**—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.
\columnbreak
### 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.
##### 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
\columnbreak
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
\columnbreak
> #### 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.
\pagebreakNum
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