Totemist

by MoleMage

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The Totemist

A wild-looking man carves a wooden mask, giving it the features of a fearsome wolf. When he puts the mask on his face, he begins to take on the characteristics of a wolf himself, and the mask becomes as animate as his own flesh.

A heavily-tattooed dwarf stands before an army of foes. As battle commences, his tattoos come alive, seeming to take the shape of living flames.

An ancient half-orc sheds her heavy winter coat, swapping it for lighter spring garments as she celebrates the equinox. In the morning, she will wake up with the face and body of a much younger woman.

The totemist is a wielder of primal essence, trapping the idealized power of various natural beasts and monstrosities in objects or patterns which they wear on their person.

Captured Nature

Totemists, much like druids and rangers, draw on the power of nature, but rather than working spells with the aid of spirits or nature deities, they draw on the essential concept of wild creatures, especially beasts and monstrosities. Shaping these essences into objects which can be worn on their person allows totemists to draw on the powers of the creature it was based on, or even abstract powers based on what that creature represents.

Objects created by a totemist are imbued with a magical energy, called essentia by some. Essentia produces a resonating effect; a totemist can infuse an object with essentia from their own spirit to call on deeper powers temporarily, and essentia so infused causes the object to be more powerful for a time.

Primal Soul

Totemists spend much of their time with their essentia intermingled with the essentia of wild or savage creatures, and it begins to reflect back upon their personality with time. Almost every totemist becomes a little bit feral as they learn to shape the melds, and they tend to wear rough-made garments of hide and prefer simple or brutal weapons such as spears or axes, if they don't choose to fight with claws or teeth gained through use of a meld.

When forced to interact with other people in civilization, totemists tend to be terse and direct, and most are not comfortable in cities for too long. Their hearts yearn for wild lands and wild beings too strongly for that.

Creating a totemist

When creating a totemist, consider how your character came to learn the art of meldshaping. Did they learn it from an individual mentor to apprentice, or from a pack or circle of other totemists? Perhaps they even discovered or developed the skill on their own while living feral and wild away from others. Also consider what exact form their melds take? Some totemists carve their melds from wood or bone or other materials. Some mark themselves with paint or tattoos showing stylized versions of the source of power. Still others might simply collect the essentia into a ghostly form that hovers near them while active. Define your own style as you like.

After determining how your totemist learned their powers and what their style is, consider their role in society. Have they learned to adapt and live among others like the rat or wolf? Or do they prefer a solitary existence, grouping only when necessary to achieve their goals? Perhaps their mental and emotional state varies based on the melds they shape each day. Work with your DM to decide how others perceive totemists in the world.

Quick Build

You can make a totemist quickly by following these suggestions. First, your highest ablity score should be Wisdom, followed by Constitution. Second, choose the outlander background. Third, choose the melds Displacer Mantle and Mischievous Sandals.

Totemist
Level Proficiency Bonus Features Melds
Known
Essentia
1st +2 Meldshaping, Shape Totem Meld 2 1
2nd +2 Wild Mark 3 2
3rd +2 Totem's Protection 4 3
4th +2 Ability Score Improvement 5 4
5th +3 Shape Limbs Meld 6 5
6th +3 Wild Mark Feature 7 6
7th +3 Reshape Meld 8 7
8th +3 Ability Score Improvement 9 8
9th +4 Shape Chest Meld 10 9
10th +4 Wild Mark Feature 10 10
11th +4 Double Bind: Totem 11 11
12th +4 Ability Score Improvement 11 12
13th +5 Shape Throat Meld 12 13
14th +5 Controlled Investment 12 14
15th +5 Wild Mark Feature 13 15
16th +5 Ability Score Improvement 13 16
17th +6 Shape Crown Meld 14 17
18th +6 Totem Embodiment 14 18
19th +6 Ability Score Improvement 15 19
20th +6 Avatar of the Wild 15 20

Class Features

As a totemist, you gain the following features

Hit Points


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

Proficiencies


  • Armor: Light armor, shields
  • Weapons: Simple weapons
  • Tools: None

  • Saving Throws: Constitution, Charisma
  • Skills: Choose 2 from Animal Handling, Arcana, Insight, Nature, Perception, and Survival

Equipment

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

  • (a) a shield or (b) any simple weapon
  • (a) a shortbow and 20 arrows or (b) any simple melee weapon
  • leather armor, an explorer's pack, and a Totemist focus

Meldshaping

As a Totemist, you have the ability to create ethereal objects over your body known as melds.

Melds Known

You know two melds of your choice from the Totemist meld list. The melds known column of the Totemist table shows when you learn more Totemist melds of your choice. If any of those melds has prerequisites, you must be able to meet those prerequisites to learn it.

Additionally, when you gain a level in this class, you can choose one of the Totemist melds you know and replace it with another from the Totemist meld list for which you meet the prerequisites.

Shaping Melds

In order to benefit from a meld, you must first shape it. In order to shape a meld, you must have an open meld slot. At first level, you have just one meld slot: the Totem Meld. As you take further levels in this class, you unlock additional meld slots. Most melds can be shaped into multiple meld slots, granting different benefits depending on which slot they fit.

You can shape the same meld multiple times in different meld slots, provided you have access to all of those slots. If you do, the meld grants the benefit it would grant in each slot separately, but it still counts as a single meld for the purposes of essentia spending. For example, if you shape the meld Worg Pelt in both your totem and limbs meld slots, you would get both the bite attack (from the totem slot) and the bonus move speed (from the limbs slot). Both slots would share invested essentia, as they are considered a single meld.

You can shape your melds any time you complete a short or a long rest. If you shape a new meld in a slot during a short rest, you may transfer up to half of the essentia invested in the old meld (rounded up) into the new meld. As an action, you can suppress the appearance of your melds until the next time you use this feature or activate a special ability from one of your melds.

Essentia and Invested Essentia

The Totemist table shows how much essentia you have to fuel your melds. You must spend essentia from your pool in order to activate many meld abilities you possess. After spending essentia on a meld, that essentia becomes invested, granting an increase in the meld's base power until the next time you regain essentia. No meld can have more essentia invested in it than your Constitution modifier (minimum 2). Any additional essentia that would be invested over that limit is lost.

You regain all essentia whenever you complete a long rest.

Meldshaping Ability

Wisdom is your meldshaping ability for your totemist melds, since your connection to wild nature fuels your power. You use your Wisdom whenever a meld refers to your meldshaping ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a totemist meld ability and when making an attack roll with one.

Meld Save DC = 8 + your proficiency bonus +

your Wisdom modifier

Meld attack modifier = your proficiency bonus +

your Wisdom modifier

Attacks Granted by Melds

Many melds grant you new attack forms, such as bites, claws, or tentacles. Unless otherwise noted, you are proficient in any attack form granted by a meld you are shaping.

Shape Totem Meld

At first level you gain access to your first meld slot: the totem meld slot. All Totemist melds can be shaped in the totem meld slot, and it provides a variety of effects.

Sidebar: The appearance of melds

Though melds are always visible when in use, the exact appearance of your melds is up to you. Do you summon transparent representations of the equipment formed of energy, or do you actually shapeshift to incorporate the effects? Many of the descriptions at the end of this chapter include a description of appearance, but do not feel limited by those descriptions. Perhaps your character carries physical objects around for each meld and puts them on when shaping the meld, or perhaps they paint themselves with magical tattoos that take on a third dimension while active.

Wild Mark

At second level, wild forces have granted you a mark, representing your role as a shaper of wild energies. Choose the Mark of Seasons, the Mark of Growth, or the Mark of the Beast, detailed at the end of this class. Your choice grants you features when you take it and again at 6th, 10th, and 15th level.

Totem's Protection

At third level, you are protected from the effects of wild beings. Whenever a beast, elemental, or monstrosity makes an attack against you or forces you to make a saving throw, you can use your Reaction to give that attack disadvantage or to give yourself advantage on that save. You can use this feature twice. You regain both uses whenever you complete a long rest.

Shape Limbs Meld

At 5th level, you learn to shape melds in the limbs slot. Melds shaped in the limbs slot typically grant abilities relating to attacking or moving.

Reshape Meld

At 7th level, you learn to reshape your melds more quickly. As a bonus action, you can spend 2 essentia to change one of your melds out for another that could be shaped in the same slot. If you do, any essentia invested in the old meld is lost, and the 2 essentia spent on this feature are invested in the new meld automatically.

Shape Chest Meld

At 9th level, you learn to shape melds in the chest slot. Melds shaped in the chest slot typically grant defensive or strength-boosting abilities.

Double Bind: Totem

At 11th level, you gain a second totem meld slot. You cannot shape the same meld in both totem slots.

Shape Throat Meld

At 13th level, you learn to shape melds in the throat slot. Melds shaped in the throat slot typically grant special attack forms such as breath weapons.

Controlled Investment

At 14th level, you can redirect essentia to be bound into your totem meld instead of the meld it would be bound in and vice versa. Whenever you spend essentia to activate a feature, you can invest any amount of that essentia in your totem meld instead of the meld you activated. Whenever you spend essentia to activate a feature of your totem meld, you can invest any amount of that essentia in another meld of your choice.

Shape Crown Meld

At 17th level, you learn to shape melds in the crown slot. Melds shaped in the crown slot grant powerful but costly effects.

Totem Embodiment

At 18th level, your totem melds have greater power. You may double the effect of invested essentia when calculating the effects of your totem meld. This does not affect the effects of any other meld slots that meld may be shaped in.

Avatar of the Wild

At 20th level, your melds are infused with the very essence of nature. Your melds are all treated as though they were invested with two additional essentia, which does not count against the limit of essentia invested in that meld.

Wild Marks

After learning to use their powers to shape melds associated with wild power, the totemist finds themselves marked by some aspect of nature. Described here are the Mark of Seasons, the Mark of Growth, and the Mark of Beasts.

Mark of Seasons

The seasons are just one of the many manifestations of the elemental powers. Totemists blessed by this mark learn to channel elemental energy, shaping it just as they would shape a more conventional meld.

Elemental Attunement

At 2nd level when you first gain this mark, you become attuned to an elemental force. Choose from acid, cold, fire, lightning, or thunder. You have resistance to that damage type. You may change your elemental attunement whenever you complete a long rest.

Elemental Strike

Also at 2nd level, you learn to expend essentia to create a burst of elemental energy. As an action you may spend 1 essentia to make a ranged meld attack against a creature within 100 feet. On a hit, the creature takes 2d8 damage of the element currently associated with your Elemental Attunement. Essentia spent on this ability is considered invested in it, with the normal restrictions on investing essentia. While you have essentia invested in this ability, your weapon attacks and this ability deal additional damage of the same type equal to the invested essentia.

Elemental Blast

At 6th level, you learn to attack a wider area with elemental energy. As an action, you may spend 2 essentia to force creatures in a 15 foot cone to make a Dexterity saving throw against your meld save DC. On a failed save, creatures take 5d8 damage of the type associated with your elemental attunement. On a successful save, they take half damage.

Elemental blast gains bonus damage from essentia invested in elemental strike. Essentia spent to activate elemental blast may be invested in elemental strike.

Timeless Cycle

At 10th level, you embody the ever-changing seasons and the symbolic rebirth they represent. Each year at the start of spring (marked by the Vernal Equinox), you Reincarnate, as the spell with the following modifications:

  • You do not need to be dead.
  • No spell need be cast, nor spell components provided. You automatically undergo the effects throughout the course of the night before the equinox.
  • Your new body is always the same as the race you were before the effect. It is also the youngest age considered adult for your race, unless your natural age is younger.

Throughout the year, you progress rapidly through the normal lifetime of your race, such that immediately before your reincarnation at the start of spring you are an elderly representative of your race, before becoming a young adult again during this effect.

Elemental Empowerment

At 15th level, your elemental prowess improves. You no longer need to spend essentia in order to use your elemental strike feature. If you choose to spend essentia on it, it instead deals 4d8 damage. Your elemental blast improves to deal 8d8 damage on a failed save, but its cost is unchanged.

Mark of Growth

The mark of growth is the mark of plants and green things. Blessed with this power, the totemist can heal others, become larger, and even sustain themselves on sunlight alone.

Wild Bloom

At 2rd level, you learn to create a bloom of restorative energy. As an action, choose a point within 30 feet of you. Each creature within 5 feet of that point regains 1d8 hit points plus your Wisdom modifier. You can use this feature a number of times equal to your Wisdom bonus. You regain all uses whenever you complete a short or a long rest.

This feature improves as you take levels in this class. At 6th level, it restores 2d8 hit points. At 14th level, it restores 3d8 hit points.

Woodland Stride

Also at 2nd level, you ignore difficult terrain caused by natural or magical plant growth.

Oakenhide

At 6th level, your flesh becomes as hard as oak. Your armor class is increased by 2. You cannot gain this benefit while you are wearing armor heavier than light armor.

Photosynthesis

At 10th level, you no longer need to eat or sleep, so long as you spend at least 1 hour in sunlight each day. You must still consume water, and you must still spend the normal amount of time taking only light activity to gain the benefits of a rest.

Growth Surge

At 15th level, you learn to rapidly change your size. As a bonus action, you can cast the spell enlarge/reduce targeting yourself. You do not need to concentrate on that spell.

After you have used this feature, you cannot use it again until you have completed a long rest.

Mark of Beasts

The mark of beasts is the most savage of the marks a totemist can receive. Those marked with the beast shift constantly between animalistic and civil, until the line becomes blurred.

Bonus Proficiencies

When you receive this mark at 2nd level, you become proficient in medium armor and martial weapons.

Primal Rage

At 2nd level, you learn to enter a primal rage. As a bonus action on your turn, you can choose to enter this primal rage until the end of your next turn. While enraged, your form shifts to represent your current totem meld, becoming more bestial and savage. Additionally, your melee attacks while enraged deal additional damage equal to the essentia invested in your totem meld, and you resist bludgeoning, piercing, and slashing damage. If you have more than one totem meld, use the greater value.

You can use this feature a number of times equal to your Constitution modifier (minimum once). You regain all uses whenever you complete a short or a long rest.

Extra Attack

At 6th level, you learn to make multiple attacks in a savage flurry. You can make two attacks, instead of one, when you take the Attack action on your turn.

Beast Speech

At 10th level, you can cast the spell speak with animals at will without consuming a spell slot.

Predatory Instincts

At 15th level, you have advantage on Perception checks. Additionally, you can spend two essentia to activate your Primal Rage feature without consuming a use of that feature. Essentia spent in this way may be invested in your totem meld.

Melds

Meld Name Meld Slots*
Ancient Guardian Scales Chest
Ancient Skyhunter Cape Limbs
Ancient Stalker Treads Limbs
Ancient Titan Mask Throat
Ankheg Breastplate Chest, Throat
Arms of the Ape Limbs
Aurochs Horns Crown
Basilisk Mask Throat, Crown
Batwing Signet Limbs, Throat
Behir Gorget Throat
Carrion Bracers Limbs
Creeper's Greaves Limbs
Deeplord's Mantle Throat, Crown
Displacer Mantle Chest
Earthlord's Plate Chest, Crown
Face of Vines Throat
Fangs of Venom Throat
Firelord's Sash Limbs, Crown
Great Boar's Tusks Throat
Griffon Cape Limbs, Crown
Howling Jacket Chest
Hydra Headdress Crown
Kraken Mantle Limbs, Crown
Lion's Mane Chest, Throat
Manticore Belt Chest
Marshkin Hood Throat
Mischievous Sandals Limbs
Owlbear Claws Limbs
Phase Cloak Chest
Rusting Gauntlets Limbs
Sharkskin Boots Limbs
Shell of Stone Chest
Skyking Tunic Chest, Crown
Teeth of the River Throat
Thorned Hide Chest
Threefold Mask Crown
Treeking's Mask Chest, Crown
Windlord's Crown Chest, Crown

* All totemist melds may be shaped in the totem slot

List of Melds by Meld Slot

Meld Slot Melds
Totem All totemist melds can be shaped in this slot
Limbs Ancient Skyhunter Cape, Ancient Stalker Treads, Arms of the Ape, Batwing Signet, Carrion Bracers, Creeper's Greaves, Displacer Mantle, Firelord's Sash, Griffon Cape, Kraken Mantle, Mischievous Sandals, Owlbear Claws, Rusting Gauntlets, Sharkskin Boots
Chest Ancient Guardian Scales, Ankheg Breastplate, Earthlord's Plate, Firelord's Sash, Lion's Mane, Manticore Belt, Phase Cloak, Shell of Stone, Skyking Tunic, Thorned Hide, Treeking's Mask, Windlord's Crown
Throat Ancient Titan Mask, Ankheg Breastplate, Batwing Signet, Behir Gorget, Deeplord's Mantle, Face of Vines, Fangs of Venom, Great Boar's Tusks, Lion's Mane, Marshkin Hood, Teeth of the River
Crown Aurochs Horns, Deeplord's Mantle, Earthlord's Plate, Firelord's Sash, Griffon Cape, Kraken Mantle, Skyking Tunic, Threefold Mask, Treeking's Mask

Descriptions

Melds are presented alphabetically.

Ancient Guardian Scales

Totem or chest meld

The ankylosaur is a paragon of wild defenses, protected by both its massive bony plates and its weaponized macelike tale.

Weighted Blows (1 or 3 essentia): When you deal bludgeoning damage to a creature within 5 feet of you, you may spend 1 essentia to force them to make a Strength saving throw or be knocked prone. If you instead spend 3 essentia, they have disadvantage on that saving throw.

Totem

Bony plates and hard scales grow across your skin. An etherial tail tipped with a clublike spur trails from your spine.

You reduce slashing, bludgeoning, and piercing damage you take by one, plus half the essentia invested in this meld (rounded up). You cannot reduce damage below 1 with this effect.

Slamming tail (1 essentia): When you take the attack action on your turn, you can make an additional attack with your tail as a bonus action. Your tail is a Strength-based melee weapon which deals 1d6 bludgeoning damage.

Chest

A heavy shield, covered in bony spikes, appears at your command.

You can summon or dismiss an ethereal shield as a bonus action. This shield grants an additional bonus to your armor class equal to half the essentia invested in this meld (rounded down).

Withstand (2 essentia): As a reaction when you take damage, you may spend 2 essentia. The damage you take is reduced by 1d10 plus your meldshaping ability plus twice the essentia invested in this meld. If you reduce the damage to zero, you can attempt to shove the source of the damage if they are in range.

Ancient Skyhunter Cape

Totem or limbs meld

Pteranodons once ruled the ancient skies, diving to eat smaller creatures in the water.

Glide (1 essentia): You can spend 1 essentia as a reaction to negate any amount of fall damage.

Totem

Your limbs and torso elongate, while your face becomes narrower.

You have advantage on Wisdom (Perception) checks relating to sight, and those checks receive a bonus equal to the essentia invested in this meld.

Avoidance (1 essentia): You may spend 1 essentia to take the Disengage action as a bonus action.

Limbs

A leathery membrane forms between each arm and your torso. With a flick of your wrist, it extends into a massive wing.

Your move speed increases by 5 feet per invested essentia, and you automatically make standing jumps with lengths up to half your move speed.

Ancient Flight (3 essentia): You may spend 3 essentia to give yourself a fly speed equal to your land speed for 1 minute.

Ancient Stalker Treads

Totem or limbs meld

The deinonychus is cunning and fast. Their prey rarely sees them coming.

Dash (1 essentia): You may take the dash action as a bonus action.

Totem

Your skin takes on a dappled coloring perfect for blending in to wild settings.

When in a natural grassy or forested environment, you have advantage on Dexterity (Stealth) checks and those checks receive a bonus equal to the essentia invested in this meld.

Hunting Call (1 essentia): You let out a cry to coordinate your pack. An ally who can hear you within 60 feet may use their Reaction to move up to their speed and make a single weapon attack.

Limbs

Clawlike spurs form on the backs of your legs, and vigor fills your limbs.

Whenever you take the Dash or Disengage actions, your move speed for the turn increases by an additional 10 feet, plus 5 feet per essentia invested in this meld.

Pounce (2 essentia): If you move at least 20 feet straight toward a target before attacking it, you may spend 2 essentia as a bonus action to strike with your talons. Make two melee meld attacks. On a hit, each does 1d6 slashing damage plus 1 per essentia invested in this meld.

Ancient Titan Mask

Requires 7th level
Totem or throat meld

The tyrannosaurus rex is considered the king of ancient beasts. A massive predator, it strikes fear into the hearts of its targets.

Tyrant Roar (4 essentia): Each creature which can hear you within 30 feet must make a Wisdom saving throw or be frightened of you for 1 minute or until they deal damage to you in combat. Creatures can repeat this save with Disadvantage at the end of each of their turns.

Totem

Strength infuses your limbs, improving your stability.

You have advantage on Strength checks and Strength saving throws made to avoid grapples or avoid being knocked prone or moved. Those checks receive a bonus equal to the essentia invested in this meld.

Stomp (1 essentia): As a bonus action, you may spend 1 essentia to cause a localized quake. Creatures within 5 feet of you must make a Dexterity saving throw or have their move speed reduced by half until the end of their next turn. If they fail this save by 10 or more, they are instead knocked prone.

Throat

A maw filled with serrated teeth forms from your face.

You gain a bite attack, a Strength-based melee weapon which deals 1d10 slashing damage plus the essentia invested in this meld. If you hit with your bite attack, you may attempt to grapple the target as a bonus action.

Rending Jaws (3 essentia): When you hit with your bite attack, you can spend 3 essentia to cause the target to begin bleeding. A bleeding target must make a Constitution saving throw at the start of each of their turns, taking 1d8 damage on a failed save. This effect ends after a target makes two consecutive saving throws or after one minute.

Ankheg Breastplate

Requires 3rd level
Totem, chest, or throat meld

The ankheg is a master of subterranean ambush, and its acid spray is deadly.

Burrow (2 essentia): As an action, you burrow into the ground and emerge at a point up to 20 feet away plus 10 feet per invested essentia. If you emerge next to a creature, you may attempt a melee attack on them as part of this action.

Totem

Your coloration takes on a green-brown cast, and ethereal mandibles form on your face.

Once per turn, you may replace a melee attack you are about to make with a bite attack. The bite is a Strength-based melee weapon which deals 1d6 slashing damage on a hit, plus additional acid damage equal to the essentia invested in this meld.

Dissolving Bite (1 or more essentia): When you hit with the bite attack granted by this meld, you can spend any amount of essentia as a bonus action to deal additional acid damage. The damage is 2d4 if you spend 1 essentia, and increases by 1d4 for each additional essentia spent.

Chest

An iridescent breastplate forms around your torso. The green plates of the armor glisten like the thorax of a living insect.

You may calculate your armor class as being equal to 15 + your Dexterity modifier (maximum 2). As a reaction, you can increase your armor class by 2 plus half your invested essentia for one attack. You may wait until seeing the attack roll before using this ability.

Tremorsense (4 essentia): As a bonus action on your turn you may spend 4 essentia to gain tremorsense for one minute. The range of this tremorsense is equal to 20 feet plus 10 feet per essentia invested in this meld.

Throat

An engorged sac forms under your chin, glowing faintly in a sickly green color from the chemical cocktail swirling with in.

You have resistance to acid damage, and reduce acid damage taken after resistance by an amount equal to your invested essentia.

Acid spray (3 essentia): You spit a line of acid that is 30 feet long and 5 feet wide. Targets in the line must make a Dexterity save. They take 4d6 acid damage on a failed save, or half of that on a successful save.

Arms of the Ape

Known for brute strength and intelligence, apes are capable of a great variety of tasks.

Tool-user (1 essentia): For one hour, you gain proficiency in a set of Artisan's Tools of your choice.

Totem

Fur covers your body, and your overall strength increases.

Your carrying capacity increases by 50%. Your Strength (Athletics) checks receive a bonus equal to 1 plus the essentia invested in this meld.

Brutal Grapple (1 essentia): As an action, you may attempt to grapple a creature with advantage. If you succeed, the creature also takes 1d10 bludgeoning damage plus your Strength modifier, and it is restrained until the grapple ends.

Limbs

Your arms lengthen, and muscles bulge beneath the skin.

You gain a climb speed equal to your land speed plus 5 feet per essentia invested in this meld.

Hurl Boulder (2 essentia): You hurl a massive boulder at a creature. The boulder is a Strength-based ranged thrown weapon which deals 3d6 damage and has a range of 30/120. On a hit, the target must make a Strength saving throw or be knocked prone.

Aurochs Horns

Requires 3rd level
Totem or crown meld

A bull of surpassing might, the aurochs is a symbol of destruction revered by savage tribes.

Raging Charge (2 essentia): As an action, you charge up to 40 feet towards a creature and make a single melee attack against them. If you hit, they take an additional 2d10 damage and are knocked back 5 feet.

Totem

Heavy fur grows from your body, and your skin becomes thick and leathery.

You gain temporary hit points equal to your meldshaping ability bonus whenever you activate a feature of this meld using essentia. The temporary hit points are increased by 1 for each essentia invested in this meld.

Anger Strike (1 essentia): When a creature strikes you with an attack, you may use your reaction to make a melee weapon attack against them.

Crown

A massive pair of horns grows from your skull.

You can make a melee meld attack as a bonus action after taking the Dash or Attack action on your turn. This headbutt deals 1d12 damage plus twice the essentia invested in this meld.

Herd Master (4 essentia): As a reaction before an ally you can see within 60 feet takes damage, you can grant yourself and all allies within 60 feet of you temporary hit points equal to your level plus your meldshaping ability bonus.

Basilisk Mask

Totem, throat, or crown meld

The gaze of a basilisk is death, for it may turn you into stone for the creature to eat.

Menacing Gaze (1 essentia): You turn the glowing gaze of a basilisk on an enemy within 30 feet. They must make a Wisdom saving throw. On a failed save, they are frightened of you until the start of your next turn.

Totem

Your skin takes on a scaly texture the color of old stones. Your eyes glow with an inner light.

You have darkvision with a range of 30 feet plus 10 feet per invested essentia. If you already have darkvision, your current darkvision improves by 10 feet per invested essentia.

Chameleon Skin (1 essentia): You blend in with your surroundings, giving you a +5 bonus to Stealth checks for 10 minutes. While this effect lasts, you can attempt to hide by standing still next to a wall, tree, or other large stationary object.

Throat

A translucent animated mouth hovers just in front of your own, with a wide grin full of pointed teeth.

You gain the ability to consume rocks for sustenance. As an action, you can eat a piece of stone at least as big as your balled fist and no larger than your head in order to gain temporary hit points equal to your meldshaping ability bonus plus the essentia invested in this meld.

Devouring Bite (2 or more essentia): As an action, you can spend at least 2 essentia to take a large bite out of a nearby creature, converting it into healing for yourself. Make a melee meld attack against a creature within 5 feet. On a hit, that creature takes 4d10 magical slashing damage, plus an additional 1d10 for each extra essentia you spend beyond 2. You heal for half the damage dealt by this ability and gain temporary hit points as if you had eaten a stone with the baseline feature of this meld.

Crown

Bony spines form a series of ridges running from your forehead back to the nape of your neck. A ring of scales surrounds your eyes and gives them a yellowish coloration.

You gain immunity to the petrified condition. You may also add your invested essentia to any saving throw made against a visual effect such as the gaze attack of a medusa or basilisk, the spell eyebite, or illusions based on sight.

Petrifying Gaze (6 essentia): You turn your gaze on a creature you can see and cast the spell flesh to stone on it, using your meldshaping saving throw DC as the spell saving throw DC.

Batwing Signet

Requires 5th level
Totem, limbs, or throat meld

Bats are unusual beasts, associated with vampirism and known for their ability to fly in pitch night.

Lifethirst (3 essentia): When you deal damage with a melee weapon attack or melee meld attack, you may spend 3 essentia as a bonus action to heal for an amount equal to the damage dealt.

Totem

Your ears lengthen, and your eyes turn yellowed.

You have advantage on Wisdom (Perception) checks relating to hearing, and those checks receive a bonus equal to the essentia invested in this meld.

Echolocate (1 essentia): For one minute, you are aware of the direction to every creature within 100 feet. This does not allow you to know the distance to those creatures.

Limbs

Your fingers lengthen, and leathery wings sprout from your back.

You reduce all fall damage you take by 10, plus 5 per invested essentia.

Flitter (1 essentia): At the start of your turn, you may spend one essentia to give yourself a fly speed of 60 feet until the end of your turn.

Throat

Your teeth lengthen, and your tongue becomes narrow and pointed.

You gain blindsense to a range of 30 feet plus 10 feet per invested essentia. This blindsense does not function if you are deafened, and does not allow you to perceive fine detail, merely the general location of creatures and obstacles.

Sonic Cry (4 or more essentia): As an action, you can unleash a burst of sonic energy, damaging creatures in front of you. Each creature in a 40 foot cone centered on you must make a Constitution save. On a failed save, they take 5d8 thunder damage and are deafened. On a successful save, they take half as much damage and are not deafened. The damage increases by 1d8 for each additional essentia spent, up to a maximum of 9 essentia.

Behir Gorget

Requires 3rd level
Totem or throat meld

The behir is lightning manifest in serpentine form. Its electric breath is second only to dragons.

Constricting Grasp (1 or more essentia): When you succeed on a grapple check, you may use your bonus action to deal 1d10 bludgeoning and 1d10 lightning damage to the grappled foe. For each additional essentia spent after the first, either the bludgeoning or the lightning damage increases by 1d10.

Totem

Your skin seems to take on the vibrant blue of a lightning bolt's afterimage.

You reduce lightning damage you take by 5 plus the essentia invested in this meld.

Shimmer (2 essentia): As an action, you wreathe yourself in electrical discharge. For up to one minute or until discharged, you are immune to lightning damage, and whenever you would take lightning damage as a Reaction you can redirect an equal amount of damage to a creature up to 30 feet away without an attack roll or saving throw. Once you have redirected damage in this way, this effect ends.

Throat

A wide smile hides crackling energy at the back of your throat.

As an action, you can make a ranged meld attack with a jolt of electricity, dealing 2d10 lightning damage on a hit. This damage is increased by 2 for every essentia invested in this meld.

Storm Breath (6 essentia): As an action, you expel a blast of electricity. Each creature in a line 60 feet long and ten feet wide must make a Dexterity saving throw. On a failed save, they take 8d6 lightning damage. On a successful save, they take half as much lightning damage.

Carrion Bracers

Requires 3rd level
Totem or limbs meld

Carrion crawlers are horrific but efficient scavengers, able to subsist on almost anything.

Paralytic Strike (1 or 4 essentia): When you hit with a melee attack, you can spend 1 essentia to force the target of the attack to make a Constitution saving throw. On a failed save, they are stunned until the end of your next turn. If you spend 4 essentia, they are instead paralyzed for the same duration on a failed save, or stunned on a successful save.

Totem

Rows and rows of teeth seem to grow in your mouth, and the scent of rotting flesh causes you to salivate.

You no longer suffer any penalties for eating rotten or decaying food. You also add the essentia invested in this meld as a bonus to Perception checks relating to smell. This bonus is doubled for smells relating to rotting or decaying food.

Spider Climb (2 essentia): For one hour, you can climb on any surface as though you were under the effects of the spider climb spell.

Limbs

An array of grasping feelers extends from your wrist at your command.

You gain a tentacle attack. This is a melee weapon using Strength with a 10 foot reach. It deals 1d4 slashing damage on a hit, plus additional poison damage equal to your invested essentia.

Grasping Reach (1 essentia): As an action, you can make three tentacle attacks. If at least two of those attacks hit the same target, you may grapple them as a bonus action, and can maintain that grapple from up to 10 feet away.

Creeper's Greaves

Requires 3rd level
Totem or limbs meld

The violet fungus's unique enzymes break down still-living tissue in order to nurture their hidden tendrils beneath the ground.

Breath of Decay (2 or more essentia): As an action, you can breathe a cloud of decaying spores. Creatures in a 15 foot cone centered on you must make a Constitution saving throw. On a failed save, they take 3d8 necrotic damage. On a successful save, they take half as much damage. You gain temporary hit points equal to half the total damage dealt to all targets. Each additional essentia spent adds an extra 1d8 necrotic damage on a failed save.

Totem

Your flesh turns a pale purple and gains a rubbery mushroom-like texture.

You reduce all necrotic damage you take by 5 plus the essentia invested in this meld.

Motionless (1 essentia): As a bonus action, you can hide. Until you move or take an action (up to 1 minute), you appear to be a simple mushroom, and you have resistance to all damage.

Limbs

Whenever you move, you leave a trailing cloud of spores behind you.

As a reaction when you take damage from a melee attack, you can release a cloud of spores that cause the source of that attack to take necrotic damage equal to 1 plus the amount of essentia invested in this meld.

Shrouding Spores (2 essentia): As a bonus action, you create a thick cloud of spores in a 20-foot cube centered on you. This cloud heavily obscures the area and creatures other than you which start their turn inside it or enter it for the first time on their turn must make a Constitution saving throw or be poisoned until the start of their next turn. A wind of moderate speed (at least 10 miles per hour) can disperse the cloud. Otherwise, it lasts for one minute.

Deeplord's Mantle

Requires 13th level
Totem, throat, or crown meld

The leviathan is the greatest of water elementals. Typically taking the form of a gigantic serpent, it crushes any foe in its path in its mighty coils.

Abilities granted by the Deeplord's Mantle never suffer penalties for being used underwater.

Lashing Waves (1 essentia): When you take the Attack action on your turn, you can use this ability to lash out with a whip of water as a bonus action. Make a melee meld attack against a creature within 30 feet. On a hit, you deal 1d10 bludgeoning damage plus your meldshaping ability modifier.

Totem

You become more fluid of motion, seeming almost to have no solid form.

You can take the Disengage action as a bonus action on your turn. If you do, you gain additional move speed equal to 5 feet per essentia invested in this meld.

Crushing Grasp (4 essentia): As an action, you conjure a crushing surge of water around a foe. Make a melee meld attack against a creature within 10 feet. On a hit, the target takes 6d8 bludgeoning damage and is grappled by you. As an action on subsequent turns, you may force the grappled creature to make a Strength saving throw or be restrained until the start of your next turn. The affected creature can make a Strength saving throw at the end of its turn to escape the grapple. Otherwise, this effect ends after one minute.

Throat

You become more at home in the water, ethereal gills and fins granting you greater control.

You can breathe water as comfortably as you can breathe air. You gain a swim speed equal to your land speed plus 10 feet per invested essentia.

Ocean Maw (7 essentia): As an action, you create a 15-foot radius whirlpool centered on a point within 60 feet. Creatures in the whirlpool's radius must make a Dexterity saving throw or be drawn to the center and take 9d6 bludgeoning damage. On a successful save, a creature takes half as much damage and is only drawn 5 feet towards the center.

If multiple creatures are drawn into the center, each takes additional bludgeoning damage equal to twice the number of creatures that were drawn in.

Crown

A circlet formed of constantly-flowing ocean water hovers around your head. When you attack, it lashes out along with you.

Whenever you deal damage, you deal additional acid damage equal to 3 plus the essentia invested in this meld.

Tidal Smash (11 essentia): As an action, you create a massive crashing wave of water. Creatures in a 20-foot wide, 100-foot long line centered on you must make a Strength saving throw. On a failed save, they are pushed back 30 feet and take 17d10 bludgeoning damage. On a successful save, they are pushed back only 15 feet and take half damage. If you wish, you can ride the wave, transporting yourself to any point in its area of effect as part of the same action. This movement does not provoke opportunity attacks.

Displacer Mantle

Totem or chest meld

The displacer beast is an unusual hunter, seeming to exist in two places simultaneously.

Avoidance (1 essentia): When you are subjected to an effect that would allow you to make a saving throw to take only half damage, you may spend 1 essentia as a reaction. If you do, you instead take no damage on a successful save and half damage on a failed save.

Totem

Long lashing tentacles sprout from your shoulders, tipped with sharp horns.

You gain a tentacle attack. Your tentacle is a melee finesse weapon with a 15 foot reach. On a hit, it deals 1d4 piercing damage. You may add half the essentia invested in this meld (rounded up) to attack rolls with this attack.

Multiattack (1 essentia): You make two tentacle attacks with a +1 bonus to attack and damage. This counts as taking the Attack action on your turn.

Chest

Your image blurs, allowing you to blend into almost any terrain.

You can hide even if only mildly obscured by mist or shadows. You receive a bonus to Dexterity (Stealth) checks equal to the essentia invested in this meld.

Mislead (3 essentia): As a bonus action on your turn, you can create a duplicate image of yourself for one minute. Treat this as the spell mirror image, but only one image is created and it is not destroyed when it takes damage. You cannot create a new image with this effect while the old one lasts.

Earthlord's Plate

Totem, chest, or crown meld
Requires 9th level

Zaratans are the pinnacle of elemental earth, protected by turtle-like shells the size of mountains.

While shaping this meld in any slot, your weight is doubled and your carrying capacity is quadrupled.

Hurl Rock (2 essentia): As an action, make a ranged meld attack against a target within 120 feet. On a hit, you deal 4d8 bludgeoning damage.

Totem

Your skin takes on the texture of old clay, and stony spurs grow from your joints.

When you gain temporary hit points or healing, you gain additional temporary hit points or healing equal to your meldshaping ability bonus plus the essentia invested in this meld.

Rockslide (5 or more essentia): As an action, you create a 30-foot cube of rumbling stone centered on you. Creatures in the cube must make a Dexterity saving throw. A creature takes 6d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature that fails its save by 5 or more is additionally knocked prone.

Chest

Ethereal plate seeming to be crafted from granite surrounds you.

Your armor class is equal to 16 plus half the essentia invested in this meld. You can still use a shield and retain this benefit.

Earthen Guard (3 essentia): As a bonus action, gain temporary hit points equal to your level. While these temporary hit points last, you have resistance to slashing, bludgeoning, or piercing damage (your choice each time you use this ability).

Crown

Hovering diamonds circle your head, the perfect representation of elemental earth's might.

You have tremorsense with a range of 60 feet plus ten feet per essentia invested in this meld.

Mighty Quake (11 essentia): As an action, you create a localized earthquake centered on yourself. Creatures on the ground within 100 feet of you must make a Dexterity saving throw. On a failed save, they take 17d10 thunder damage and are knocked prone. On a successful save, they take half damage and are not knocked prone. Structures on the ground in the quake's radius take maximum damage from the quake. If a structure collapses, creatures may become buried in the rubble.

Face of Vines

Totem or throat meld
Requires 5th level

The shambling mound is one of the most resilient types of plant creatures known, being resistant even to elemental forces.

Lightning Absorption (3 essentia): As a reaction when you would take lightning damage, you may use this ability to instead take no damage and gain temporary hit points equal to the damage you would have taken. The temporary hit points fade after a minute.

Totem

Leafy growths cover your skin, and the scent of decaying plants surrounds you.

You reduce fire damage and cold damage you take by 1 plus half the essentia (rounded up) invested in this meld.

Vine Slam (1 essentia): As an action, you make a melee meld attack against a creature within 10 feet. On a hit, the creature takes 4d8 bludgeoning damage and you may attempt to grapple it as a bonus action.

Throat

Decaying wood, bone, and vines form a maw-like mask in front of your face.

When you successfully grapple a creature, you gain temporary hit points equal to your invested essentia plus 2.

Engulf (5 essentia): As a bonus action, you attempt to engulf a creature you are grappling in tangling vines. The creature must make a Strength saving throw. On a failed save, the creature enters the maw of your mask. While the effect lasts, up to one minute, the engulfed creature is trapped in your maw, and cannot be targeted but also cannot see, hear, move, or breath. At the start of each of its turns, the creature must make a Constitution saving throw. On a failed save, the creature takes 1d8 bludgeoning damage and you heal for an amount equal to the damage dealt. If a creature succeeds on two saves in a row, this effect ends early and the creature is expelled in a space adjacent to you.

Fangs of Venom

Totem or throat meld
Requires 5th level

Serpents are associated with many things, from medicine and healing to death and treachery. With such twisting bodies it's no surprise their myths are just as unpredictable.

Caeduceus (1 or more essentia): As an action, you touch a creature and restore 1d8 hit points per essentia spent, plus your meldshaping ability bonus.

Totem

Your pupils become vertical slits and smooth scales grow on your limbs.

You reduce poison damage you take by 5 plus the essentia invested in this meld.

Shed Skin (3 essentia): You can use this ability even if you are otherwise prevented from taking actions. As an action, you shed your skin. Until the end of your turn, you ignore any one spell, disease, or poison that is affecting you. If the effect originally allowed a saving throw, you may repeat that saving throw at the end of your turn. Otherwise, the effect resumes at the end of your turn.

Throat

Long fangs grow in your upper jaw, and your mouth widens into a serpentine grin.

You gain a bite attack. This is a Strength-based melee weapon which deals 2d6 piercing damage plus poison damage equal to twice the essentia invested in this meld.

Intensify Poison (3 essentia): When a creature you can see within 30 feet takes poison damage due to an attack or failed saving throw, you may use your reaction to increase that poison damage by 4d6 and inflict the poisoned condition on that creature for up to one minute. At the end of each of that creature's turns, it may make a Constitution saving throw to end the poisoned condition on itself.

Firelord's Sash

Totem, limbs, or crown meld
Requires 9th level

Phoenixes represent the purity and destructiveness of fire, but also are symbols of death and rebirth..

While shaping this meld in any slot, your maximum hit points are increased by an amount equal to half your Totemist level.

Immolate (5 essentia): As an action, you explode into flame. For 1 minute, any creature within 5 feet of you when it starts its turn must make a Dexterity saving throw or take 2d8 fire damage.

Totem

Brilliant plumage in fiery colors sprouts from your joints, and heat radiates from your person.

You shed bright light with a radius of 30 feet plus 10 feet per essentia invested in this meld, and dim light for an additional distance equal to half that amount.

Insulate (3 essentia): As a reaction when you or a creature within 30 feet of you takes fire or cold damage, you may grant them immunity to that damage type until the start of your next turn.

Limbs

Shimmering embers follow your every move. With a gesture, they expand into glorious wings of fire.

You reduce all fire damage you take by 5 plus the amount of essentia invested in this meld.

Talons of Flame (3 essentia): As an action, make two melee meld attacks against a creature within 5 feet of you. On a hit, each attack deals 1d6 slashing plus 2d6 fire damage. If both attacks hit, you ignite the target, dealing an additional 2d6 fire damage at the start of its next turn.

Crown

A crested flame erupts from just in front of your brow.

You are immune to fire damage. Whenever you would take fire damage, you instead heal for an amount equal to your invested essentia or half the damage taken, whichever is lower.

Fiery Rebirth (11 essentia): When you take damage that would reduce you to 0 hit points, you can use a reaction to explode in a violent blast. Creatures you designate within 30 feet of you must make a Dexterity saving throw. On a failed save, they take 10d6 fire damage. On a successful save, they take half as much damage. Using this effect leaves behind a small egg and a pile of ashes instead of your unconscious body. At the start of your next turn, you return to life in the space the egg occupies, with half your maximum hit points.

Great Boar's Tusks

Totem or throat meld
Requires 5th level

Boars are symbols of savagery and cunning. Few wish to stand in their path and never unarmed.

Relentless (1 essentia): When you are at 2 or more hit points and take damage that would reduce you to 0 hit points, you can use your reaction to drop to 1 hit point instead.

Totem

Your skin toughens, becoming leathery, and bristly hairs grow over your whole body.

While at fewer than half your maximum hit points, you deal additional damage on melee attacks equal to 2 plus half the essentia invested in this meld (rounded up), and you reduce nonmagical slashing, bludgeoning, or piercing damage by 1 plus half the essentia invested in this meld (rounded up).

Enrage (3 essentia): As a bonus action on your turn, you can call on the anger of a wild boar. Until the start of your next turn, you gain twice the bonus damage and damage reduction from this meld, even if you currently have more than half your maximum hit points.

Throat

A pair of great tusks grows from your lower jaw, perfect for striking your foes and charging.

Your move speed increases by 5 feet plus an additional 5 feet for each essentia invested in this meld.

Charge (2 essentia): As an action, charge up to twice your speed towards a foe and make two melee weapon attacks against them. If both attacks hit, you also gore the target with your tusks, dealing an additional 1d10 piercing damage and reducing their move speed to half until the end of your next turn.

Griffon Cape

Totem, limbs, or crown meld
Requires 13th level

The griffon is considered a symbol of nobility, combining the respect of an eagle and the power of a lion in its form.

King's Command (3 essentia): As an action, you can force a creature which you can see to make a Wisdom saving throw. On a failed save, they are dominated by you until the end of their next turn. Regardless of the result of the save, you have advantage on Charisma checks against the target for one minute.

Totem

Your eyes become eagle-like and your skin takes on the appearance of a lion's tawny fur.

You can see twice as far as normal in all light conditions. Your passive perception increases by the essentia invested in this meld.

Regal Eye (7 essentia): For one hour, you have truesight with a range of 60 feet.

Limbs

A pair of gauntlets, covered in tawny fur and tipped with wicked talons, cover your hands.

When you strike a target with a melee attack, you can use your bonus action to deal slashing damage to a creature which is also within your reach and which is within 5 feet of the first target. The damage dealt is equal to 3 plus the essentia invested in this meld.

Blinding Gash (2 essentia): As an action, make a melee meld attack against a creature. On a hit, it takes 4d6 slashing damage and must make a Constitution saving throw or be blinded for one minute or until it receives healing from any source.

Crown

Feathers grow from your temples, seeming to form the shape of a coronet.

As a reaction when a creature you can see misses with a weapon attack, you can allow them to reroll the attack. If it hits, it deals additional damage equal to twice your invested essentia.

Soul of Ancient Kings (6 essentia): As an action, you call upon the spirit of an ancient king to cast the spell Tenser's Transformation on yourself.

Howling Jacket

Totem or chest meld

The wolf has different meanings in different cultures, but always it is cunning and dangerous.

Pack Strike (1 essentia): As an action, you make a melee meld attack against a creature within 5 feet of you. On a hit, that creature takes 3d6 slashing damage. This damage increases to 4d6 if an ally is within 5 feet of that creature and is not incapacitated.

Totem

Your teeth lengthen and dark-grey fur grows on your body.

You have advantage on Wisdom (Survival) checks made to track creatures, and those checks receive a bonus equal to the essentia invested in this meld.

Knockdown Bite (1 essentia): When you strike a creature with a melee attack, you may force them to make a Strength saving throw. On a failed save, they take 1d8 additional damage and are knocked prone.

Chest

A shirt seemingly made of wolfskin causes you to blend into your surroundings. In direct moonlight you even seem to disappear.

You may attempt to hide even if only lightly obscured by shadows. You add your invested essentia to Dexterity (Stealth) checks.

Moon Fade (5 essentia): For one minute or until you take a hostile action, you are invisible. The first time you damage a creature while you have a clear view of the moon in the next hour, you deal 3d10 additional radiant damage.

Hydra Headdress

Totem or crown meld
Requires 5th level

Hydras are hard to kill. For each head you remove, two more grow in its place.

Slumbering Watcher (3 essentia): As an action, you create an ethereal snakelike head in a space within 5 feet for up to 8 hours. The head has darkvision 60 feet and uses your Perception modifier and passive Perception. While it lasts, you are aware of everything it sees, even if you are asleep.

Totem

Tough scales grow over your skin, and your eyes take on a serpentine appearance.

At the start of your turn, if you have taken damage since the end of your last turn, you gain temporary hit points equal to 1 plus half the essentia invested in this meld (rounded down).

Hold Breath (1 essentia): You can hold your breath indefinitely for the next hour.

Crown

Additional snakelike heads seem to grow from a circlet around your head.

You can no longer be surprised, even while asleep. You gain a bonus equal to your invested essentia to saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.

Multibite (2 or more essentia): As an action, you make two melee meld attacks against creatures within 10 feet. On a hit, a creature takes 2d12 slashing damage. You may spend 2 additional essentia as part of the same action to make an additional such bite, up to a maximum of 5 bites at 8 essentia spent. Using this ability counts as taking the Attack action on your turn.

Kraken Mantle

Totem, limbs, or crown meld
Requires 9th level

The kraken is powerful and alien, attacking ships at sea for its own inscrutable reasons.

Crushing Grip (5 essentia): Ethereal tentacles from the deep try to crush the life from a foe. As an action, make a melee meld attack against a creature within 15 feet. On a hit, the target is grappled by ethereal tentacles and takes 7d6 bludgeoning damage. While grappled, the creature takes 1d6 bludgeoning damage at the start of each of its turns. This effect ends after 1 minute or if the creature escapes the grapple by making a Strength(Athletics) or Dexterity(Acrobatics) check against your meldshaping save DC.

Totem

Your skin becomes clammy and pale, and your eyes become yellow with square pupils.

You ignore difficult terrain when moving, up to a total number of feet equal to 10 plus 5 per essentia invested in this meld.

Water Adaptation (1 essentia): As an action, you grant yourself and up to 8 creatures you touch the ability to breath both air and water for one hour.

Limbs

With a thought, your arms stretch out into lashing tentacles or return to their normal state.

You gain a tentacle attack, which is a melee reach. Your tentacle deals 1d10 bludgeoning damage on a hit, plus one for each essentia invested in this meld.

Lashing Tentacles (3 essentia): As an action, you can make three tentacle attacks. Each has +2 to its attack and damage roll. One target affected by this attack is flung 15 feet in a random direction and takes an additional 2d6 damage.

Crown

Uncountable tendrils spring from your brow, forming a writhing crest.

You are immune to lightning damage. As a reaction when you take damage, you can cause the source of that damage to take 2 lightning damage plus 2 for every essentia invested in this meld.

Lightning Storm (7 essentia): As an action, you create three bolts of lightning, each of which can strike a target you can see within 120 feet of you. A target must make a Dexterity saving throw, taking 3d10 lightning damage on a failed save, or half as much on a successful one. For the next minute, you can call a single such lightning bolt as an action.

Lion's Mane

Totem, chest, or throat meld
Requires 11th level

Lions are the kings of the wild, proud and majestic creatures associated with nobility.

Mighty Leap (2 essentia): As a bonus action, you leap to a point you can see within 30 feet. This leap does not count against your movement for the turn. If you land next to a creature, you may use your reaction to make a weapon attack against it.

Totem

Tawny fur covers your body, and mighty claws spring from your hands with a thought.

When you attack a creature within 5 feet of you and at least one of your allies is within 5 feet of your target and not incapacitated, you gain a bonus on your attack roll equal to 1 plus one-third the essentia invested in this meld (rounded down).

Claws (1 essentia): As an action, make two melee meld attacks against creatures within 5 feet of you. On a hit, you deal 2d6 slashing damage plus your Strength modifier. Using this ability counts as taking the Attack action.

Chest

A lion's pelt with a tufted tail drapes your shoulders.

Whenever you spend essentia, including essentia spent on other melds, you gain temporary hit points equal to the essentia spent.

Nemean Hide (4 essentia): As a bonus action, you gain resistance to slashing and piercing damage for 1 minute.

Throat

A lion's golden mane surrounds your neck.

You create an aura with a radius of 10 feet plus 5 feet per essentia invested in this meld. Creatures in that aura have advantage on saving throws against the frightened condition.

Noble Roar (3 essentia): As an action, you let out a roar, bolstering allies while terrifying foes. Up to three allies and three enemies within 30 feet of you are affected by this roar. Allies are inspired, gaining a 1d6 bonus to all d20 rolls until the end of your next turn. Enemies must make a Wisdom saving throw or be frightened of you until the end of your next turn.

Manticore Belt

Totem or chest meld
Requires 3rd level

Vicious and cunning, manticores combine the worst aspects of lion and a limber tail bristling with deadly spikes.

Rending Claw (2 essentia): As a bonus action when you take the Attack action or activate a meld on your turn, you can make a melee meld attack against a creature within 5 feet. On a hit, they take 2d10 slashing damage plus your Strength modifier.

Totem

Spiny quills grow on your scalp, showing through your hair, and a manticore's barbed tail emerges from your back.

You gain a tail attack, which is a melee weapon dealing 1d8 piercing damage. As a bonus action, you can give your tail attack the thrown (30/120) property until the end of your turn, hurling spines from it when used to make a ranged attack.

Spine Volley (1 or more essentia): You use your tail to hurl a volley of spikes. Creatures in a 15 foot cone centered on a point you can see within 100 feet must make a Dexterity saving throw. On a failed save, they take 2d6 piercing damage. On a successful save, they take half that. Each additional point of essentia spent on this attack increases the damage by 1d6.

Chest

Batlike wings drape your shoulders, and a jacket of stiff fur covers you.

You gain a fly speed equal to 30 feet plus 5 feet per essentia invested in this meld.

Bristling Defense (2 essentia): As a reaction when a creature within 5 feet of you strikes you with a melee attack, you can unleash a spray of quills. The attacker takes 2d6 piercing damage.

Marshkin Hood

Totem or throat meld

Frogs and toads are occult creatures, associated with marshes, poison, and witchcraft.

Poison Eater (1 essentia): As a reaction when you take poison damage or make a saving throw against the poisoned condition, you can convert all of that damage into healing. Treat the poisoned condition as 1 point of damage for each round it would normally last (maximum 10 rounds).

Totem

Your skin is covered in a thin layer of mucous, and develops brilliant coloration patterns.

Creatures attacking you with melee attacks take 1 poison damage plus one for every 2 essentia invested in this meld.

Sticky Mucous (1 essentia): You spit a glob of sticky mucous to restrain your foes. Creatures in a 15 foot cube centered on a point within 30 feet must make a Dexterity saving throw or be grappled for one minute. A creature which fails its save by 5 or more is additionally restrained until the end of your next turn. Creatures grappled by this effect may make use their action to make a Strength saving throw to escape the grapple.

Throat

You gain a long grasping tongue attack, and feel at home in both the water and the air.

You can breath both air and water, and both your long jump and high jump increase by 5 feet per essentia invested in this meld, regardless of whether you have a running start.

Tongue Lash (4 essentia): As an action, make a ranged meld attack against a creature within 30 feet of you. On a hit, the creature takes 1d10 bludgeoning and 4d4 acid damage and is pulled 10 feet closer to you. If a creature is pulled to within 5 feet of you as a result of this attack, you can use your bonus action to swallow them whole. A swallowed creature is blinded and restrained, has total cover against attacks and other effects, and takes 1d4 acid damage at the start of each of your turns. A swallowed creature can make a Strength saving throw at the end of its turn to escape your maw, reappearing in an adjacent space.

Mischievous Sandals

Totem or limbs meld

Rats are symbols of disease and underhanded cunning, and their small size hides an impressive grace.

Scurry (1 essentia): As a bonus action, you can become invisible, then move up to your speed. The invisibility lasts until the end of your turn or until you attack or use another meld power.

Totem

Your teeth lengthen, your eyes become small and beady, and your fingers become more delicate and nimble.

You have advantage on Sleight of Hand checks made to steal items from people. When you use Sleight of Hand to attempt to steal an item from someone, you receive a bonus equal to the essentia invested in this meld.

Opportunistic (1 essentia): When a creature you can see within 5 feet of you is struck by a weapon attack, you can use your reaction to grant yourself advantage on the next melee attack you make against that creature before the end of your next turn.

Limbs

The pads of your feet dampen all sound, and you can squeeze through the tightest spaces with ease.

You are considered proficient in Stealth. When you make a Stealth check, you receive a bonus equal to the essentia invested in this meld (rounded up).

Infiltrate (2 essentia): As an action, you attempt to move through a space too small to normally admit you. You can pass through a small gap, tunnel, or pipe which is at least 12 inches wide and up to 10 feet long.

Owlbear Claws

Totem or limbs meld
Requires 3rd level

The owlbear is a consummate predator, combining the strength and toughness of a bear with the eyesight and intelligence of an owl.

Frenzied Regeneration (1 or more essentia): As a bonus action, you gain 1d10 hit points plus your Constitution modifier. For each additional essentia you spend, you gain an extra 1d10 hit points, to a maximum of 5d10.

Totem

Feathers grow at your joints, and thick muscles flex under your skin.

When you make an Athletics check to grapple or shove, you receive a bonus equal to 2 plus the essentia invested in this meld.

Mighty Blow (2 essentia): When you roll weapon damage, you can use this power to reroll any number of the weapon damage dice. If you do, you also roll one additional weapon damage die.

Limbs

Long powerful claws grow at your fingertips, and thick fur covers your body.

You may calculate your armor class as being equal to 13 + the essentia invested in this meld.

Savage Claws (1 essentia): As an action, you can make two claw attacks against a creature within 5 feet. Each claw is a melee weapon attack which deals 1d10 slashing damage on a hit. If both claws hit, you deal additional damage equal to 2d4 plus your meldshaping ability score.

You cannot use Savage Claws if you do not have both hands free. Savage Claws counts as taking the Attack action.

Phase Cloak

Totem or chest meld
Requires 5th level

Phase spiders are strange creatures, moving as easily between the material and ethereal as a person can walk through a door.

Spider Walk (2 essentia): As a bonus action, you may cast the spell spider climb targeting yourself. You do not need to expend a spell slot or provide material components for that spell.

Totem

Tough chitin covers your chest, shoulders, and hips.

Your melee weapon and meld attacks count as magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage. When you strike a creature in the ethereal plane, you deal additional force damage equal to twice the essentia invested in this meld.

Envenom (3 essentia): Make a melee meld attack against a creature within 5 feet. On a hit, you deal 1d10 piercing damage plus your Strength modifier and the target must make a Constitution saving throw. On a failed save, they take 5d8 poison damage and are poisoned for one minute. On a successful save, they take half as much damage and are not poisoned.

Chest

A long draping cloak seems to obscure you not just from sight but also from physical form.

Whenever you take damage other than psychic or force damage, you can use your reaction to reduce the damage you take by an amount equal to your meldshaping ability bonus plus twice the essentia invested in this meld. If you reduce the damage to 0 in this way, you also ignore any other effect that damage may have had (such as the poison from a venomous creature's attack).

Ethereal Shift (5 essentia): As an action, you enter the border regions of ethereal plane for up to one minute. While on the ethereal plane, you can see and hear the plane you originated from, but everything looks gray and flat, and you cannot see more than 60 feet away.

While on the Ethereal Plane, you can only affect and be affected by other creatures on that plane. Creatures that aren’t on the Ethereal Plane can’t perceive you and can’t interact with you, unless a special ability or magic has given them the ability to do so.

You ignore all objects and effects that aren’t on the Ethereal Plane, allowing you to move through objects you perceive on the plane you originated from.

When the effect ends, you immediately return to the plane you originated from in the spot you currently occupy. If you occupy the same spot as a solid object or creature when this happens, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved.

Rusting Gauntlets

Totem or limbs meld

Rust monsters thrive on metal, both naturally occurring veins and refined weapons and tools.

Consume metal (1 essentia): As an action, you convert up to 10 small metal objects such as coins, ball bearings, or arrowheads into small knots of rust. While you are still shaping this meld, you can eat these small knots of rust as an action. Eating a rust knot restores 1 hit point, and the rust knot provides enough nourishment to sustain you for one day.

Totem

Red-brown armor plates form over your skin, and you can identify different metals by smell from even a great distance.

You can smell metal objects within a range of 10 feet plus 10 feet per point of essentia invested in this meld.

Rust weapon (1 essentia): As a reaction when you are damaged by a metallic weapon, you can corrode it. The weapon receives a cumulative -1 penalty to damage rolls. If a weapon is reduced to -5 damage in this way, it breaks. This effect is permanent on non-magical weapons, but magical weapons reduce the penalty by 1 for every 24 hours that pass.

Rusting a weapon in this way creates a single knot of rust as described in the consume metal power of this meld.

Limbs

Long, feathery antennae extend from your wrists.

Whenever you consume a knot of rust created by this meld, you also gain temporary hit points equal to your meldshaping ability bonus plus the essentia invested in this meld.

Rusting touch (2 essentia): As an action, you reach out one of your antennae to touch an object up to 10 feet away. If the object is held or worn by a creature, you must make a melee meld attack against that creature's AC to touch it. If the object is a metallic armor or shield, it takes a cumulative -1 penalty to the AC it offers. If it is a metallic weapon, it takes a cumulative -1 penalty to damage rolls. Armor reduced to an AC of 10 or shields reduced to a +0 bonus are destroyed. Weapons that are reduced to a -5 penalty are also destroyed. This effect is permanent for non-magical equipment, but magical equipment reduces its penalty by 1 for every 24 hours that pass.

Rusting an object in this way creates a single knot of rust as described in the consume metal power of this meld.

Sharkskin Boots

Totem or limbs meld
Requires 3rd level

Aquatic apex predators, sharks are ferocious fighters and known to be driven into a ravenous hunger at the mere smell of blood.

Frenzy (2 essentia): As a bonus action when you take the Attack action on your turn, you can move up to your speed and make a single melee weapon attack.

Totem

Rough scales cover your skin, harming anyone who tries to hold you too tightly.

When you grapple a creature or when a creature grapples you, you can use your reaction to deal damage to that creature equal to 1d4 plus your invested essentia.

Sharkbite (1 essentia): As an action, you attempt to bite a creature. Make a melee meld attack against a creature within 5 feet of you. On a hit, they take 2d6 piercing damage and 2d6 slashing damage. You may add your Strength modifier to either the piercing or the slashing damage. Using this power counts as taking the Attack action.

Limbs

Sleek fins grow from your forearms and calves, and webs form between your fingers and toes.

You can breathe both air and water. You gain a swim speed equal to your land speed plus 5 feet for each essentia invested in this meld.

Blood Scent (3 essentia): As an action, you move up to 60 feet towards a creature and take the Attack action. If you have more than one attack, you must use all of your attacks on the target creature. If the creature is below its hit point maximum, your attacks deal an extra 1d6 damage to it until the start of your next turn.

Shell of Stone

Totem or chest meld
Requires 7th level

One of nature's oddest creatures, the flail snail is both earth elemental and monstrous gastropod, its shell a natural counter to magic.

Magical Feedback (4 essentia): As a reaction when you are forced to make a saving throw against a spell or similar effect, you can give yourself advantage on that save. If your save succeeds, the original caster takes 3d6 force damage plus the level of the spell.

Totem

A thin, clear slime covers your limbs. With a wave, you can shape and harden the slime into a stony flail.

You have advantage on Strength (Athletics) checks made to climb or grapple. You may add half the essentia invested in this meld (rounded up) as a bonus on those checks.

Flail Tendril (1 essentia): As an action, you shape the slime growing on you into a mass of flails. You grow one flail plus an additional flail for every 2 essentia invested in this meld. When you use this action and as an action on subsequent turns for 1 minute, you can use your flail to make a melee meld attack against a creature within 10 feet. On a hit, you deal 1d8 bludgeoning damage per flail you have grown, plus your meldshaping ability modifier. While the effect lasts, you can spend 1 essentia at the start of your turn to grow an extra flail, to a maximum of 5 flails grown.

Chest

A faintly transparent pauldron of brilliantly hued spiral shell forms on your shoulder, glowing with internal power.

You shed bright light with a radius of 20 feet plus 5 feet per invested essentia, and dim light to twice that radius. You can suppress or activate this effect as a bonus action.

When a creature you can see starts their turn in the radius of your bright light, you may use your reaction to deal radiant damage to them equal to the essentia invested in this meld.

Scintillating Shell (4 essentia): As an action, you release a brilliant and colorful burst of light. Creatures within the radius of your bright light have disadvantage on attack rolls against you until the end of your next turn, and must make a Constitution saving throw or be stunned until the start of your next turn. A creature stunned by this effect automatically takes the radiant damage from this meld with no reaction required, and that damage is doubled.

Once a creature has been stunned by this effect or succeeded on their saving throw against it, they are immune to this effect for one hour.

Skyking Tunic

Totem, chest, or crown meld
Requires 11th level

The roc is an impossibly huge bird, said to be the ruler of all lesser birds in the sky.

While you channel this meld, you are immune to fall damage.

Giant Growth (2 essentia): As an action, you can cast the spell enlarge/reduce on yourself. You can only make yourself larger, not smaller, with this effect.

Totem

Red and blue ethereal feathers cover your body, and mighty talons form in place of your hands.

You grow rending talons. Your talons are melee weapons with the light property, dealing 1d4 slashing damage. While you are enlarged from an effect such as the enlarge/reduce spell, your talons deal an additional 1d4 damage plus three times the essentia invested in this meld.

Kingly Majesty (2 essentia): As an action, you can force a creature which you can see within 60 feet to make a Wisdom saving throw. On a failed save, that creature is charmed by you for up to a minute. Birds and bird-like creatures have disadvantage on their saving throw and are instead dominated if they fail their save.

This effect ends early if the affected creature is harmed or threatened by you or your allies. Once a creature has made their saving throw against this ability, they are immune to it for 24 hours.

Chest

Great wings grow from your back, carrying you easily over battlefields.

You have a fly speed equal to your land speed, plus 10 feet for every essentia invested in this meld.

Whirling Updraft (6 essentia): As an action, you create an updraft in a cylinder 100 feet tall and with a 20-foot radius. Creatures in the updraft must make a Strength saving throw or be pushed into the air, rising 20 feet each round. A creature repeats that save any time they enter the updraft for the first time on a turn or end their turn in the updraft. Large or larger creatures have advantage on their saving throw against this effect. You are immune to the effects of your own updraft. While pushed into the air, creatures' with fly speeds have their fly speed halved and cannot fly downward. Any other creature cannot move except by means of pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling).

After a minute, the updraft ends, dropping any trapped creatures to the ground. Creatures take 1d6 bludgeoning damage for every 10 feet they fall from this effect.

Crown

A spectral helmet formed of the skull and upper beak of a roc forms around your head.

You may add twice your invested essentia to Wisdom (Perception) checks relying on sight. You also ignore disadvantage caused by distance when making a Wisdom (Perception) check.

King's Gaze (7 essentia): As a bonus action, you fix your gaze on a creature you can see within 200 feet of you. For the next minute, any time you deal damage to that creature you deal an additional 1d10 damage and ignore disadvantage. This effect ends early if you fall unconscious, if you use it again, or if you damage another creature with an attack or effect that does not also harm your target.

Teeth of the River

Totem or throat meld

The crocodile is a patient hunter, waiting always below the surface of the river to strike their prey.

Death Roll (1 essentia): If you are grappling a creature, you can use this ability as a bonus action. The creature being grappled must make a Constitution saving throw. They take 2d8 slashing damage on a failed save, or half as much on a successful save.

Totem

Bumpy scales form along your whole body, giving you the appearance of a rotting log when underwater.

You can hold your breath for 30 minutes, plus 5 additional minutes for each essentia invested in this meld.

Aquatic Camouflage (1 essentia): For the next hour, you gain a swim speed equal to your land speed, and a +5 bonus to Dexterity (Stealth) checks to remain undetected when underwater. You can attempt to Hide even if unobscured, so long as you are in water deep enough to cover your body.

Throat

A stiff collar gives the impression of mighty snapping jaws.

When you attack a creature that is not aware of you or which is surprised, you deal 5 additional damage, plus 2 per essentia invested in this meld.

Crocodile's Bite (4 essentia): As an action, make a melee meld attack against a creature within 5 feet. On a hit, you deal 6d10 slashing damage plus your Strength modifier, and your target must make a Strength (Athletics) or Dexterity (Acrobatics) check against your meld save DC or be grappled by you.

Thorned Hide

Totem or chest meld

Many plants in the wild grow sharp thorns to discourage attackers or herbivores.

Thornlash (1 essentia): As an action, make a melee meld attack against a target within 15 feet. On a hit, you deal 2d10 piercing and 1d8 poison damage, and the target is drawn 5 feet closer to you.

Totem

Sharp thorns sprout from your skin, which takes on the texture of toughened vines.

Whenever a creature strikes you with a melee attack, you can use your reaction to deal 1d4 piercing damage to your attacker. You reduce non-magical slashing, bludgeoning, and piercing damage you take by an amount equal to the essentia invested in this meld, to a minimum of 1.

Brambleblast (1 essentia): As an action, you can force each creature in a 10-foot sphere centered on you to make a Dexterity saving throw. They take 3d6 piercing damage on a failed save, or half as much on a successful save.

Chest

A thick breastplate formed of iron-tough wood forms around your chest.

You may calculate your armor class as being equal to 13 plus your Constitution score. If you do so, you gain additional armor equal to half the essentia invested in this meld (rounded down).

Regeneration (3 essentia): As an action, you can regenerate hit points. You regain 2d8 hit points plus half the damage you have taken since the start of your last turn. If you take fire, cold, or necrotic damage, that damage is not included in the total when calculating how much health you recover.

Treeking's Mask

Totem, chest, or crown meld
Requires 9th level

Treants are the most iconic of nature's guardians, massive walking trees to crush any who would defile the wilds.

Skin Like Wood (3 essentia): As an action, you take on the toughness of ancient trees. For 1 hour, your armor class cannot be reduced below 18.

Totem

Weathered bark covers you, and your hair takes on the appearance of summer leaves.

While standing still, you are nearly indistinguishable from natural plant growth. You can Hide without cover as long as there are natural trees within sight. You have a bonus to Dexterity (Stealth) checks equal to twice the essentia invested in this meld as long as you remain completely motionless.

Take Root (5 essentia): As a bonus action while standing on the ground, you set down roots. Until you take another bonus action to uproot yourself or until a minute has passed, your movement speed becomes 0, and you cannot benefit from any bonus to your speed. While rooted, your melee weapon attacks deal additional damage equal to 2d8 plus your meldshaping ability modifier, you gain temporary hit points equal to twice your level, and you have resistance to bludgeoning and piercing damage. If this effect lasts for the whole minute, you can convert half of your remaining temporary hit points into healing.

Chest

Grasping branches grow from your shoulders, giving you additional limbs.

You have two additional limbs with which to manipulate and hold objects. Your weapon attacks with weapons wielded in those limbs deal additional damage equal to your invested essentia. You cannot benefit from more than one shield or effectively wield more than one weapon with the two-handed property using these limbs.

Nature's Grasp (4 essentia): As an action on your turn, you can make up to two melee meld attacks against creatures within 30 feet. On a hit, a target creature is restrained for up to one minute. It can make a Strength saving throw at the end of each of its turns to escape this effect.

Crown

A circlet of vines and brilliant blooms surrounds your head.

When you shape this meld and each time you spend essentia to activate one of its powers, you sprout 1d4 berries from your circlet, to a maximum of 10 berries. A berry may be plucked and eaten as a single action, or plucked ahead of time and saved for later. When eaten, a berry restores health equal to 2 plus the essentia invested in this meld at the time it was plucked, and grants an equal number of temporary hit points.

Regrowth (1 essentia): As an action, you grow more berries, as noted in the passive function of this meld.

Lord of Trees (7 essentia): As an action, you awaken a tree you can see within 120 feet. Use the statistics for an awakened tree (MM pg 317). The tree remains awakened until the next time you complete a long rest, until you unshape this meld, or until it falls to 0 hit points. It rolls its own initiative and follows your instructions to the best of its ability, protecting you and your allies if no instructions are given. As a bonus action while the tree is within 120 feet of you, you can allow one of the berries on your crown to wither to grant healing and temporary hit points to the tree as if it had eaten the berry.

Windlord's Crown

Totem, chest, or crown meld
Requires 11th level

The elder tempest is the pinnacle of elemental air, a massive winged serpent formed of storm walls and lightning.

You have a fly speed equal to your land speed while you shape this meld in any slot.

Air Form (2 essentia): As a bonus action, you move up to twice your speed without provoking opportunity attacks. Until the end of your next turn, you can occupy the same space as another creature, even a hostile one.

Totem

Distant thunderclaps seem to rumble with every motion you make.

You reduce all thunder damage you take by 5 plus the essentia invested in this meld.

Thunder Slam (4 essentia): As an action, you can make a melee meld attack against a creature within 20 feet. On a hit, you deal 2d10 bludgeoning and 3d8 thunder damage, and the target must make a Constitution saving throw or be deafened for one minute.

Chest

A coat made of stormclouds forms over your normal clothing, lightning crackling off its edges.

Whenever you deal damage with a weapon or meld attack, you deal additional lightning damage equal to twice the essentia invested in this meld.

Stormburst (6 essentia): As an action, you create forking lightning at up to 5 targets you can see within 200 feet. Each target must make a Dexterity saving throw. On a failed save, they take 7d6 lightning damage. On a successful save, they take half as much damage. After this effect resolves, you may teleport to a space adjacent to one of your targets.

Crown

Bound lightning courses around your head, forming a delicate woven crown.

You are immune to lightning damage. When you would take lightning damage, you may use your reaction to invest one essentia in any meld for free.

Screaming Gale (11 essentia): As an action, you create a blast of aggressive weather in a line 200 feet long by 20 feet wide originating from you. Creatures in the gale must make a Constitution saving throw. On a failed save, they take 6d10 thunder, 6d10 bludgeoning, and 6d10 lightning damage and are flung 30 feet away from you. On a successful save, they take half as much damage and are not flung away.

 

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