conjure dragonkind
13th Leomund's secret chest, elemental bane
17th legend lore, dominate person

Draconic Essence

At 3rd level, you pick a type of dragon to emulate. Your choice determines the nature of your draconic powers and alters your appearance. Examples of such changes include obtaining a gold dragon's whiskers, or the gauntness of the black dragon. You know how to read, write, and speak Draconic. Additionally, you gain proficiency in the Perception skill and your proficiency bonus is doubled for any ability check you make that this proficiencies.

At 7th level, you gain resistance to this damage type.

Draconic Essence Table
Dragon Damage Type Breath Weapon
Black Acid Line (Dex. save)
Blue Lightning Line (Dex. save)
Brass Fire Line (Dex. save)
Bronze Lightning Line (Dex. save)
Copper Acid Line (Dex. save)
Gold Fire Cone (Dex. save)
Green Poison Cone (Con. save)
Red Fire Cone (Dex. save)
Silver Cold Cone (Con. save)
White Cold Cone (Con. save)

Dragon's Breath

Also at 3rd level, you can use your action and expend a spell slot to exhale destructive force. Your draconic essence determines the shape, and damage type of the exhalation. If your breath weapon is a line, it has a width of 5 feet and a length of 10 feet plus five times your incarnate level. If it is a cone, its length is 10 feet plus five times half your incarnate level. Each creature in the breath's area must make a saving throw against your Spell Save DC, of a type determined by your draconic essence. On a failed save, a creature takes 3d8 damage for a 1st level slot, plus 1d8 for each spell level above 1st, or half as much on a success.

Using your dragon's breath consumes a massive amount of magical energy, and requires you recharge briefly after you use it. As such, you can't cast a spell in the same turn you use your dragon's breath, or vice versa.

Additionally, the damage for a 1st-level slot increases to 4d8 at 7th level.

Heightened Breath Weapon

At 7th level, you gain one of the following secondary breath weapons based on your draconic essence. A DM can allow you to pick a different essence's breath weapon if they deem fit. When you expend a spell slot to use your breath weapon, you can instead use this one. Once you use this breath weapon, you can't use it again until you finish a long rest.

Sleep Breath (Brass). You exhale gas in a cone. Roll 4d8 for a 1st level slot, plus 2d8 for each spell level above first. If the current hit points of any of the creatures within the cone are less than the result, they are knocked unconscious for 10 minutes, or until they take damage or someone uses an action to wake them.

Paralyzing Breath (Silver). You exhale gas in a 15-foot cone for a 1st level slot, plus 5 feet for each spell level above 1st. Each creature must make a Constitution saving throw, or become paralyzed until the end of their next turn.

Repulsion Breath (Bronze). You exhale repulsion energy in a 30-foot cone for a 1st level slot, plus 10 feet for each spell level above 1st. Each creature in its area must succeed on a Strength saving throw or be pushed 60 feet directly away from you.

Slowing Breath (Copper). You exhale gas in a 15-foot cone, for a 1st level slot, plus 5 feet for each spell level above 1st. Each creature must succeed a Constitution saving throw or it can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. This effect lasts until the end of your next turn.

Weakening Breath (Gold). You exhale gas in a 30-foot cone, plus 5 feet for each spell level above 1st. Each creature in its area must succeed on a Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws, and deals only half damage with weapon attacks that use Strength, until the end of your next turn.

Empowered Breath (Chromatics). You use your breath weapon normally, but its length is doubled and its damage die increase from d8s to d12s.

Dragon Wings

At 14th level, you gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn. You can't manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.

Dragon's Lair

At 18th level, you gain the ability to create a lair of your own. As an action, you can attempt to lay claim to the area within 30-feet of you. You enter a territorial trance for an hour, at the end of which you unleash a vast amount of magic to terraform that area. This can include alterations like destroying solid rocks and trees, raising or depressing the land, causing water to fill any depressions. This lair and its alterations last for 24 hours, but becomes permanent if you use this feature every day in the same place for one month. Permanent lairs end if you use this feature to create another permanent lair while you already have one.

You can use your action while inside of an already formed lair to change its landscape further; each action allows you to terraform an area that can fit in a 10-foot cube. You can use your reaction whenever a creature you know is in your lair moves within it to force it to make a saving throw against your spell save DC. On a failure, it takes 4d8 damage, or half as much on a success. The type of damage and saving throw are the same as your breath weapon.

The radius of this lair increases by 10 feet for every 1000gp within its area. Additionally, your maximum hit points increase by 1 for every 1000gp within its area (maximum of 50). In order for the radius or your maximum hit points to increase, the gold must have been within the area for at least 1 week. When you visit your lair, you immediately know if something that has been there for at least a week has been taken, and know exactly where taker is for the next week or until you retrieve the item.

Once you complete the trance, you can't do so again until you finish a long rest.

Incarnate Spell List

1st Level

Bane
Bless
Catapult
Cause Fear
Charm Person
Command
Comprehend Languages
Cure Wounds
Detect Evil and Good
Detect Magic
Disguise Self
False Life
Faerie Fire
Feather Fall
Find Familiar
Guiding Bolt
Heroism
Identify
Inflict Wounds
Jump
Longstrider
Protection from Evil and     Good
Ray of Sickness
Sanctuary

2nd Level

Alter Self
Blindness/Deafness
Blur
Calm Emotions
Darkvision
Detect Thoughts
Enhance Ability
Enlarge/Reduce
Enthrall
Hold Person
Invisibility
Lesser Restoration
Levitate
Locate Object
Mind Spike
Mirror Image
Phantasmal Force
Ray of Enfeeblement
Read Essence ◈
See Invisibility
Silence
Suggestion
Warding Bond
Zone of Truth

3rd Level

Animate Dead

Blink
Bestow Curse
Clairvoyance
Enemies Abound
Fear
Fly
Gaseous Form
Hypnotic Pattern
Life Transference
Nondetection
Protection from Energy
Remove Curse
Revivify
Sending
Speak with Dead
Tongues
Vampiric Touch

4th Level

Arcane Eye
Antilife Shell
Banishment
Blight
Charm Monster
Compulsion
Confusion
Death Ward
Dimension Door
Dominate Beast
Freedom of Movement
Greater Invisibility
Locate Creature
Phantasmal Killer
Polymorph
Sickening Radiance

5th Level

Awaken
Danse Macabre
Dispel Evil and Good
Dominate Person
Dream
Enervation
Far Step
Geas
Hallow
Hold Monster
Mislead
Modify Memory
Reincarnate
Scrying
Seeming
Skill Empowerment
Telekinesis

Planar Dragons

There are many varied kinds of dragons scattered across the multiverse. The Draconic Soul depicts the most common, but you can expand this to include some of the rarer, plane-touched dragons. Below are some examples of how to emulate them.

Shadow Dragon. Your breath weapon releases shadows of the elements. Its damage type is necrotic, and you choose whether it is a line or cone. Your secondary breath weapon functions like your normal breath weapon, except its damage dice increase to d10s and a creature killed by it animates into an undead until the end of your turn. You can use your bonus action to command one such undead to move up to half of its speed and make a single weapon attack it knew in life against a creature of your choice.

Astral Dragon. You breath weapon is a booming cone of sound, which deals thunder damage and forces a Constitution saving throw. Your secondary breath weapon functions like paralyzing breath, but instead of paralyzing, it makes creatures frightened of you. While frightened this way, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move.

Pyroclastic Dragon. Your breath weapon is an explosive cone of superheated ash, which forces Dexterity saving throws. Your breath weapon's damage type is fire, but half of it's die (rounded down) deal thunder damage. Your secondary breath weapon deals damage as normal, but does force damage and automatically disintegrates nonmagical objects or creations of magical force that are entirely within the breath's area.

Styx Dragon. Your breath weapon is a cone, which deals acid damage and forces a Dexterity saving throw. Your secondary breath weapon functions like paralyzing breath, but instead of paralysis, it stuns the creature and reduces their Intelligence to 1 for the duration.

New Spells

Any new spells named in this document are listed here. They are listed first by spell level, then alphabetically.

1st-level Spells

Maul

1st-level transmutation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous

Your body tenses, and your body briefly morphs into a more feral version of itself as you leap towards your quarry. Choose a creature you can see within range that isn't behind total cover. You leap to an unoccupied space within 5 feet of the creature. The target must succeed on a Strength saving throw or take 1d6 bludgeoning damage and become grappled by you, either with a free hand or natural weapon.

While you maintain this grapple, unarmed strikes and attacks made with natural weapons deal an additional 1d6 damage to that creature. The creature automatically succeeds on this saving throw if it is two size categories larger than you.

On each of its turns, the creature can use its action to repeat the saving throw, breaking the grapple on a success.

Spectral Flurry

1st-level evocation


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: V, S
  • Duration: Instantaneous

The visage of a spectral guardian looms large over you, as you both deliver a rapid flurry of strikes to a creature within range. Make two melee spell attacks against the target. Each attack deals 2d6 force damage on a hit. The target then suffers an additional effect based on the amount of attacks that hit, detailed in the Additional Effects table. You can choose to use any effect equal to or less than the amount of attacks that hit.

Additional Effect
   Number   
of Hits
Effect
2 or less The target is pushed back 10 feet for each attack that hit.
3 The target is knocked prone.
4 The target must succeed on a Constitution saving throw or be stunned until the start of your next turn.
5 The target must succeed on a Constitution saving throw or be paralyzed until the start of your next turn.
6 or more The target takes an additional 1d6 damage for each attack that hit.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can make an additional melee spell attack for every spell level above 2nd.

Triumphant Rain

1st-level conjuration


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous

You conjure a rain of spectral javelins upon your foes. Each javelin that strikes causes your soul to surge with anticipation of combat. Choose a point within range. Every creature within a 10-foot radius of that point must make a Dexterity saving throw. On a failure, the creature takes 2d6 piercing damage, or half as much on a success. For every creature that fails its saving throw, your speed increases by 10 feet until the end of your next turn.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the radius of the spell increases 5 feet for every spell level above 1st.

2nd-level Spells

Minotaur's Charge

2nd-level transmutation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous

Your muscles become wound and dense and horns sprout from your skull (if you don't already have them), and you rush forward. Choose a target within range that you can see. You move in a straight line directly towards that target. The spell fails if there is not a direct path between you and the target that you can traverse using one of your speeds.

During this movement, you have resistance to all damage and you can run through spaces occupied by other creatures. Any creature whose space your run through takes 1d10 piercing damage is pushed to the nearest unoccupied space of their choice that out of your path.

When you reach your target, you gore it, causing it to make a Strength saving throw. On a failure, the creature takes 3d10 piercing damage, and is knocked prone as you slam it into the ground. If you choose an object or structure, it instead takes 30 piercing damage.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage done to the target increases by 1d10, and the damage done to obstacles increases by 10, for each spell level above 2nd.

Read Essence

2nd-level divination


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: S, V
  • Duration: Instantaneous

You look at an item within range and attempt to read any remaining life essence on the item. You learn one of the following things of your choice about the object, or a similar bit of information deemed fit by the DM:

  • The appearance of the last person to hold the object within the past 10 days as they last held it
  • Whether the object was used to kill someone within the past 10 days, directly or indirectly
  • What the object looked like when whole if it is broken

Guardian's Launch

2nd-level evocation


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: V, S
  • Duration: Instantaneous

You attempt to hurl a creature within range using the might of a spectral guardian. The target must make a Strength saving throw. On a failure, your guardian throws them 30 feet in a direction of your choosing. If they collide with an object or creature, both take 1d6 bludgeoning damage for every 10 feet of forced movement remaining (minimum 1d6).

An allied creature can choose to willingly fail this saving throw. If they do, your guardian throws them 30 feet, and they do not take damage.

3rd-level Spells

Bladestorm

3rd-level conjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: S
  • Duration: 10 minutes

You segment a portion of your spiritual essence to conjure four spectral weapons which hover in your space around you. Whenever a creature hits you with a melee attack, you can destroy one of these weapons to reduce that attack's damage by 1d8 + your spellcasting modifier. The attacking creature takes this same amount as force damage.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you conjure an additional weapon for every spell level above 3rd.

Conjure Dragonkind

3rd-level conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 hour

You call for the help of draconic spirits, which answer in the form of a conjured drake spirit. The dragon spirit disappears when it drops to 0 hit points or when the spell ends. When you summon it, it gains one of the following traits: a 30ft. climb speed, a 20ft. burrow speed, or a 30ft. swim speed. On a hit, its bite deals an additional 1d6 damage of one of the following types: acid, cold, fire, lightning, and poison, and it gains resistance to that damage type.

The summoned creature is friendly to you and your companions. Roll initiative for the drake spirit, which has its own turns. It obeys any verbal commands that you issue to them (no action required by you). If you don't issue any commands, it defends itselves from hostile creatures, but otherwise take no actions.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the hit points of the spirit increases by 15 for every spell level above 3rd. If you use a spell slot of 5th level or higher, the duration is 24 hours.

Primal Wrath

3rd-level transmutation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 hour

For the duration, your body swells in size as you grow monstrous features. For example, any natural weapons you have become larger and more brutish, you grow scales, fur, or other forms of covering. For the duration, you double in all dimensions, and their weight is multiplied by eight. This growth increases your size by one category—from Medium to Large, for example. If there isn't enough room for you to double in size, you attain the maximum possible size in the space available. Any equipment on your person merges into your form for the duration, though you still benefit from the effects of items you have attuned to.

For the duration, your unarmed strikes or natural weapons deal an additional 1d8 damage, and your jump distance equals your speed. Additionally, you add your spellcasting modifier to Strength checks and saving throws, and your speed isn't halved while moving a grappled target. Lastly, you can use your action to slam the earth around you, forcing every creature within 10 feet of you succeed on a Dexterity saving throw or take 2d12 bludgeoning damage and be knocked prone.

Soul Harness

3rd-level evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You call upon the power of a spectral guardian to hold down your enemies. When you cast this spell, and as a bonus action on subsequent turns for the duration, you can conjure an aspect of your guardian to hold down your enemies. A portion of your guardian's reaches up from below and grasps the creature. For example, if your guardian takes the form of a dryad, the creature can appear to be wrapped in vines, or they can be trapped in a dragon's claw or maw if your guardian takes the form of a dragon.

The creature within range must succeed on a Charisma saving throw or it takes 3d8 force damage and is restrained for the duration. A restrained creature can use its action to repeat this saving throw, breaking free on a success.

As an action, you can deal 3d8 force damage to each target restrained by this spell, as the aspects bear down on them.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the initial damage and the damage done to restrained targets increases by 1d8 for every spell level above 3rd.


Drake Spirit

Large dragon, neutral


  • Armor Class 17 (natural armor)
  • Hit Points 59 (7d10 + 21)
  • Speed 30ft., fly 20ft.

STR DEX CON INT WIS CHA
16 (+3) 11 (+0) 16 (+3) 4 (-3) 10 (+0) 7 (-2)

  • Senses darkvision 60 ft., passive Perception 12
  • Languages understands Draconic but can't speak it
  • Challenge 2 (450 XP)

Actions

Multiattack. The drake attacks twice, once with its bite and once with its tail.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.

Tail. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.

Stalker's Stride

3rd-level transmutation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: 10 minutes

Your form becomes lithe and cat-like, your eyes become trained on weak points, and your skin begins to flicker and merge with your surroundings. For the duration, your form is hazy, causing you to be lightly obscured, you can use your spellcasting ability modifier in place of your Dexterity modifier when you make Dexterity (Stealth) check, and you can use your bonus action to take the Dash or Hide actions.

When you cast this spell, and as an action on subsequent turns, you can become invisible until the end of your next turn, or until you attack or cast a spell.

Finally, whenever you hit a creature that you are hidden from with a melee weapon attack, you can choose to end this spell to make that attack deal 6d6 additional damage.

Volley of Iron

3rd-level conjuration


  • Casting Time: 1 action
  • Range: Self (60ft cone)
  • Components: V, S, M (ammunition or a thrown weapon, which is not consumed)
  • Duration: Instantaneous

You throw a nonmagical weapon or fire a piece of nonmagical ammunition into the air to create a cone of identical weapons that shoot forward and then disappear. Choose any number of creatures in a 60 foot cone, and divide 20 projectiles among them (a creature can be targeted by up to 5 projectiles). Each creature must make a Dexterity saving throw, taking 1d8 damage for each projectile launched at it, or half as much on a succesful save. The damage type is the same as that of the weapon or ammunition used as a component.

4th-level Spells

Briar Chain

4th level conjuration


  • Casting Time: 1 bonus action
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, 1 minute

You conjure a thick mass of intertwined roots and thorned vines that erupts from the ground in an unoccupied space of your choice within range that you can see. When you cast this spell, you can direct the mass to lash out at a creature within 60 feet of it that you can see.

That creature must make a Dexterity saving throw. The target automatically succeeds on this saving throw if it is Huge or larger. On a failure, the target is grappled, takes 3d8 piercing damage and is pulled 30 feet directly toward the mass. While the mass is grappling a creature, you can use a bonus action to deal 3d8 piercing damage to it. At the end of each of its turn the creature can repeat the saving throw, escaping the grapple on a success. An allied creature can choose to fail this saving throw to be pulled them up to 30 feet toward the vine without being damaged or grappled.

Until the spell ends, you can direct the briar to lash out at the same creature or another one as a bonus action on each of your turns. If it lashes out at a creature while grappling one already, that creature is no longer grappled.

Conjure Formation

4th-level conjuration


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

You conjure a line of spectral soldiers on the ground within range. The line can be up to 20 feet long, and is 10 feet tall and 5 feet wide. To pass through this line, a creature must use its action to make Strength check against your spell save DC. On a success, the creature can move through the line as if it were difficult terrain until the end of the turn.

Archers. When the archers first appear, and as an action on subsequent turns, you can choose a point within 60 feet of the archers that doesn't have total cover from them. Each creature within 10 feet of that point must succeed on a Dexterity saving throw, taking 4d10 force damage on a failure, or half as much on a success.

Phalanx. Choose which side of the line these spear-wielding soldiers face. The area within 10 feet of the line in the direction the soldiers are facing is difficult terrain. When the line first appears, and at the end of each of your subsequent turns, each creature in this area must succeed on a Dexterity saving throw, taking 4d10 force damage on a failure, or half as much on a success. You can use your bonus action to make the phalanx move forward up to 15 feet in the direction they are facing, stopping if they encounter a creature or impasse.

Leaf Storm

4th-level transmutation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (various kinds of leaves)
  • Duration: Concentration, up to 1 minute

A column of whirling wind and razor sharp leaves erupts from below in a 15-foot radius, 100-foot high cylinder centered on a point within range. Until the spell ends, the area of the cylinder is difficult terrain, and heavily obscured. When a creature moves into or within the area, it takes 3d4 slashing damage for every 5 feet it travels.

As a bonus action on each of your turns, you can move the cylinder up to 15 feet in a direction of your choice.

Skytaker

4th-level transmutation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 hour

Your eyes thin and become yellow, as eagle-like wings sprout from your back, magically modifying anything you are wearing to accommodate them. If you already have wings, they become larger and stronger.

For the duration, you gain a flying speed of 60 feet. Alternatively, if you already had wings which grant you a flying speed, you can choose to increase your flying speed by 30 feet. Additionally, you can see normally in dim light and darkness, and you double your proficiency bonus for Perception checks you make that rely on sight.

5th-level spells

Ravenous Gambit

5th-level conjuration


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: V, S
  • Duration: Instantaneous

Bestial desperation consumes you and as your maw grows wide and jagged, causing you to bear down on one creature and attempt to siphon away its soul. Make melee spell attack against a creature within range. On a hit, this attacks deal 5d10 necrotic damage, or half as much on a miss.

You regain hit points equal to the amount damage the target takes. If you are below half of your maximum hitpoints, the amount you regain doubles. If the creature is reduced to 0 hitpoints, that creature's soul is trapped within your own until you die. While trapped in this way, a creature can't be revived by any means short of a wish spell.

Savage Roar

5th-level transmutation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V
  • Duration: Concentration, up to 10 minutes

You unleash a roar so fierce and so primal, that it shakes creatures around you to their core. This roar can be heard from up to 1 mile away. Every hostile creature within range must succeed on a Wisdom saving throw or be paralyzed for the duration, or until they take damage. Creatures immune to being frightened automatically succeed on this saving throw. Beasts have disadvantage on this saving throw.

At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.

Titan's Soul

5th-level necromancy


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

You take a piece of your soul in your hand, and command it to an unoccupied space within range, and from that point emerges a Large spectral guardian, which lasts for the spell's duration. The guardian's ability scores and AC are all equal to your spellcasting ability score, and its maximum hit points are equal to yours. It has the same senses as you, and uses your proficiency modifier. It is proficient in all saving throws, as well as any skills you are proficient in.

When you are in the same combat, the guardian takes its turn on your initiative rather than rolling its own. The guardian has an innate connection with you, and therefore acts exactly as you would want it to. It has a 60 foot fly speed, and on its turns it can take the Dodge, Dash, Disengage, and Search actions, or one of the following actions:

Titan's Wrath. Your guardian exudes an aura of killing intent. Every creature within 20 feet of it must succeed on a Charisma saving throw or become frightened of the guardian until start of its next turn. While frightened this way, creatures have their speed reduced to 0.

Titan's Guard. Your guardian connects it's life force to that of another creature. Choose a creature within 5 feet of the guardian that it can see. Any damage that creature takes before the start of its next turn is reduced to 0. The guardian takes any damage that was reduced this way.

Titan's Assault. Your guardian brutally strikes down a creature within 10 feet of it. The guardian makes an melee spell attack against it using your spell attack modifier. On a hit, the target takes 3d10 force damage and is pushed back 10 feet.

Credits

Many thanks to the wonderful people in the Discord of Many Things for all the assistance in the several-year-long adventure that has been making this class. Particular thanks for the patience of Caim, Layhnet, Marcy, Alaen and countless others.

Marceline's Grasping Vine for Briar Chain - Source

Art Credits

Page 1 - holy warrior : character design by macarious
Page 1 - Tree of Life by JasonTN
Page 2 - Ancient Oak by JasonTN
Page 3 - Peaceful Place - Commission by danielbogni
Page 4 - Battle of Angels by JasonTN
Page 6 - ASURA_29 by yang qi917
Page 6 - Wolf Pack by JasonTN
Page 7 - Demon Sage by JasonTN
Page 9 - ASURA_33 by yang qi917
Page 9 - Beyond the Gates by JasonTN
Page 12 - Fire Mystic by JasonTN

 

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