Epic Incarnate

by Nagainata

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The Incarnate

The Incarnate


A quiet cloak covered being walks down the streets of a quiet town. Carrying a massive blade carried by his side, he moves down the street in the cold night. Somehow, he seems to erase his presence from anyone observing him. He quickly scales a building without using his hands or making a sound. He arrives on top of the building, and in the darkness he travels across the the tops of the buildings without attracting any attention.

A female goblin dressed from head to toe in dark red clothing makes her way through a forest alone. She quickly and quietly hovers from each tree stalking nearby creatures. Once she found her target, she grasps her hand and in a split second, she slices a wild boar she had been observing.

Incarnates, may seem evil, but really by nature they are unaligned. Phantoms can occur from anyone willing, and are greatly skilled fighters who enhance their skills and body by performing a sacred ritual.

Innate Abilities

When you become reborn as a Incarnate, you gain special and unique abilities called "Penchants" encoded in your brain. More become unlocked for you to use as you grow your power as an Incarnate. These abilities are your primary source of power, as they give you an edge over your opponents. Penchants sometimes are utilized along side your primary weapon, or they could be used on their own. Each Incarnate has their own special Penchant they focus in specially. When an Incarnate Specializes in a Penchant, they push it's power farther than simply learning how to use it. The Penchant are a very important part of the Incarnates's arsenal, and it allows them to achieve power unlike no other.

Resolve And Shade

A major part of becoming an Incarnate, is the transfer of a living creatures life force, a spiritual energy called Shade. The Shade is the fuel that keeps an Incarnate living in its new form. Shade also helps fuel the use of Penchants as well. Shade itself, is the manifestation of the Incarnate's essence being used to serve the purpose of power. Using shade has a direct toll on the Incarnate, as the Shade is the life force of the Incarnate. The Resolve it takes to become an Incarnate is amplified when the ritual is complete. This Resolve is an energy reserve, used to the Incarnates benefit. It also acts as the primary motivation for the Incarnate, loosing it causes the Incarnate to change completely. The Resolve also holds the spirit and personality of the Incarnate, and it holds the humanity an Incarnate has left from the time which they weren't an Incarnate.

The Form

When a living creature is transformed into an Incarnate, their form is determined by the character of their soul. For example, a kind person may take the form of someone more attractive than they previously were, or a rude, and unkind person may become more ugly as a result. Some features you retain, but most features change to align with your soul.

Reincarnated From Blood

The Incarnate itself gains its power from a special ritual. The Target of this ritual's form is transformed into the desired form if it went correctly. The specific type of form, called "Epitomes" are determined solely from the targets personality, motivations, and goals. Once transformed, the target's form is transformed, along with their body's energy transforming into spiritual. Once this happens, The target instantly transforms in one, painful minute. In this minute, the Epitome is determined as well, along with the Penchants an Incarnate starts with. Special gear, such as cloaks, weapons, and other gear manifests on the person as well in this moment.

The Ritual

All Incarnates were born as a result of sacrificing their body for power in a special ritual. In the ritual, the target of the transformation, whether willing or not, has their body replaced by their soul, called the "Phantom". This process involves the death of the body itself, while keeping the mind alive. The actual process of this ritual is unknown, the Incarnates born from it are only left with a foggy memory of what actually happened. What we do know, is that the ritual transforms the target into the "Phantom". Then, The body is what is traded for the new form, transforming all of the souls power directly into the bodily systems and strengths. This entire process requires a lot of will required to power through the pain.

Creating an Incarnate

Phantoms are created from the desire to change, to become something better, pure. In truth, most people don't truly understand what they are getting themselves into upon becoming a Phantom due to the misinformation spread about them. Phantoms could be a calm, well mannered character without much emotions, or perhaps an outlandish charismatic person wishing to become better. The misconception that a Phantom is an emotionless hunter, that will go to any means to get something done is untrue. Many Phantoms don't even resemble what the generic idea of one is. But as of now, Phantoms take the form that best reflects the personality, and soul of the Phantom.

Quick Build

You can make a Phantom quickly by following these suggestions. First, focus on Charisma and Dexterity or Strength as your primary ability score, and constitution next. After that, choose a fitting background for the character you are creating, any background will work with the Phantom, but ones that include proficiencies in Charisma skills will work better. Next, choose the Propensities that best reflect your play style with your character, or ones that best match its personality. Lastly, choose to specialize in a certain Propensity that your character would use the most, One your character would favor over the others.

Incarnate
Level Proficiency Bonus Class Features Penchants Known Penchants Specialized Shade
1st +2 Incarnate Epitome, Shade, Penchants 2 5
2nd +2 Specialty Penchants, Fighting Style 2 1 10
3rd +2 Unleash Will, Epitome Feature 3 1 15
4th +2 Ability Score Increase 3 1 20
5th +3 Extra Attack 4 1 25
6th +3 Unbreakable Resolve, Epitome Feature 4 1 30
7th +3 5 1 35
8th +3 Ability Score Increase 5 1 40
9th +4 6 1 45
10th +4 Epitome Feature 6 2 50
11th +4 7 2 55
12th +4 Phantasmal Evolution, Ability Score Increase 7 2 60
13th +5 8 2 65
14th +5 Epitome Feature 8 2 70
15th +5 9 2 75
16th +5 Ability Score Increase 9 2 80
17th +6 10 3 85
18th +6 Epitome Feature 10 3 90
19th +6 Ability Score Increase 11 3 95
20th +6 Spiritual Alignment 11 3 100

Class Features


As a Phantom, you gain the following class features

Hit Points


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

Proficiencies


  • Armor: Light Armor, Medium Armor, Shields
  • Weapons: Simple Weapons, Martial Weapons
  • Tools: None

  • Saving Throws: Charisma, Dexterity
  • Skills: Choose two from Deception, Intimidation, Performance, Persuasion, Stealth, Slight of Hand, Survival, Perception, and Arcana

Equipment


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

  • (a) a Martial Weapon or (b) Two Simple Weapons
  • (a) A Long bow and 20 Arrows or (b) A Simple Weapon
  • (a) Studded Leather armor or (b) Scale Mail armor
  • (a) Explorers Pack or (b) Thieves' Tools
Incarnate Epitomes

Each Incarnate is born as a certain Epitome based on their soul. You chose an Epitome at 1st level which defines what kind of incarnate you are. Each Epitome grants the Incarnate more features which better align with their soul. Each Epitome grants you a feature at level 3rd, 6th, 10th, 14th, 18th. You have the following Epitomes to choose from: Apparition, Dweller, Eidolon, Ghast, Ghoul, Phantom, Warden, Shadow, Specter, Wight, Wraith, and Radiance. Each Epitome is listed below.

Shade

Shade is what keeps an Incarnate able to function. Shade represents your spiritual energy, which not only bolsters your life energy, but it fuels your other powers. At 1st level, you have an amount of Shade equal to 5. You gain more shade each level, the amount of shade you have at certain levels is detailed on the Incarnate Table. Additionally, you add your shade to your Hit Points. These additional Hit Points act as regular Hit Points, so when you take damage, you loose shade the same way you'd loose Hit Points. When you take damage, you can choose to have the damage subtract from your shade or Hit points pool. When you take a short rest, you can regain Shade using Hit dice as if they were Hit Points, and you also regain all expended shade when you finish a long rest.

Penchants

A part of the Incarnate is their Penchants. It gives them an edge in combat, and sometimes outside of combat as well. You learn 2 Penchants from the list detailed at the end of this class, which you expend shade to use. At certain Incarnate levels, you learn more Penchants of your choice, as shown in the Penchants known column of the Phantom table.

Additionally, when you gain a level in this class you can choose one of the Penchants you know and replace it with another Penchant you could learn at that level. Some Penchants require an attack modifier, or Save DC. These are listed bellow:

Penchant Save DC = 8 + your proficiency bonus +

your Charisma modifier

Penchant attack modifier = your proficiency bonus +

your Charisma modifier

Specialize Penchants

At level 2, you learn the ways of the Penchants you already know and you can take advantage of certain aspects of a Penchant you mainly use. Choose one of the Penchants you know, it gains additional benefits as detailed in the description for the Penchant. You gain more Specialties at certain levels detailed in the Penchant Specialized column in the Incarnate table.

Fighting Style

Starting at level 2, you adopt a particular style of fighting as your specialty. Choose one of the Fighting styles listed in the Fighting style feature for the fighter.

Unleash Will

At 3rd level, your strong willed nature has lead to you to gain access to an additional storage of energy to expend for yourself. You gain 4 Will dice, these Will dice are d6s. You can use Will dice in a various amount of ways, these ways are listed bellow.


Using a Will Die. You can expend a Will Die to gain a number of effects, you gain a couple ways to send them as shown bellow. Each Epitome at level 3 gives you more options to use your Will dice as well.


  • Spirit Surge. You expend a Will die as an action, you add a roll of your Will die plus your Incarnate level to your Shade, if you haven't lost any Shade you add the outcome to your Hit points instead.
  • Smite. When making a Weapon attack, you may spend a Will die and add a number of rolls of the Will die equal to your proficiency bonus to the damage of the attack, the type of the additional damage is specified in the subclass you choose.

Your Will grows as you further your experience as an Incarnate. Whatever Epitome you end up becoming, it will add unique ways to spend your Will outcome. At levels 8, and 14, you gain an additional Will die. All expended Will dice reset when you take a short rest or long.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. You can't increase an ability score above 20 using this feature.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Instead of making another attack using this feature, you can use a Penchant with a Use time of an Action or Bonus action. If you use a Penchant this way, you cannot expend additional Shade on it.

Unbreakable Resolve

At level 6, your Resolve has neared its peak, and you have been granted an almost unfailing Will. Your Will dice changes from d6 to d8 at level 6, from d8 to d10 at level 11, and from d10 to d12 at level 16.

Phantasmal Evolution

At level 12, you have evolved your new form, taking advantage of everything that it allows you to do. Your speed increases by 10ft, you can take the dash or disengage action as a bonus action. Additionally you gain proficiency in Constitution saving throws.

Spiritual Alignment

At level 20, you Align all parts of your being along with your soul. Your Charisma Score Increases to 24, if it was equal to 24 or higher, it instead increases by 2 to a Maximum of 30.

Incarnate Epitomes

Incarnate Epitomes

When an Incarnate gains it's new form, their appearance and abilities are partially decided and what kind of person they were. Each of the different forms are called Epitomes, they are what differ each Incarnate from another. You gain your Incarnate Epitome at 1st level, it gives you additional features at levels 1, 3, 6, 10, 14, and 18. Each Epitome available for the Incarnate is listed bellow in Alphabetical order, each one describes what kind of personality traits one might have to become that certain Epitome, but your DM can change or remove them completely.

The Apparition

The Apparition's are born from spiteful, and prideful souls. You take revenge from people that cross you, and you learn to harness your power to accomplish whatever you desire. When being reborn as an Apparition, your eyes become a deep red.

Apparition Features
Level Feature
1st Bonus Proficiencies
3rd Aspects of the Apparition
6th Seeker
10th Apparitional Strike
14th Stalk
18th Embodiment of Revenge

Bonus Proficiencies

Starting at level 1, As an Apparition your form as allowed you new talents. You gain proficiency in Intimidation and Persuasion. Additionally, your smite damage type is psychic.

Aspects of the Apparition

At level 3, Your Will has been enhanced and changed as a result of becoming an Apparition. You gain the following Will outcome use options:

  • Enhance Will. You spend a Will Die as a reaction when failing Charisma or Dexterity save and add half the Will die roll to the save.
  • Dreadful Rebuke. Upon taking damage from a critical attack, you can expend your reaction and a Will die to cause the attacker to take necrotic damage equal to a number of rolls of the Will die equal to your charisma modifier.

Seeker

At level 6, your spirit has begun to take on the abilities of an Apparition. As an action, choose a target you have seen before, and that is also within 60ft of you. For the next minute, you seek your target you have chosen. At the end of your turn, and the target of this feature's turn or after a minute passes you non-magically teleport to a spot of your choice within 10ft of the creature unless you are already within 10ft of it. When the target you are seeking sees you, you appear as a humanoid with a mix of the facial features that resemble all of the people the target remembers in it's life. Once the target sees you, you can expend 5 shade to force them to make a Wisdom saving throw against your Penchant save DC or become frightened of you until the end of their next turn as a free action. This feature stops once the target dies, or you dismiss it as a bonus action. You can use this feature twice, you regain all expended uses after a long rest.

Apparitional Strike

At level 10, Once when you deal damage with a weapon attack you can expend your reaction to cause the target to take an additional 1d6 + your Charisma modifier Psychic damage. At level 14, you deal an additional 2d6 + your Charisma modifier Psychic damage instead.

Stalker

At level 14, your revenge has grown so strong you've become nearly unstoppable when you wish to destroy something. When you use your seeker feature, you become invisible to the target only, you can switch from becoming visible and invisible to the target whenever you want as a bonus action on your turn. Additionally your speed increases by 10ft if you are moving towards the target of the Seeker feature.

Embodiment of Revenge

At level 18, you've mastered your form, as a bonus action, you can transform into the Embodiment of Revenge for 1 minute. While transformed, you transform into a menacing form which you decide the appearance of and gain the following effects:

  • When you transformation begins, all creatures that can see you become frightened of you for 1 minute.
  • You regain an amount of shade equal to your Incarnate level at the end of each of your turns.
  • You are immune to all conditions, and you cannot be forced to move against your will.

Once the transformation ends, you gain 1 level of exhaustion and you cannot use this feature again until you finish a long rest.

The Dweller

Dweller's are those who are born from the rain, often being urchins before they become reborn as an Incarnate. Dwellers are born from sad, lonely souls, usually those who had remained forever lost are perfect fits for Dwellers. When being reborn as a Dweller, our eyes turn a dark grey-ish, usually to reflect the color of the rain.

Dweller Features
Level Feature
1st Bonus Proficiencies
3rd Aspects of the Dweller
6th Ride the Rain
10th Storm Surge
14th Piercing Sorrow
18th Catch the Rainbow

Bonus Proficiencies

Starting at level 1, you start your master of the lost by learning some ways to help you find your way in the world. You gain proficiency in the History and Perception skills. Additionally, your smite damage type is lightning or thunder.

Aspects of the Dweller

At level 3, your Will as a radiance has been given new ways to manifest into. You gain the following Will outcome use options:

  • Cause Downpour. You may spend a Will die as an action to cause a downpour to suddenly appear in a 30ft radius around you for the next minute. Areas in the downpour count as dim light.
  • Gloom Gale. When you hit a creature you may expend your reaction and a Will die to cause chilling wind to blow them away. The target must succeed on a strength saving throw against your Penchant save DC or fall prone, be pushed back up to 10ft, and take magical bludgeoning damage equal to half your incarnate level.

Ride the Rain

At level 6, you have gained new ways the manipulate the rain around you, using it to propel yourself through the air. While you are in rain, you gain a flying speed equal to your walking speed, and you have resistance to fire damage.

Storm Surge

At level 10, you can channel the storms into your weapons, causing them to strike your enemies down with lightning. When you hit a target and you both are in rain, the target takes 1d6 additional Lightning damage. At level 14, the additional lightning damage increases to 2d6 instead.

Piercing Sorrow

At level 14, your control over rain grows, allowing you to form the surrounding rain into sharp projectiles. As a bonus action, you may spend up to 15 shade, for each 5 shade you spend, you make two spell attacks dealing 1d2 + your charisma modifier magical piercing damage to a target within 30ft of you. At level 18, you may spend up to 25 shade on this feature instead of 15.

Catch the Rainbow

At level 18, your weather mastery, allows you to imbue yourself with the power of the storms. You become surrounded by a heavy layer of rain, seeming to always be pouring right on you, in addition to the rain that surrounds you. As a bonus action, you may transform for 1 minute, while transformed you gain the following effects:

  • A large storm instantly appears when you transform, causing a 100ft radius centered on yourself to be filled will heavy downpour. All creatures except you and creatures you designate in the area treat the area in the rain as Heavily Obscured, while in the rain, you have immunity to fire damage, and non-magical fires are put out.
  • You can use your Piercing Sorrow without spending any shade, you count the amount of shade you would have spent on that feature whenever you use it equal to it's maximum.
  • Your AC increases by 2.
  • Your attacks may deal only lightning or thunder damage (Your choice) instead of their normal type.

When you use this feature you gain 1 level of exhaustion, and you cannot use it again until you take a long rest.

The Eidolon

The Eidolon is a type of Incarnate which prefers physical combat over spiritual. The Eidolon is born from the desire to better itself, and achieve greatness. When being reborn as an Eidolon, your eyes become a darkening black

Eidolon Features
Level Feature
1st Bonus Proficiencies
3rd Aspects of the Eidolon
6th Eidolon's Scythe
10th Grim Strike
14th Soul Tuned
18th Reaping Hour

Bonus Proficiencies

Starting at level 1, As an Eidolon you've been granted greater psychical skill. You gain proficiency in Athletics or Acrobatics, and every time you gain a level in this class you gain an additional 1 Hit point, including the level you gain this feature. Additionally, your smite damage type is necrotic or force.

Aspects of the Eidolon

At 3rd level, your form as an Eidolon has given you new sources of power to choose from along with additional benefits. You gain the following Will outcome use options:

  • Bolster Self. You expend a Will die as a bonus action, and you gain Temporary Hit Points equal a roll of the Will die.
  • Seal Fate. You expend a Will die as a bonus action, you put a curse on a target within 30ft of you that you can see. All attacks you make against the target deal an additional 1d6 necrotic damage. This ends after 1 minute, or the target dies.

Eidolon's Scythe

At level 6, you can produce a large scythe in your hand as a bonus action. This Scythe can take on the properties of any Martial or simple melee weapon, except it may deal necrotic damage instead. The appearance of the scythe can be whatever you want, as long as it still resembles a Scythe. You can cause the scythe to disappear as a free action, and you can again use your bonus action to make it reappear again. Additionally, you can focus on a melee weapon for 1 minute to turn it into your Eidolon's Scythe, after the minute passes the weapon changes into the shape of a scythe. If you have a weapon turned into a Scythe you can still change it into any martial or simple melee weapon following the rules previously stated. If the weapon turned has an enchantment then any weapon you change your scythe into has the enchantment if it follows the prerequisites for the enchantment. The base of the weapon produced still acts as the weapon even if it takes the form of a scythe, for example if you make the scythe have the property of a short sword, then it counts as a sword for any prerequisites.

Grim Strike

At level 10, you gain the ability to cause your Scythe to momentarily erupt in necrotic power. When you make an attack using the attack action, You can expend 5 Shade and your reaction to deal an additional 2d6 necrotic damage. Every 5 additional Shade you spend on this feature, you deal an additional 1d6 necrotic damage to a maximum of 5d6 additional necrotic damage. Additionally, creatures killed by a strike benefiting from the additional damage of this feature are immune to effects that would capture, or utilize their soul against their will.

Soul Tuned

At level 14, Your soul and body become further tuned together. When you use your action to use a Penchant, you can make a single attack as a Bonus action.

Reaping Hour

At level 18, you've perfected your form, allowing you to transform into an Embodiment of the Reaper itself. As a Bonus action you can transform into a ghastly figure, you choose exactly what you look like once you transform. For the next minute, while transformed you gain the following effects:

  • You add your Charisma modifier to all Strength and Dexterity ability checks and saving throws.
  • Your speed increases by 10ft, and you can move half your speed during every turn, not including your own turn.
  • You add half your Charisma modifier (rounded down) to all melee attack and damage rolls.

Once the transformation ends, you gain 1 level of exhaustion and you cannot use this feature again until you finish a long rest.

The Ghast

The Ghasts are born from fear, and torment. Most Ghasts are born from tortured beings or souls being given a second chance at life, many inheriting the ability to cause fear just like they had experienced all their life. When being reborn as Ghast, your eyes turn a dark aquamarine.

Ghast Features
Level Feature
1st Bonus Proficiencies
3rd Aspects of the Ghast
6th Haunting Presence
10th Frightening Strike
14th Bringer of Fear
18th Embodiment of Turmoil

Bonus Proficiencies

Starting at level 1, your new form has granted you strengths as a result of the fear you had suffered. You gain proficiency in the Intimidation, and Performance skills. Additionally, your smite damage type is psychic or force.

Aspects of the Ghast

At level 3, your form as a Ghast has granted you new ways to form your Will into. You gain the following Will outcome use options:

  • Frighten. You expend a Will die as an action to cast the "Cause fear" spell at 1st level, using your Penchant Save DC.
  • Torment. You expend a Will die as a bonus action, 2 creatures of your choice must make a Wisdom saving throw against your Penchant save DC or take psychic damage equal to a roll of the expended Will die and move 10ft in a direction you choose on a failed save.

Haunting Presence

At level 6, you can harness your inner power and cause fear among the masses. As a bonus action, you can spend 15 shade to cause all creatures that can see you of your choice to make a Wisdom save against your Penchant Save DC. On a failed save they become frightened of you for 1 minute as if being effected by the "Fear" spell, as a reaction they can make another saving throw against this effect when they take damage, and they can make a save against the effect at the end of each of their turns.

Frightening Strike

At level 10, when you hit an attack you can spend 5 shade and your reaction to Frighten the target you had attacked until the end of their next turn. At level 14, when you spend shade to frighten the target, you deal an additional 1d8 Psychic damage on the next attack you make until the end of your next turn.

Bringer of Fear

At level 14, you can frighten anyone you please. You ignore immunity to the Frightened condition.

Embodiment of Turmoil

At level 18, your chaotic power has allowed you to briefly enter the Embodiment of Turmoil. As a bonus action, you can transform into the Embodiment of Turmoil for 1 minute.

  • All creatures you choose within 60ft of you become frightened of you for 1 minute.
  • All creatures that are frightened of you take 1d12 psychic damage at the start of each of their turns.
  • Once while transformed, choose an amount of creatures within 10ft of you equal to your Charisma modifier as an Action, if those creatures are frightened of you they must make a Wisdom saving throw against your Penchant save DC or suffer the effects of the Hold Monster spell, which you do not need concentration for.

Once the transformation ends, you gain 1 level of exhaustion and you cannot use this feature again until you finish a long rest.

The Ghoul

The Ghouls are Incarnates who manipulate the dead to their will in combat. Ghouls are born from Evil and manipulative souls who wish to control others to benefit themselves. When being reborn as a Ghoul, your eyes turn a piercing white.

Ghoul Features
Level Feature
1st Bonus Proficiencies
3rd Aspects of the Ghoul
6th As Death Wills
10th Army of Undead
14th Bringer of Fear
18th Embodiment of Undeath

Bonus Proficiencies

Starting at level 1, your new body has granted you new benefits. You gain proficiency in religion, and Arcana. Additionally, your smite damage type is necrotic or acid.

Aspects of the Ghoul

At level 3, your new body has enhanced your capabilities granting you new ways to manifest your will into. You gain the following Will outcome use options:

  • Rise from Death. You expend a Will die as an action, and you cast the Animate dead spell at 3rd level. The undead created from this only remains under you control for 12 hours instead of 24.
  • Foul Moon. If it is night, and the moon is within visible distance, then you can expend a Will die as a bonus action and cause all targets within the moonlight of your choice to make a constitution saving throw or take necrotic damage equal to a number of Will die rolls equal to a third of your level (rounded down), you add your proficiency bonus to the damage of one of these dice.

Grave Endurance

At level 6, your body and soul become on with the grave. You gain resistance to Necrotic damage, and as a reaction to taking damage you can expend a Will dice and reduce the damage taken by the roll of the Will die + your Constitution modifier.

As Death Wills

At level 10, Death wills your body and soul, giving you an accuracy and deadliness you never had before. When you make an attack roll, you may use your reaction to expend a Will die and add the roll to the damage and hit bonuses of the attack, the additional damage dealt from this feature is necrotic. At level 14, you don't expend your reaction by using this feature.

Army of Undead

At level 14, the Whims of death has fallen into your hands, allowing you to manipulate the corpses of the dead to create an army. As an action you can spend 5 shade while touching a humanoid corpse to turn it into a Zombie or Skeleton under your control. Undead under your control using this feature act as if they had been animated from death by the Animate Undead spell.

Embodiment of Undeath

At level 18, your control over the dead has allowed you to manifest into the Embodiment of Undeath. As a bonus action, you can transform into the Embodiment of Undeath for a minute, while transformed you turn into a dreadful looking figure which you may change how you look.

  • You gain a flying speed equal to your walking speed.
  • You do not need to use a Bonus action or Action to control undead on your turn, instead you do so without spending any actions.
  • Up to two undead under your control may take an action on every creatures turn excluding yours. When you drop to 0 hit points, you may spend your reaction to drop to 1 instead.

Once the transformation ends, you gain 1 level of exhaustion and you cannot use this feature again until you finish a long rest.

The Phantom

The Phantoms are born from loyal, and lawful souls. You become all around a better incarnate, and you can push the abilities given to you further than any other Incarnate can. Phantoms are usually born from some of the most unremarkable people, as the Phantom isn't really unique. But what it does lack in uniqueness, it most certainly makes up for it in strength. When being reborn as a Phantom, your eyes become a vibrant blue.

Phantom Features
Level Feature
1st Bonus Proficiencies
3rd Aspects of the Phantom
6th Spiteful Resolve
10th Corroding Blade
14th Mind Wither
18th Transcend Matter

Bonus Proficiencies

Starting at level 1, your new form has given you more skills. Choose any two skills, you gain proficiency in those two skills. Additionally, your smite damage type is acid or necrotic.

Aspects of the Phantom

At 3rd level, You have been given new sources of power to choose from. You gain the following Will use options:

  • Empower Blade. You expend a Will die as a bonus action, and for the next minute, all attacks you make deal only necrotic damage.
  • Mind Twist. Whenever a target succeeds on a save against one of your Penchants, you can expend a Will die and subtract half of the roll to the save.

Spiteful Resolve

At level 6, Your spite has overcome even your Will extending it when you most need it. You gain an additional Will die.

Corroding Blade

At level 10, as a bonus action you can expend 5 Shade to cause a thick corrosive liquid to appear on your weapon, and for the next minute it deals additional necrotic damage equal to your charisma modifier.

Mind Wither

At level 14, As a Phantom you learn how to use your power to mess with the mind of others. You may expend 10 Shade as an action to Wither the mind of someone within 30ft of you, even if you can't see them. They are forced to make a Wisdom save against your Penchant save DC, if they fail they become disoriented, for the next minute they perceive everything as foreign to them, except for you. When they visibly see you they perceive you as their absolute worst nightmare, and they are frightened of you until the minute passes. At the end of the minute, they take 5d8 Psychic damage and this effect ends.

Transcend Matter

At level 18, You briefly learn how to transcend matter itself. As an action, you can enter an incorporeal form for the next 1 minutes. While in this form you gain the following effects:

  • You gain a flying speed equal to double your normal speed. You deal an additional 1d12 necrotic damage whenever you hit with an attack.
  • All damage you take is halved.

After you use this feature you gain 1 level of exhaustion, and you cannot use it again until you take a long rest.

The Warden

The Wardens are Incarnates who help control, and protect. They have been known to be born from lawful creatures, as they focus in the control and safety over others. When being reborn as a Warden your eyes turn a deep sea blue.

Warden Features
Level Feature
1st Bonus Proficiencies
3rd Aspects of the Warden
6th Living Bulwark
10th Blade of the Gatekeeper
14th Inescapable
18th Embodiment of Law

Bonus Proficiencies

Starting at level 1, as a Warden you've been granted greater skill with armors, shields, and other heavy equipment. You gain proficiency with Heavy armor. Additionally, your smite damage type is force or cold.

Aspects of the Warden

At level 3, your new body has enhanced your capabilities granting you new ways to manifest your will into. You gain the following Will outcome use options:

  • Death's Gate. You expend a Will die as a bonus action, and you create a magical gate made from your inner power. This gate can be placed on you, or a ally within 30ft of you that you can see. When you place a gate on someone, their AC increases by 1, and they gain an amount of Temporary Hit Points equal to a roll of the will die.
  • Lawkeeper's Strike. You may expend a Will die and your reaction when making attack to strike down the target with binding chains. If you hit the target with the attack effected by this, then the target takes an additional force damage equal to the Will die, and must make a strength saving throw or be restrained until the end of their next turn.

Living Bulwark

At level 6, you become enhanced by the energies that power you. Your Hit dice become d8 if they aren't already, and you gain 6 Hit points when you gain this feature. Additionally, when you gain a level in this class after level 6, you gain 1 additional Hit point.

Blade of the Gatekeeper

At level 10, you have been given the ability to summon a Blade to protect others, and yourself. Choose one weapon you are holding, that weapon becomes your Gate Keeper's Blade. A Gate Keeper's blade can be summoned to you, or you can shunt it to a different dimension which no one has access to as a bonus action. While wielding this weapon, whenever you or a creature within 5ft of you takes damage you can spend your reaction and reduce the damage taken by 1d10 + your Strength or Dexterity modifier.

Inescapable

At level 14, your deathly powers make you nearly inescapable. Choose a creature within 30ft of you as a bonus action, that creature becomes under the effects of this feature for 1 minute. While under the effects of this feature, all of the creature's movement speeds become halved, and they cannot take the dash action. Additionally, your speed is doubled, but only when moving towards the creature under this effect. You can use this feature a number of times equal to your Charisma modifier, you regain all uses after a long rest.

Embodiment of Law

At level 18, your unwavering law keeping has allowed you to channel your power into your form turning you into the Embodiment of Law for one minute. As a bonus action, you may turn into the Embodiment of Law for one minute. While you are the Embodiment of Law, a large, imtimidating aura surrounds you, and your form changes to reflect your strong willed nature. In addition, you gain the follow effects while you have transformed into the Embodiment of Law, these are listed bellow:

  • Your AC increases by 2
  • You can use your bonus action on each of your turns to force a creature within 30ft of you to be restrained by chains that form from the ground on a failed strength save against your Penchant save DC.
  • You gain an additional amount of reactions on each of your turn equal to half your Charisma modifier (rounded down).

Once the transformation ends, you gain 1 level of exhaustion and you cannot use this feature again until you finish a long rest.

The Shadow

The Shadows are, mysterious Incarnates, always preferring to hide, and strike their targets down in a single strike. Similar to rogues, these Incarnates use stealth to their advantage, in addition to using the powers gained from Incarnation. Those born as Shadows usually have their existence before their life be unknown to everyone including them self, and most are mysterious after being reborn as an Incarnate, usually having some sort of mark, or feature they hide. When being reborn as an Incarnate, your eyes turn a deep void-like black, or sometimes a deep white.

Shadow Features
Level Feature
1st Bonus Proficiencies
3rd Aspects of the Shadow
6th Mending Shadows
10th Stealth Strike
14th Unseen
18th Embodiment of Nothing

Bonus Proficiencies

Starting at level 1, you have been given the ability to hide, and move much better than you could as a result of your rebirth. You gain proficiency in the Stealth and Acrobatics skills. Additionally, your smite damage type is necrotic or psychic.

Aspects of the Shadow

At level 3, your new form has enhanced your capabilities granting you new ways to manifest your will into. You gain the following Will outcome use options:

  • Vanish. When you make a stealth check, you may spend a Will die and add half the outcome to the check. This can effect your check before or after you make it.
  • Assassination. When you hit a target that is either surprised, or unaware of your presence, you may spend your Will die and add twice the outcome to the damage to of the attack, this damage is necrotic.

Mending Shadows

At level 6, you learn how to manipulate the shadows to heal yourself quickly. You may use your Spirit surge Will use option as a bonus action instead, but only if you are in dim light or darkness.

Stealth Strike

At level 10, you learn how to take advantage of your targets weak spots when you are hidden from them. When you attack a creature that is surprised, or when you are hidden from them they take 1d8 additional necrotic damage. At level 14, you deal 2d8 additional necrotic damage when you use this feature instead.

Unseen

At level 14, the shadows you are so fond of have allowed you to hide much more easily than before. You gain expertise in the Stealth skill, and

Embodiment of Nothing

At level 18, your soul, body, and powers become one with the shadow, allowing you to become nothing. As a bonus action, you can turn into the Embodiment of Nothing, while transformed, you disapear from existence, allowing you greater ease to stealth. Additionally, while transformed you gain the following effects:

  • All creatures that try to perceive you, see you as if you weren't there. You don't become invisible due to this, therefore creatures that see Invisible creatures cannot see you.
  • You are undetectable by any sense, even true sight.
  • Nothing can detect you, nor can you be effected by divination magic whatsoever.
  • You are considered hidden from all creatures while transformed, though if you hit a creature, that creature becomes aware of your presence.

Once the transformation ends, you gain 1 level of exhaustion and you cannot use this feature again until you finish a long rest.

The Specter

The Specters are born from absolute rage, and sometimes insanity. You excel at entering a fury on command, allowing you to exceed your body, enhancing your physical strengths. When being reborn as a Specter, your eyes become a glowing pink.

Specter Features
Level Feature
1st Bonus Proficiencies
3rd Aspects of the Specter
6th Spiteful Hatred
10th Specter Strike
14th Intimidating
18th Embodiment of Rage

Bonus Proficiencies

Starting at level 1, you've been enhanced in several different ways as your anger begins to plague your form. You gain proficiency in the Intimidation and Athletics skills. Additionally, your smite damage type is psychic or fire.

Aspects of the Specter

At 3rd level, As being reborn as the specter, your body as been allowed access to new abilities. You gain the following additional Resolve use options:

  • Momentary Strength. As a reaction to failing a strength or constitution saving throw, you may spend a Will die and add half the result to the save potentially causing it to succeed instead.
  • Aura of Fear. As a bonus action on your turn you can spend a Will die, each creature of your choice within 30ft of you that can see you must make a wisdom saving throw, they become frightened of you until the end of your next turn on a failed save. You have advantage on attacks against creatures who are frightened from this feature.

Spiteful Hatred

At 6th level, You learn how to control your own anger to benefit you. As a Bonus action, you can spend up to 10 shade. For every 2 shade you spend you deal an additional 2 psychic damage on every attack you make with a weapon. At level 18, the maximum you can spend on this feature becomes 20, the effects of this feature last 1 minute.

Specter Strike

At level 10, you can sheath your weapon in a cover of pure anger. The first attack you hit on each of your turns deals 1d8 additional psychic damage. At level 14, this additional damage increases to 2d8 psychic damage instead.

Intimidating

At level 14, you gain the ability to intimidate like no other. While you have at least 1 shade, you have advantage on all intimidation checks.

Embodiment of Rage

At level 18, your soul has become made of pure rage. As a Bonus action, you can become the embodiment of rage for 1 minute. While you are the embodiment of rage you gain the following effects:

  • You have advantage on all saves, and attack rolls.
  • When a creature moves within 20ft of you, or ends their turn within 20ft of you, they take 2d6 psychic damage.
  • All creatures that can see you when you transform must make a Wisdom saving throw against your Penchant save DC, on a failed save they are frightened of you until your transformation ends.
  • All damage you take is halved.

After you use this feature you gain 1 level of exhaustion, and you cannot use it again until you take a long rest.

The Wight

The Wights are born from peace, and tranquility. You excel at being one with yourself, and you use our new form to benefit those around you. When being reborn as a Wight, your eyes become a deep green.

Wight Features
Level Feature
1st Bonus Proficiencies
3rd Aspects of the Wight
6th Spiritual Inspiration
10th Mending Sun
14th Helping Hand
18th Embodiment of Peace

Bonus Proficiencies

Starting at level 1, your tranquil nature has given you proficiency in a greater amount of skills. You gain proficiency in the Persuasion and Insight skill. Additionally, your smite damage type is radiant or cold.

Aspects of the Wight

At level 3, As being reborn as the Wight, your form has been modified to allow others to draw power from it if you choose so. You gain the following resolve options:

  • Tranquility. You can expend a Will die as a bonus action to emit a peaceful aura around you. All allies within 30ft of you gain Temporary Hit Points equal to a roll of the Will die plus your Charisma modifier.
  • Peaceful Resolve. You can expend a Will die as a reaction when failing a saving throw to make another save against the effect. You have advantage on this save.

Spiritual Inspiration

At level 6, you can use your spiritual energy to inspire those around you. You learn the Bless and Guidance spells, You may cast the Bless spell at first level by spending 5 shade instead of spell slots. You may spend additional 5 shade for every level that you cast this spell above the 1st.

Mending Sun

At level 10, on top of being able to bolster your allies by expending your spirit force, you can bolster them by harnessing the power you use when making attacks. When you make a weapon attack as a part of the attack action, you can cause 1 target within 60ft of you to regain an amount of Hit points equal to your Incarnate level. You can use this feature a number of times equal to your proficiency bonus, and regain all uses after a short rest.

Helping Hand

At level 14, you've been given the ability to help allies greater than you were before. You can take the help action as a bonus action. When you do, you can help two allies instead of one, and the range of the Help action increases by 10ft.

Ethereal Aid

With your ethereal touch, you provide benevolent assistance. When employing the Help action as a bonus action, its range is now 30 feet, and you may target up to two allies. This feature can be used a number of times equal to your proficiency bonus, replenishing all expended uses upon completion of a long rest. Select one of the following ethereal boosts to apply:

  • Harmonic Vigor. You and the targeted creatures regain hit points equal to the result of your Will die roll plus your Charisma modifier.
  • Spectral Insight. You and the targeted creatures gain advantage on the next ability check or saving throw each of you makes before the start of your next turn.
  • Gentle Swiftness Until the start of your next turn, the targeted creatures' movement speed increases by 10 feet, and they receive a bonus to their Armor Class equal to your Charisma Modifier.

Embodiment of Peace

At level 18, you've reach the peak of your power, allowing you to transform into the Embodiment of Peace for 1 minute as a bonus action.

  • You may use your Mending Sun feature an unlimited amount of times without spending a use.
  • You regain an amount of hit points equal to twice your proficiency bonus at the end of each of your turns, you only regain hit points if you have at least 1 hit point remaining.
  • You emit a bright light, The surrounding 20ft around you becomes bright light, this light ignores magical darnkess as well.

When you use this feature you gain 1 level of exhaustion, and you cannot use it again until you take a long rest.

The Radiance

Sometimes good hearted souls seek the power of Incarnation, these pure souls are reborn into the Radiance. The Radiance is born from those with pure hearts, and the will to help others and change the world. But sometimes, the less pure hearted seek the power of the Radiance, as it gives powers very similar to what clerics, or paladins might have, without needing to follow a god, or swear a binding oath. When being reborn as a Radiance, your eyes turn a golden yellow.

Radiance Features
Level Feature
1st Bonus Proficiencies
3rd Aspects of the Radiance
6th Divine Inheritance, Bonded Blade
10th Divine Siphon
14th Drain Lifeforce
18th Embodiment of Virtue

Bonus Proficiencies

Starting at level 1, you have been imbued with holy power giving you the gift of knowledge. You gain proficiency in insight, and intimidation. Additionally, your smite damage type is radiant or necrotic.

Aspects of the Radiance

At level 3, your Will as a radiance has been given new ways to manifest into. You gain the following Will outcome use options:

  • Hallowed Radiance. You expend a Will die as a bonus action, and for the next hour you radiate bright light in a 20ft radius around you which lights up magical darkness.
  • Healing Aura. As a bonus action, you may spend a Will die and cause someone with 5ft of you or yourself regain a number of Hit Points equal to a roll of the die plus your proficiency bonus.

Divine Inheritance

At level 6, you have gained the powers that Paladins themselves hold. You learn the Blessed Warrior fighting style.

Bonded Blade

Also at level 6, you can channel your spiritual energy into a weapon of your choice. You can spend 1 minute while touching a weapon to bond it to yourself. While the weapon is bonded to you, you can spend a bonus action to cause it to disappear in a space that is not accessible to anyone. Additionally, as a bonus action you can teleport your bonded weapon to your hands. If your bonded weapon is moved 1 mile away from you it teleports to your hands. Lastly, if you spend 1 minute while your bonded weapon is in your hand you can remove the weapon from the bond.

Divine Siphon

At level 10, your strikes have been blessed with a divine power able to drain your foes and bolster your allies. Once per turn, when you deal damage you deal an additional 1d8 radiant damage. You can then spend 5 shade and cause yourself or one ally within 60ft of you you can see to regain an amount of HP equal to the radiant damage dealt from this feature. At level 14, the additional radiant damage dealt from this feature increases to 2d6 radiant damage instead.

Drain Lifeforce

At level 14, you have learned how to siphon the healing energy away whenever you please. Whenever someone within 15ft of you regains hit points, you can choose to have them regain 1d6 hit points less, and you regain however many hit points they lost due to this feature. At level 17, instead of reducing the amount by 1d6, you reduce it by 1d10

Embodiment of Virtue

At level 18, you've grown and strengthened your power granted from becoming an Incarnate. This power has evolved to the point where you can surge an immense radiant power to transform your body into the Embodiment of Virtue for 1 minute as a bonus action. While transformed, you gain the following effects:

  • When your transformation begins, you gain 30 temporary hit points.
  • Once on each of your turns you can cast Healing word at 3rd level at will.
  • All attacks you make deal an additional radiant damage equal to your charisma modifier (Rounded down).
  • You and all creatures within 30ft of you gain a bonus to all saves equal to your Charisma modifier.

Once the transformation ends, you gain 1 level of exhaustion and you cannot use this feature again until you finish a long rest.

The Wraith

The Wraiths are born from creative yet devilish souls, who want to make a difference in the world around them, even if the difference is good or bad. You are reborn with the ability to cast spells, unlike any other epitome of the Incarnate, these spells heavily derive from the eldritch power that warlocks have. When being reborn as a Wight, your eyes become a deep purple.

Wraith
Level Feature
1st Eldritch Spellcasting
3rd Aspects of the Wraith
6th Eldritch Incarnate
10th Arcane Surge
14th Trifecta
18th Embodiment of the Otherworldly
Wraith
Wraith Level Spells known Cantrips Casting Level
3rd 2 2 1st
4th 2 2 1st
5th 3 2 1st
6th 3 2 1st
7th 4 2 2nd
8th 4 2 2nd
9th 5 3 2nd
10th 5 3 2nd
11th 6 3 2nd
12th 6 3 2nd
13th 7 3 3rd
14th 7 3 3rd
15th 8 3 3rd
16th 8 3 3rd
17th 9 4 3rd
18th 9 4 3rd
19th 10 4 4th
20th 10 4 4th

Eldritch Spellcasting

Starting at level 1, You've been reborn with the power use Eldritch magic. By expending some of your life force, you can cast spells. See chapter 10 in the Player's Handbook for the general rules of spellcasting. For spells, you learn all your spells from the Warlocks spell list. As a result of your eldritch adept, your smite damage type is force or necrotic, and you way use your Smite Will die option on the damage rolls of Spells and Penchants.

Shade Casting. To cast a spell, you must use shade instead of spell slots. When casting a spell, you spend 5 + the spells level of shade to cast it. To cast a spell at a higher level, you instead spend an additional amount of points equal to the spells level + 5. For example, if you want to cast a 1st level spell at 2nd level, you'd spend 7 shade instead 6.

Cantrips. You learn two Cantrips from the Warlock spell list. You learn additional cantrips at certain levels, as detailed on the Wraith Spellcasting table.

Casting Level. The power needed to cast a spell is great, so at 1st level when you gain the ability to cast spells your limit to what level you can cast them at is 1st. When your limit is 1st level, then you can only cast spells of 1st level, so you can't cast 1st level sells at a higher level either. Additionally, you can only spend an amount of shade on a spell equal to the amount of shade required to cast a spell equal to your Casting level in a single turn. For example, if your casting level is 3rd level, the you could only spend 8 Shade on a spell in a single turn. At certain levels this limit increases as shown in the Wraith casting table.

Spells Known of 1st-level and Higher. You know 2 first level spells of your choice from the Warlock spell list. The spells known column of the Wraith Spellcasting table shows when you learn more Warlock spells of 1st level or higher. Each of these spells you learn must be of a level equal to or lower than your current Casting level. Whenever you gain a level in this class, you can replace one of the Warlock spells you know with another spell of your choice from the Warlocks spell list. The new spell must be of a level that is equal to or less than your Casting level. Additionally, you can trade learning a penchant for learning a spell, but you must keep at least 3 penchants learned.

Spellcasting Ability. Charisma is your spellcasting ability for your Warlock spells, since you gain your spell casting from the spirit force located in your soul. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Charisma Modifier modifier

Spell attack modifier = your proficiency bonus +

your Charisma modifier

Aspects of the Wraith

At level 3, As being reborn as the Wraith, you've been altered to be more suited towards spell casting. You gain the following resolve options:

  • Spellcasting Surge. You expend a Will die as a reaction to missing a spell attack, or someone succeeding on a saving throw against one of your spells, you roll the Will die and add half the total to the DC, or the attack bonus of the spell potentially causing the spell to hit, or the creature to fail.
  • Supernatural Concentration. You expend a Will die as a reaction to failing a concentration save, you add a roll of the Will die to the save, potentially causing it to succeed instead.

Eldritch Incarnate

At level 6, you further your eldritch power allowing you access to Invocations. You gain one invocation from the warlock list, this invocation cannot have a requirement unless it is a spell or a level requirement. When you gain a level in this class, you can replace one of your invocations with another one. You gain one more invocation at levels 10, 14, and 18. If you gain the Eldritch Adept feat, then the invocation you gain from it follows these rules instead.

Arcane Surge

At level 10, you can cause your eldritch power to surge at your will. When you take the attack action, you may spend a use of this feature to cast a spell as a bonus action, the spell cast from this feature cannot have a higher level than half your proficiency bonus (Rounded down). You can only use this feature a number of times equal to your Charisma modifier, you regain all uses after a long rest.

Trifecta

At level 14, you gain additional wells of energy to cast spells from. Choose one Warlock spell of 6th-level, this spell becomes a Trifecta spell. You can cast a Trifecta spell once, in addition to spending a use of this feature to cast it, you must also spend an amount of shade equal to 5 + the spells level.

Once you cast a Trifecta spell, you cannot cast it again until you finish a long rest.

At higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th-level spell at 17th level, and one 8th-level spell at 19th level. You regain all uses of your Trifecta when you finish a long rest.

Embodiment of the Otherworldly

At level 18, you've mastered the eldritch, and your use of swordplay along with it. You can turn into the Embodiment of Deception for 1 minute as a bonus action giving you the following effects:

  • You gain an additional 20 Shade temporarily.
  • You have advantage on all Spell attacks.
  • Creatures have disadvantage on saves against your spells. You can take the attack action as a bonus action.

After you use this feature you gain 1 level of exhaustion, and you cannot use it again until you finish a long rest.

Penchants

Penchant Rulings

Presented bellow are a list of Penchants listed by level. If a Penchant has a prerequisite, then you must meet it in order to learn it. The Level requirement listed for Penchant uses your Incarnate level, not your character level.

Manifest Time. The Manifest Time is how long it takes to use a Penchant. For example, if a Penchant has a Use time of an Action, it takes an action to use it. Sometimes next to the Use time will specify exactly how a Penchant may be used.

Duration. The Duration is how long a Penchant lasts. If a power is listed as having a duration of "Instantaneous" then the effect happens immediately.

Concentration. Some Penchant require concentration to maintain. Concentration on a Penchant follows the same rules it does for spell casting.

Saving throws and Attack rolls. If a power requires a saving throw or attack throw other then a melee attack you calculate the Modifier and DC according to the rules listed in the Penchant feature earlier in this class.

Specialty Penchants. When you choose a certain Penchant as your specialty, you gain the additional features listed in the Specialty section.

Propel Strike

Attack Penchant


  • Use Time: 1 reaction (upon making an attack)
  • Range: Weapon reach
  • Cost: 5 Shade
  • Duration: Instantaneous

You propel your blade forward towards a target of your choice as a part of making an attack. You strike through the target moving up to 10ft behind the target without provoking any attack of opportunities, after you move you can make an additional attack against a target within range.

At Higher Shade

For every 10 additional Shade you spend on this feature, you immediately strike up to 10ft through the creature as a part of making the last additional attack, you can then make one more attack.

Specialty

When choosing this Penchant to specialize, you deal 1d6 additional necrotic damage when you make an additional attack with this Penchant.

Necrotic Orb

Attack Penchant


  • Manifest Time: 1 bonus action
  • Range: 10 feet
  • Cost: 5 Shade
  • Duration: Instantaneous

You form and launch a small orb of pure necrotic matter at your targets. As a bonus action, you launch a round projectile at a target within 10ft of you. Make a Penchant power attack, on hit this orb deals 1d10 Necrotic damage.

At Higher Shade

For every 5 additional Shade you spend on this feature, the range increases by 5ft, and the damage increases by 1d10 Necrotic.

Specialty

When choosing this Penchant as your specialty, Upon the Necrotic orb hitting, it inflicts the poisoned condition on the target. At the end of each of the targets turns, it makes a constitution save against your save DC. Until it succeeds the saving throw it retains the poisoned condition.

Attune Weapon

Effect Penchant


  • Manifest Time: 1 minute
  • Range: Touch
  • Cost: 5 Shade
  • Duration: 8 hours

You attune your soul into a weapon your are holding. You must spend 1 minute while holding a weapon you want to use this Penchant on. After this, you become attuned to the weapon allowing you to spend your bonus action to call it to your hand or cause it to disappear or reappear as a bonus action. Additionally, once per turn you may deal 1d6 additional damage of the same damage type that the weapon had already dealt, this additional damage counts separately from the weapons damage.

At Higher Shade

For every 20 additional Shade you spend on this feature you deal an additional 1d6 additional damage once per turn.

Specialty

When choosing this Penchant as your specialty, you always have this penchant active on a weapon, instead of always dealing additional damage permanently, you can spend 15 shade to cause your weapon to deal 1d4 additional damage for the next minute. The additional damage from spending more shade follows this as well.

Dark Influence

Effect Penchant


  • Manifest Time: 1 bonus action
  • Range: 60 feet
  • Cost: 5 Shade
  • Duration: Instantaneous

You manipulate the darkness within you to use against your foes. As an action, choose one target within 60ft of you, that target must make a wisdom save. On a failed save, they take 2d4 necrotic damage and are moved 10ft in a direction you choose.

At Higher Shade

For every 10 additional Shade you spend on this Penchant, this penchant deals an additional 1d4 necrotic damage and you can move the target 10ft farther on a failed save.

Specialty

When choosing this Penchant as your specialty, you can cause the target to drop one item if they had failed save against this Penchant in addition to the other effects.

Blinding Light

Effect Penchant


  • Manifest Time: 1 bonus action
  • Range: 20 feet
  • Cost: 10 Shade
  • Duration: Concentration, up to 1 minute

You channel an immense amount of light into your palm, then you release it into the eyes of your foes. As a bonus action, hold your hand in a spot which is in direct contact with sunlight or bright light and spend 10 shade to channel the light into your hand. After you channel the light into your hand, your hand radiates the same light source that you had channeled into your hand, it radiates this light as if it was coming directly from whatever light source you had channel into your hand. The light extends from your hand in a 5ft radius, and past the 5ft radius of light, it radiates another 5ft of dim light. While you have the light channel into your hand as a bonus action you can release rapidly. All creatures within 20ft that see using some sort of sight must make a constitution saving throw against your Penchant save DC or be blinded for 1 minute up to concentration. At the end of each of the effected creatures turns they can make another constitution save ending the effect on a success. You and any ally must make a save against this as well provided they are within the radius, any saves you or your allies make against this penchant is at advantage. The light channeled into your hand disappears if you release it, or 1 hour passes.

At Higher Shade

For every 10 additional Shade you spend on this Penchant, this Penchant deals 2d6 additional radiant damage to any creature who failed the save against this Penchant.

Specialty

When choosing this Penchant as your specialty, you and all allies you choose automatically succeed the save against this Penchant.

Boost

Effect Penchant


  • Manifest Time: 1 bonus action
  • Range: Touch
  • Cost: Shade
  • Duration: Concentration, up to 1 minute

You enhance a creature you touch with dark energy. For the next minute, the affected creature gains an amount of Temporary Hit Points equal to your charisma modifier, their speed increases by 5ft, and their AC increases by 1.

At Higher Shade

For every 30 additional Shade you spend on this Penchant, The affected creature gains 5 more Temporary Hit points, their speed increases by 5ft more, and their AC increases by 1.

Specialty

When choosing this Penchant as your specialty, you can spend 5 additional shade when manifesting this Penchant to target 2 creatures instead of 1 if they are both in range.

Purple-Flame Strike

Attack Penchant


  • Manifest Time: 1 action
  • Range: 5 feet, or the range of the weapon used
  • Cost: 5 Shade
  • Duration: Instantaneous

Your weapon erupts in a purple flame to light your foes on fire. As a part of manifesting this Penchant make a weapon attack. The attack you make with this Penchant deals an additional 1d10 fire damage.

At Higher Shade

For every 5 additional Shade you spend on this Penchant, the weapon attack made deals an additional 1d10 fire damage.

Specialty*

When choosing this Penchant as your specialty, When making an attack you can cause the attack to be effected by this Penchant.

Rejuvenation

Effect Penchant


  • Manifest Time: 1 action
  • Range: Touch
  • Cost: 5 Shade
  • Duration: Instantaneous

You evoke the inner darkness within you to aid you or another in battle. Choose yourself or one creature within range, that creature then regains 2d4 Hit points plus a number of Hit points equal to your Charisma modifier.

At Higher Shade

For every 10 additional Shade you spend on this Penchant, the target of this Penchant regains 1d4 more Hit points, and gains 2 additional Hit Points.

Specialty

When choosing this Penchant as your specialty, you can manifest this Penchant as a bonus action, But doing so causes this power to heal 1d4 instead of 2d4.

Shadeblade

Effect Penchant


  • Manifest Time: 1 bonus action
  • Range: Touch
  • Cost: 5 Shade
  • Duration: Concentration, up to 1 hour

You manifest a blade made of pure shade as a bonus action. The blade manifests in one of your hands or both if it has the two-handed property, if your hands are occupied the blade manifests on the ground 5ft in front of you. Choose one of the following forms for the blade to take:

  • Scythe: You manifest your Shadeblade in the form of a Scythe. The Shadeblade deals 1d8 necrotic damage and has the following properties: Reach, Heavy, Versatile (1d10), and Finesse.
  • Shortsword: You manifest your Shadeblade in the form of a Shortsword. The Shadeblade deals 1d6 necrotic damage and has the following properties: Light, and Finesse.
  • Greatsword: You manifest your Shadeblade in the form of a Greatsword. The Shadeblade deals 2d6 necrotic damage and has the following properties: Heavy, and Two-Handed.

At Higher Shade

For every 15 additional Shade you spend on this Penchant, the Shadeblade deals 1 additional damage dice, for example the Scythe would deal 1d8 additional necrotic damage.

Specialty

When choosing this Penchant as your specialty, you can spend 5 additional shade when manifesting this Penchant to have 1 melee weapon you are holding to transform into the Shadeblade you choose. The Shadeblade retains any enchantments or magical properties that the weapon previously had.

Propagate

Attack Penchant


  • Manifest Time: 1 action
  • Range: 30 feet
  • Cost: 5 Shade
  • Duration: Instantaneous

ou unleash a burst of shade from yourself to all of those around you. Choose an amount of creatures equal to your charisma modifier within a 30ft radius around you, those creatures must make a constitution saving throw or take 2d10 Necrotic damage, and half as much on a success.

At Higher Shade

For every 10 additional Shade you spend on this Penchant, the targets of this penchant take 1d10 more necrotic damage.

Specialty

When choosing this Penchant as your specialty, those who failed the saving throw against this Penchant fall prone, and they are unable to stand up until the end of their next turn.

Return to Life

Effect Penchant


  • Manifest Time: 1 action
  • Range: Touch
  • Cost: 5 Shade
  • Duration: Instantaneous

You weave together the strings of fate using your shade as a catalyst. Choose one creature you can touch that is making death saving throws, that creature regains 1 hit point.

At Higher Shade

For every 10 additional Shade you spend on this Penchant, the target of this Penchant regains 2 additional hit points.

Specialty

When choosing this Penchant as your specialty, you can manifest this Penchant as a bonus action, and it gains a range of 10ft instead.

Withering Strike

Attack Penchant


  • Manifest Time: 1 bonus action
  • Range: Range of the weapon used
  • Cost: 5 Shade
  • Duration: Concentration, up to 1 minute

You focus a large amount of Necrotic energy into a weapon you are holding as a bonus action. The first time you make an attack with this weapon it deals an additional 1d8 Necrotic damage, and the target takes 1d4 necrotic damage at the end of each of its turns for as long as the Penchant is active.

At Higher Shade

For every 5 additional Shade you spend on this Penchant, the targets of this penchant take 1d8 more necrotic damage, and an additional 1d4 necrotic damage at the end of each of its turns.

Specialty

When choosing this Penchant as your specialty, you no longer require concentration for the duration of this penchant, and can end this penchant at any time as a free action.

Shadow Manipulation

Effect Penchant


  • Manifest Time: 1 action
  • Range: 60 feet
  • Cost: 5 Shade
  • Duration: Concentration, up to 1 minute

You learn how to manipulate the shadows to your will. As an action, you may touch the shadow of an object or creature, using it's shadows to manipulate it from afar. You may use this in the following ways:

Object

If the target is an object and is not bound to anything then you can manipulate the object as if it was being effected by the Mage Hand cantrip, but the weight limit is equal to 10 times your Incarnate level. You can use this to steal objects out of the hands of creatures as well, when you touch the shadow of an object that a creature is holding, that creature must make a Strength save or the object is removed from their hand, and you can then harmlessly move the object up to 10ft after as long as the object remains within 60ft of you. Objects remain under your control by this feature for 1 minute, but you can use your Action to retain the effect on the object when the effect ends.

Creature

If the target is a creature, then you cause the shadows to take control over the creature. The creature must make a strength save or be restrained, when the creature fails the save, you can cause them to move 10ft in any direction as long as it remains within 60ft of you. As a bonus action on each of your turns you may cause the target to move 10ft again. The creature repeats this saving throw at the end of each of their turns, ending the effect on a success.

At Higher Shade

For every 5 additional Shade you spend on this Penchant, the range of this Penchant increases by 10ft.

Specialty

When choosing this Penchant as your specialty, you may use this Penchant without needing a shadow, instead you use your own.

Energy Spiral

Attack Penchant


  • Manifest Time: 1 action
  • Range: 30 feet
  • Cost: 10 Shade
  • Duration: Concentration, up to 1 minute

You focus a large some spiritual energy into a spinning mass in your hand. As an action, you create a small, spinning energy blast in your hand. You may spend your bonus action to release the energy at a target within range, make a Penchant attack, dealing 2d10 force on a hit. For every turn you do not release the energy, the attack deals 1d10 more force damage to a maximum of 5d10. If you loose concentration on this effect, then the energy harmlessly releases into the surroundings.

At Higher Shade

For every 5 additional Shade you spend on this Penchant, the range of this Penchant increases by 10ft.

Specialty

When choosing this Penchant as your specialty, you may manifest this Penchant as a bonus action instead, and you may use the same bonus action to release the energy that you used to manifest it.

Magic Mirror

Effect Penchant


  • Manifest Time: 1 bonus action
  • Range: 60 feet
  • Cost: 10 Shade
  • Duration: Concentration, up to 1 minute

You form a mirror on a wall within range, that mirror is able to be accessed by you, almost as if you were there. As a bonus action, you manifest this Penchant on a wall within 60ft of you. For the duration, you can may use attacks, penchants, or abilities as if you were on the place you had placed the mirror. The mirror resembles an ordinary mirror, nothing can be seen to tell it apart from a regular one. Additionally, if you move more than 60ft away from the mirror, the Penchant ends.

At Higher Shade

For every 5 additional Shade you spend on this Penchant, the maximum damage this can deal increases by 1d10.

Specialty

When choosing this Penchant as your specialty, you can move as far away from the mirror as you wish without the Penchant ending.

Stormlight Arrows

Effect Penchant


  • Manifest Time: 1 bonus action
  • Range: Self
  • Cost: 10 Shade
  • Duration: 1 minute

You manifest magical arrows made from lightning, able to devastate enemies. While a ranged weapon is being held, it is under the effects of this Penchant. The weapon is automatically reloaded for you if it requires to be loaded with a special type of ammunition. This ammunition causes the attacks of the ranged weapon to deal entirely lightning. After 1 minute passes, all ammunition created by this Penchant disappear.

At Higher Shade

For every 5 additional Shade you spend on this Penchant, the time this Penchant lasts is increases by 1 minute.

Specialty

When choosing this Penchant as your specialty, all attacks made by ammunition created from this Penchant deal 1d6 additional lightning damage.

Moonlight Motes

Attack Penchant


  • Manifest Time: 1 action
  • Range: Self
  • Cost: 10 Shade
  • Duration: 1 hour

You manifest four magical motes of glowing energy around you, which take the form of tiny moons. Each one gives off a 5ft radius of dim light. As a bonus action on your turn, you can make a Penchant attack with one of the motes, dealing 1d10 Radiant damage on a hit.

At 11th, 17th, and 29th level, as part of the same bonus action you may use an additional mote.

At Higher Shade

For every 5 additional Shade you spend on this Penchant, you create 2 more moonlight mote.

Specialty

When choosing this Penchant as your specialty, you add your charisma modifier to the damage of the motes.

Blight Strike

Attack Penchant


  • Manifest Time: 1 bonus action
  • Range: Range of the weapon used
  • Cost: 5 Shade
  • Duration: Concentration, up to 1 minute

You focus a large amount of Necrotic energy into a weapon you are holding. The first time you make an attack with this weapon it deals an additional 1d10 radiant damage damage.

At Higher Shade

For every 5 additional Shade you spend on this Penchant, you deal an additional 1d10 radiant damage.

Specialty

When choosing this Penchant as your specialty, you do not need to concentrate on this Penchant.

Rapid Strikes

Attack Penchant


  • Manifest Time: 1 bonus action
  • Range: Range of the weapon used
  • Cost: 10 Shade
  • Duration: Instantaneous

Your weapon moves forward in time using your spiritual energy. As a bonus action after taking the attack action, you may make one attack with the same weapon. The additional attack cannot have any Penchant effect it.

At Higher Shade

For every 10 additional Shade you spend on this Penchant up to a maximum of half your maximum shade, you make an additional attack as part of the same bonus action.

Specialty

When choosing this Penchant as your specialty, you permanently gain the effects of this Pechant. Making additional attacks as part of the same bonus action will still require you to spend shade as normal.

Living Shadows

Effect Penchant


  • Manifest Time: 1 action
  • Range: 90 feet
  • Cost: 10 Shade
  • Duration: Concentration, up to 1 minute

You manifest living shadows to assist you in battle. As an action, you spend 5 shade, and you summon a Shadow Spirit as if you were casting the Summon Shadowspawn Spell.

At Higher Shade

For every 10 additional Shade you spend on this Penchant, the Penchant is manifested as if it had been casted at one spell slot level higher for the purposed of the Summon Shadow Spawn spell.

Specialty

When choosing this Penchant as your specialty, you may summon two Shadow Spirits instead of one.

Wings of Shrouding

Effect Penchant


  • Manifest Time: 1 bonus action
  • Range: 30 feet
  • Cost: 10 Shade
  • Duration: Concentration, up to 1 hour

You manifest large, shadowy wings on your back, striking fear in whoever looks at them. As a bonus action, two large, shadowy wings appear on your back giving you a flying speed equal to your walking speed. Additionally, when you first manifest this Penchant, all creatures that can see you and are within the Penchants range must make a wisdom saving throw or be frightened of you until the end of their next turn.

At Higher Shade

For every 10 additional Shade you spend on this Penchant, the duration increases by 1 hour.

Specialty

When choosing this Penchant as your specialty, you gain a flying speed equal to double your speed instead.

The Epic Incarnate

Level Proficiency Bonus Class Features Penchants Known Penchants Specialized Will Die Shade
21st +7 Ability Score Improvement, Reincarnate 12 6 7 105
22nd +7 - 12 6 7 110
23rd +7 Extra Attack 12 7 7 115
24th +7 Epitome Feature 13 7 7 120
25th +8 Ability Score Improvement, Penchant Mastery 13 8 7 125
26th +8 Improved Extra Attack 13 8 8 130
27th +8 Epitome Feature, Penchant Mastery 14 9 8 135
28th +8 Improved Extra Attack 14 9 8 140
29th +9 Ability Score Improvement 14 10 8 145
30th +9 Epitome Feature, Final Embodiment 15 10 9 150
Page 1 | Introduction & Features

Ability Score Improvement

When you reach 21st level, and again at 25th and 29th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. Contrary to earlier levels, you can now improve your ability scores up to 24 using this feature.

Reincarnate

Also at 21st level, you undergo an additional ritual with your pact and blood. Strengthening your body, you expand your capabilities. You gain proficiency in two skills, and you may select two additional smite damage types when you use your Will Smite feature.

Extra Attack

At 23rd level, the number of attacks you can take on your Attack action increases to three. At 26th level, the number of attacks you may replace with a Penchant with a use time of an action or bonus action increase to two, and to three at 28th level.

Epitome Feature

You gain a feature from your epitome, detailed at the end of the class description or one from another source.

Improved Penchants

At 25th level, you gain mastery over your life's energy. Whenever you use a penchant, you can use it at one tier of higher shade at no cost. You can only use this feature once a turn, a number of times equal to your proficiency bonus, and regain all uses after a long rest.


At 27th level, you no longer need to maintain concentration on any of your penchants. If you do not have Living Shadows as your specialty, you must remain concentration as usual when you use this penchant.

Final Embodiment

By reaching the summit of your spiritual practices, your spirit manifests with your flesh, making you ethereal-like. At 30th level, you gain the following benefits:

  • You are immune to curses, and any effects that may blind, charm, deafen, frighten, or poison

  • You are immune to the effects of exhaustion, but gain exhaustion as normal. Upon gaining 6 levels of exhaustion, you will still die

  • All critical hits against you turn into normal hits

  • Your Penchant attack modifier and save DC can be improved with items that improve spellcasting abilities, and are considered spell attacks

Page 2 | Subclass Features

Epitome Feature

The Apparition

Consistency

24th-Level Epic Apparition Feature


You gain an additional reaction, which can only be used for your additional Will outcomes and Apparitional Strike.


At 27th-level, your Apparitional Strike deals 4d6 + your Charisma modifier psychic damage instead.


At 30th-level, you no longer require a reaction to use your Apparitional Strike, but can only do this once per turn, and you can choose to deal either psychic or necrotic damage instead.

True Seeker

27th-Level Epic Apparition Feature


You may use your Seeker feature an unlimited amount of times, but can only use it on one creature at a time. Additionally, you may use your reaction when your target dies to continue seeking another target for the duration.

Last Embodiment

30th-Level Epic Apparition Feature


You may now use your Embodiment of Revenge feature once per short rest. Additionally, you gain immunity to Psychic damage.

The Dweller

Infectious Downpour

24th-Level Epic Dweller Feature


Creatures that you designate as your allies are now unaffected by your features, and deal an additional 1d6 Lightning damage if they are in rain with their targets and yourself.

True Dweller

27th-Level Epic Dweller Feature


You may now spend up to 30 Shade on your Piercing Sorrow feature, and while in rain, you deal an additional 2d6 Thunder damage.

Last Embodiment

30th-Level Epic Dweller Feature


You may now use your Catch The Rainbow feature once per short rest. Additionally, you gain resistance to Lightning and Thunder damage.

The Eidolon

Consistency

24th-Level Epic Eidolon Feature


You no longer require to expend your reaction when using Grim Strike. Additionally, you can choose between necrotic or force each time you use this feature, but must spend Shade as usual.


At 30th-level, your Grim Strike feature can deal up to a maximum of 8d6 necrotic or force damage, and you must spend the additional Shade as usual.

True Eidolon

27th-Level Epic Eidolon Feature


Your Eidolon's Scythe can now be of any weapon, and can deal any of your smite damages. You choose the type of damage it deals or the form of the weapon when you manifest it, or can change your weapon's form and damage type as a bonus action.

Last Embodiment

30th-Level Epic Eidolon Feature


You may now use your Reaping Hour feature once per short rest. Additionally, you gain resistance to Necrotic damage.

The Ghast

Fear is Pain

24th-Level Epic Ghast Feature


Creatures frightened by you take an additional 1d8 psychic damage from all sources. Additionally, while in Embodiment of Turmoil, frightened creatures take an additional 2d12 necrotic damage at the start of their turns.

True Ghast

27th-Level Epic Ghast Feature


You master the ability to cause fear, spreading it like an infection. You may now use the Frighten Will outcome as a bonus action, and by expending an additional Will die, you may target an additional target with Frighten, or an additional two creatures with Torment. Causing fear to them this way will deal 3d8 psychic damage to the target(s).

Last Embodiment

30th-Level Epic Ghast Feature


You may now use your Embodiment of Turmoil feature once per short rest. Additionally, you gain resistance to Psychic damage.

Page 3 | Subclass Features

The Ghoul

Death is Glory

24th-Level Epic Ghoul Feature

They are eternal, as are my shadows.

As an action, you may spend 5 shade per two undead that have been reduced to 0 hit points to be resurrected, regaining all hit points.

True Ghoul

27th-Level Epic Ghoul Feature


Your control over all undead that you summon remains until you die, or it is forcibly taken away from you. Additionally, all undead under your control use your penchant attack modifier, and damage dealt by them are magical.

Last Embodiment

30th-Level Epic Ghoul Feature


You may now use your Embodiment of Undeath feature once per short rest. Additionally, all undead under your control gain immunity to Necrotic and Acid damage.

The Phantom

Jack of Incarnation

24th-Level Epic Phantom Feature


Your perfect imperfection grants you proficiency in two more skills, an additional damage type choice to your Will Smite, and two additional Will die.

True Phantom

27th-Level Epic Phantom Feature


You ignore resistance while dealing necrotic damage. If the target is under your Mind Wither, you ignore immunity to necrotic damage while dealing damage to them.

Last Embodiment

30th-Level Epic Phantom Feature


You may now use your Transcend Matter feature once per short rest. Additionally, you gain resistance to Necrotic damage.

The Warden

Additional Fighting Style

24th-Level Epic Warden Feature


At 24th level, you can choose a second option from the Fighting Style class feature.

True Warden

27th-Level Epic Warden Feature


Your Shade manifests the Aspect of the Warden, granting you an armor made of your Shade. Your hit dice become d10 if they aren't already, and you gain 27 Hit points when you gain this feature. Additionally, when you gain a level in this class after level 27, you gain 1 additional hit point.


Additionally, you may use your Gate Keeper's Blade's ability to reduce damage by 3d10 + your Strength or Dexterity modifier from any source of damage.

Last Embodiment

30th-Level Epic Warden Feature


You may now use your Embodiment of Law feature once per short rest. Additionally, you gain resistance to Cold damage.

The Shadow

Nothingness

24th-Level Epic Shadow Feature


You gain a +5 bonus to your passive Dexterity (Stealth) score, and will always have advantage in stealth checks. When you take the hide action, or are hidden, you can not be perceived, and your movements make no sound.

True Shadow

27th-Level Epic Shadow Feature


Existence is nothing to you. While hidden, your first attack on your turn will always be a surprise attack, and your Stealth Strike now deals an additional 4d8 necrotic damage instead.

Last Embodiment

30th-Level Epic Shadow Feature


You may now use your Embodiment of Nothing feature once per short rest. Additionally, you gain resistance to Necrotic damage.

Page 4 | Subclass Features

The Specter

Psychic Flames

24th-Level Epic Specter Feature


For every 2 Shade you spend on your Spiteful Hatred feature, you deal an additional 2 fire damage. Additionally, creatures affected by your Specter Strike and Embodiment of Rage features now take 2d8 psychic damage plus 2d8 fire damage.

True Specter

27th-Level Epic Specter Feature


While you have at least 100 Shade, creatures intimidated by you are frightened, and you ignore immunity to frighten.

Last Embodiment

30th-Level Epic Specter Feature


You may now use your Embodiment of Rage feature once per short rest. Additionally, you gain resistance to Psychic and Fire damage.

The Wight

Additional Fighting Style

24th-Level Epic Wight Feature


At 24th level, you can choose a second option from the Fighting Style class feature. At 27th level, and again at 30th level, you may choose a third and fourth Fighting Style from any class or subclass.

True Wight

27th-Level Epic Wight Feature


All of your abilities and spells gained from this subclass now have a range and radius of 60 feet, and do not require concentration. Additionally, you may spend 20 Shade to cast the Holy Aura spell.

Last Embodiment

30th-Level Epic Wight Feature


You may now use your Embodiment of Peace feature once per short rest. Additionally, you gain resistance to Radiant damage.

The Radiance

Natural Inheritance

24th-Level Epic Radiance Feature


At 24th level, you can choose a second option from the Fighting Style class feature, and embody your divine nature into the earth around you. You learn the Druidic Warrior fighting style, and use charisma as your spellcasting ability instead.

True Radiance

27th-Level Epic Radiance Feature


Your radiance does not diminish easily, allowing you to use Divine Siphon to regain hp from any kind of radiant damage. Your Drain Lifeforce reduces 3d10 instead.

Last Embodiment

30th-Level Epic Radiance Feature


You may now use your Embodiment of Virtue feature once per short rest. Additionally, you gain resistance to Radiant damage.

The Wraith

Natural Inheritance

24th-Level Epic Wraith Feature


You gain a Trifecta of one 9th-level spell. Additionally, you may use your Arcane Surge to cast a cantrip as a bonus action.

True Wraith

27th-Level Epic Wraith Feature


Your masters over the Wraith overflows, allowing you to replace only one attack in your Attack action with a cantrip.

Last Embodiment

30th-Level Epic Wraith Feature


You may now use your Embodiment of the Otherworldly feature once per short rest. Additionally, you gain resistance to Force damage.

Level Spells Known Cantrips Invocations Casting Level
21st 12 5 4 5th
22nd 12 5 5 5th
23rd 13 5 5 5th
24th 13 5 5 5th
25th 14 6 5 5th
26th 14 6 6 5th
27th 15 6 6 5th
28th 15 6 7 5th
29th 16 7 7 5th
30th 16 7 8 5th