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SpawnOfMorbo
2014-07-17, 03:15 PM
So I absolutely love Magic of Incarnum and would love to port it over to 5e. However some of the mechanics and fluff need to get kicked out the door or simplified.

So here is what I have so far, constructive critique is welcome.


Radiance of Chakra

Presented below are options for playing characters from the far east (Monk), the west (Templar), and the savage lands (Totemist) who open their Chakra to become great heroes or villains.

Chakra: Chakra is energy that flow from points on the body that are connected to the soul, these points may be opened to give the user amazing abilities. All life is connected in some way and some of these points may be open to give unnatural abilities that are normally associated with magical monsters or aberrations.

When you gain a Chakra it is considered "Open" and able to use, all other points that have not been opened are considered "Closed". When you have an Open Chakra you may choose one Chakra Ability to manifest. Once chosen this choice can not be changed outside of retraining rules.

Antimagic Fields and Null Magic zones close all Chakra points except the Heart, Soul, and Totem Chakras.

When a Chakra is opened it can either be invisible or have a faint outline. The color of the outline is based on the user's soul. Two CG creatures may share or have different colors. These are solid objects that can be touched no matter if they are invisible or not. You gain the " Open" ability of the Chakra without Ki investment.

When at least one point of Ki is added to the Chakra the outline fills out and manifestation becomes solid.

Opening Chakra: To open your Chakra Points you must meditate for 30 minutes after a long rest (this 30 minutes may be part of the long rest but the points don't open till the end of the long rest). If your Chakra Points are still open from the previous day you still must meditate in this manner in order to keep them open throughout the next 24 hours. When you first open your Chakra for the day you may allocate any number of Ki into the Chakra Points (including none at all). Any Ki not allocated may be allocated later by meditating for 30 minutes. Once allocated Ki can not be changed until the Chakra is reopened.

Concentration rules do not apply to Chakra or Ki. However Ki allocation can be dispelled but these points return naturally in a number of rounds equal to 8 - Con Mod.

Each Chakra has different abilities that come from it. Two Totemist that unlock their head Chakra can have two different abilities or the same ability. Chakra classes can multiclass but they always retain their original Chakra list and Ki progression overlap and doesn't stack.

Common Chakra Points

Head
Body
Arms
Hands
Feet

Basic Progression: Gain one Common Chakra at first level and then 1 at 4th level and every 4 levels after that till all Chakra are opened at 16th level (a total of 5 Chakra).

Ki: Ki s focused energy that enhances Chakra/Chakra Points specifically. All Chakra has 5 levels that can be augmented by Ki. There is the Open Ability that a Chakra gives you initially with no investment of Ki and then, depending on level, you may add 1 to 4 Ki to that Chakra to increase its power.



Level

Max Ki/Chakra


1-5

1



6-10
2


11-15
3


16-20
4



Ki Pool: Each class described below has a maximum Ki allowance based on level. The number on their class table is the maximum amount of Ki they have available to allocate. Very few abilities will allow the max number of Ki to increase. Any increase to this maximum outside of levels is considered temporary and is removed when the condition granting them is gone.

The DC for chakra abilities is 8 + Prof + Wis/Cha/Int Modifier

The chakra ability attack bonus is 1d20 +Wis/Cha/Int modifier + Prof Bonus.

Note:

For the most part Chakra classes won't need feats and since they are optional I'll make these classes with the thought of not having feats. Later I may change this but for now... Feats really aren't needed for these classes, these classes should be self sufficient.

Edit:

All bonuses and abilities are considered Chakra bonuses and Chakra abilities. These do not stack with themselves but I'll work to see what stacks with spells (probably nothing) or other abilities.

Edit: On ranged Chakra users...


I can take care of that for you if you want. (http://www.giantitp.com/forums/showthread.php?384018-Spirit-Sniper-for-All-Your-Incarnum-Gunslinging-Needs-P-E-A-C-H-W-I-P)

SpawnOfMorbo
2014-07-17, 03:16 PM
Base Classes

Monk: Uses Chakra to increase their natural skill and abilities.
Hit Points

Hit Dice: 1d10 per Monk Level
Hit Points at 1st Level: 10 + Constitution Modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution Modifier per Monk level after first

Proficiencies

Armor: Light Armor
Weapons: Monk Weapons (detailed later), Chakra
Tools: Ceremonious Tools
Saving Throws: Dexterity, Wisdom
Skills: Choose four from Acrobatics, Athletics, History, Insight, Medicine, Perception, Religion, Stealth, ad Survival.

Suggested Background: Hermit

Equipment Package: See Next Post



Level
Prof.
Special
Ki
Chakra


1
+2
Open Chakra

1


2
+2
Heart Chakra

1


3
+2
Monastic Tradition

1


4
+2


2


5
+3
Ability Score Increase

2


6
+3
Chakra Finesse (1)

2


7
+3
Evasion

2


8
+3


3


9
+4
Monastic Tradition Feature

3


10
+4
Ability Score Increase

3


11
+4
Chakra Finesse (2)

3


12
+4


4


13
+5
Monastic Tradition Feature

4


14
+5


4


15
+5
Chakra Finesse (3)

4


16
+5
Ability Score Increase

5


17
+6
Monastic Tradition Feature

5


18
+6


5


19
+6
Ability Score Increase

5


20
+6
Chakra Master
24
5



Heart Chakra
You gain the Heart Chakra and each time you Open your Chakra, you may select one of the following abilities to use and place Ki in. Once this number of Ki has been selected it can't be changed until the Heart Chakra is reopened.

Recover: As an action you may target a creature within 30 feet with Cure Wounds spell. This may only effect a creature once per short rest. This heals the target 1d8 + Wisdom Modifier. Increase the amount healed by 1d8+1 per Ki invested. A 16th level Monk may put 4 Ki in their heart Chakra which will allow them to heal a creature 5d8 + 4 + Wis Modifier damage. Each creature may only be healed by this once per short rest.
Treatment: As an action you may target a creature within 30 feet and give them a saving throw against any effect currently hindering them. They gain a bonus on the saving throw equal to 1 + number of Ki invested in your Heart Chakra.

Evasion: As the Rogue ability.

Monastic Tradition:
Battle Priest Archetype: This archetype allows for a Monk to follow the path of the warrior priests and become more adept with martial arts.

Level 3: Monk Strike: As a bonus action you may attack with your unarmed strike or monk weapon. You add your ability modifier to the damage. Your unarmed strikes and monk weapons deal at least 1d6 base damage.
Level 9: Increase Damage: Monk Weapons and Unarmed Strikes deal 1d8 base damage.
Level 13: Improved Monk Strike: Gain an additional attack with your bonus action.
Level 17: Increase Damage: Monk Weapons and Unarmed Strikes deal 1d10 base damage.

Chakra Finesse (x): Whenever you gain this class feature the Monk may select 1 Chakra that they do not know. Anytime they open their Chakra they may replace a Chakra they can already open with this Chakra. This last until the Monk must open their Chakra again. The monk gains one floating Chakra at level 6, level 11, and level 15. The number of Chakra that may be opened at any one time does not change.

Templar: Uses Chakra to alter the world around them.
Hit Points

Hit Dice: 1d12 per Templar Level
Hit Points at 1st Level: 12 + Constitution Modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution Modifier per Templar level after first

Proficiencies

Armor: All Armor and Shields
Weapons: Simple Weapons, Martial Weapons, Chakra
Tools: Ceremonious Tools
Saving Throws: Strength, Intelligence
Skills: Choose two from Athletics, History, Insight, Intimidation, Perception, Religion, and Survival.

Suggested Background: Soldier

Equipment Package: See Next Post



Level
Prof.
Special
Ki
Chakra


1
+2
Open Chakra

1


2
+2
Soul Chakra

1


3
+2
Templar Training

1


4
+2



2


5
+3
Ability Score Increase


2


6
+3
Refocus Ki (1 Use)


2


7
+3
Extra Attack


2


8
+3


3


9
+4
Templar Training


3


10
+4
Ability Score Increase


3


11
+4
Refocus Ki (2 Use)


3


12
+4


4


13
+5
Templar Training


4


14
+5


4


15
+5
Refocus Ki (3 Uses)


4


16
+5
Ability Score Increase


5


17
+6
Templar Training


5


18
+6


5


19
+6
Ability Score Increase


5


20
+6
Chakra Master

24
5



Soul Chakra: When the Templar opens their Chakra they may choose one of the following abilities. Whenever the Templar reopens their Chakra they may choose one of the following options again.


Temple Strike: A number of times equal to 1 + Ki invested per short or long rest you may impose vulnerability to weapon damage (bludgeoning, piercing, and slashing) as a bonus action to any adjacent target until the start of your next turn.
Temple Defense: A number of times equal to 1 + Ki invested per short or long rest you may gain resistance to weapon damage (bludgeoning, piercing, or slashing) as a bonus action till the start of your next turn.


Extra Attack: As Fighter Ability.

Templar Training:
Warlord: This archetype allows for a Templar to become a leader of their troops and help their allies destroy their enemies.


Level 3: Warlord Distraction:When you use the Help action in combat to give an ally advantage, the ally attacking the target may use a Bonus Action to make a secondary attack. This secondary attack doesn't add their ability modifier to this damage.
Level 9: When using the disengage action you may move your full speed
Level 13: Improved Warlord Distraction: Ally may add their ability modifier to the damage they inflict with their bonus action attack with Warlord Distraction.
Level 17: Greater Warlord Distraction: Warlord distraction may be used once per short or long rest as a bonus action.

Refocus Ki: A number of times per long rest (denoted in parentheses) the Templar may reallocate a number of Ki equal to their Proficiency bonus.

Totemist: Uses Chakra to morph themselves into the monsters of the worlds.
Hit Points

Hit Dice: 1d8 per Totemist Level
Hit Points at 1st Level: 8 + Constitution Modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution Modifier per Totemist level after first

Proficiencies

Armor: No Armor, Shields
Weapons: Simple Weapons, Chakra
Tools: None
Saving Throws: Constitution, Charisma
Skills: Choose two from Acrobatics, Athletics, History, Insight, Intimidation, Perception, Religion, and Survival.

Suggested Background: Sage

Equipment Package: See Next Post



Level
Prof.
Special
Ki
Chakra


1
+2
Open Chakra, Thick Hide

1


2
+2
Totem Chakra

1


3
+2
Tribe Tactics

1


4
+2


2


5
+3
Ability Score Increase


2


6
+3
Savage Attack

2


7
+3
Class Feature


2


8
+3


3


9
+4
Tribe Tactics Feature


3


10
+4
Ability Score Increase

3


11
+4
Savage Attack

3


12
+4


4


13
+5
Tribe Tactics Feature

4


14
+5


4


15
+5
Savage Attack

4


16
+5
Ability Score Increase

5


17
+6
Tribe Tactics Feature

5


18
+6


5


19
+6
Ability Score Increase

5


20
+6
Chakra Master
24
5



Totem Chakra: When you open your Chakra pick one totem Chakra option from the following two.


Totem Aspect (Speed): Gain a bonus to base land speed equal to 5' + 5'/Ki invested in this ability.
Totem Aspect (Reaction): Gain a bonus to initiative checks equal to 1 + 1/Ki invested in this ability.

Thick Hide: Starting at level 1, you may add your Constitution modifier to your AC when you aren't wearing armor.

Tribe Tactics:
Pack Animal Tactics:

Level 3: Pack Disengage: When an ally damages a target adjacent to you, you may take a reaction to move half your speed. This movement doesn't provoke from the target.
Level 9: You gain darkvision out to 60' and Scent special ability.
Level 13: Pack Disengage allows you to move your full speed.
Level 17:True Predator: If an invisible creature moves, you can see them clearly for 1 round taking no penalties on your abilities.

Savage Strike: When you use a bonus action to make a Chakra Natural Attack, you may choose a number of additional Chakra Natural Attacks (from other Chakra) to attack with. All of these additional attacks do not add their ability modifier to damage.


Level 6: 1 additional attack (2 total)
Level 11: 2 additional attacks (3 total)
Level 15: 3 additional attacks (4 total)

SpawnOfMorbo
2014-07-17, 03:20 PM
Random stuff I need to add in to other places.

Multiclassing: A multiclass character doesn't gain or will lose Heart/Soul/Totem chakra if the total number of levels in a class other than the one that gives Heart/Soul/Totem Chakra is ever equal to Monk/Templar/Totemist Class -2 or higher.

Starting Packages

Choose
Choose
Choose


Rethinking Chakra formula...

Three type of Chakra

Ability Checks: Bonuses to ability checks, initiative, and death saving throws.

Magical Abilities: Gain Cantrips or Spells

Non-Magical Abilities: Gain boosts to or additional physical attacks.


Ability Check Formula:
Open: Chosen Skill Proficient = Gain Advantage
Chosen Skill Non-Proficient = Gain Proficiency, if later become proficient in skill through another source you gain advantage.
1 Ki: Expand Use (Ex: Acrobatics used for climb)
2 Ki: 1/short rest or long rest reroll specific check
3 Ki: Expand Use (Ex: Acrobatics used for jump)
4 Ki: Double Proficiency Bonus to Ability Check.


Example:
Quicksilver Bracers

Chakra: Arms
Open: You gain your proficiency bonus to Initiative checks.
1 Ki: Allies within 40' gain your prof bonus to initiative
2 Ki: You gain advantage on initiative checks
3 Ki: Allies within 60' gain your prof bonus to initiative
4 Ki: You and your allies may add double your proficiency bonus to initiative checks.

SpawnOfMorbo
2014-07-17, 06:23 PM
Monk


Chakra: Feet
When you open this Chakra you become more nimble, you are proficient with acrobatic checks, if you are already proficient then you gain advantage on acrobatic checks.
1 Ki: As a bonus action you may use the Dash Action
2 Ki: 1/short or long rest you may reroll an Acrobatic check
3 Ki: You may use your Dexterity Score to determine how far you can jump.
4 Ki: As a Bonus Action you can cast the spell Misty Step 4/short rest.
Chakra: Feet
When you open this Chakra you become lighter on your feet. You gain prof. bonus to stealth checks, if you are already proficient, you gain advantage on stealth checks.
1 Ki: Gain +10 bonus to base movement speed
2 Ki: 1/short or long rest you may reroll a stealth check
3 Ki: Your diagonal movement cost 1 square not 1.5.
4 Ki: As a Bonus Action you can cast Fly spell 4/short rests.
Chakra: Head
When you open this Chakra you gain proficiency in any two mental skills. If you are already proficient you gain advantage on those checks.
1 Ki: Choose one more mental skill
2 Ki: 1/short or long rest you may reroll a mental skill check in which you have proficiency in.
3 Ki: Choose two more additional mental skills
4 Ki: As a bonus action you may cast Suggestion 4/short rest.
Chakra: Body
Open: When you open this Chakra a shroud of armor surround your form and increases your ability as an archer. As a bonus action you may fire an additional arrow or bolt, this arrow or bolt does not add your ability modifier to damage.
1 Ki: Increase damage die by one step with any ranged weapon you use
2 Ki: Do not take disadvantage for firing within 5' of an enemy
3 Ki: May make two additional attacks with bonus action (no modifier to damage)
4 Ki: Piercing immunity becomes resistance and piercing resistance becomes no resistance

Chakra: Arms
Open: You gain your proficiency bonus to Initiative checks.
1 Ki: Allies within 40' gain your prof bonus to initiative
2 Ki: You gain advantage on initiative checks
3 Ki: Allies within 60' gain your prof bonus to initiative
4 Ki: You and your allies may add double your proficiency bonus to initiative checks.

SpawnOfMorbo
2014-07-18, 01:35 AM
Templar

Chakra: Body
When you open this Chakra you gain the ability to alter reality around you. You may choose 2 of the following cantrips to cast as an action at-will: Dancing Lights, Light, Thaumaturgy, Prestidigitation, or Minor Illusion.
1 Ki: Gain advantage against illusion spells
2 Ki: Choose Detect Magic or Silent Image to cast as an action
3 Ki: Choose Darkness or Silence to cast as an action
4 Ki: Choose Dispel Magic or Major Image to cast as an action

Special: When you open your Chakra you make each choice for each Ki level and can't change it if you later add or subtract Ki from this Chakra.

Chakra: Body
Open: You tap into the power of an ancient god of creation, you gain a fraction of that god's power. As as action 1/short or long rest you may summon 1 Minor Chakra Construct*. This Chakra Construct lasts until it drops to 0 hp or until you summon another Minor Chakra Construct.
1 Ki: Action: Summon 2 Minor Chakra Constructs
2 Ki: Action: Summon 1 Chakra Construct
3 Ki: Action: Summon 2 Chakra Constructs
4 Ki: Action: Summon 1 Greater Chakra Construct

If you refocus the Ki in this Chakra to a lower amount your Chakra Construct is dispelled. Chakra Constructs are detailed below.
Chakra: Arm
Open: You envelope your weapons, equipment, and armor with Chakra making them feel lighter. Consider your strength to be 20 when determining carrying capacity.
1 Ki: When wielding a Versitile weapon in 1 hand gain the increase damage if not using it to TWF.
2 Ki: When using attack action you increase your reach by 5' with melee weapon.
3 Ki: May two weapon fight with any two melee weapons you can wield.
4 Ki: Heavy weapons (2H) can be use one handed

Chakra: Hands
When you open this Chakra you gain the ability to coat your weapon(s) wielded with Chakra. You gain your proficiency bonus to damage when using weapon(s) coated with Chakra as an attack action or reaction (AoO).
1 Ki: +1 to attack rolls
2 Ki: Critical Range increases to 19-20
3 Ki: +2 to attack rolls
4 Ki: Double proficiency bonus to damage.
Chakra: Arms
Open: Your gain the ability to spread spores and manipulate other objects at a distance. You can use the Cantrip Mage Hand as an action.
1 Ki: Gain advantage against poison and resistance to poison damage.
2 Ki: May use Inflict Wounds 1/long rest.
3 Ki: Gain immunity to poisons and poison damage
4 Ki: May use Inflict wounds as a 3rd level spell 1/long rest.

Chakra: Feet
Open: Once per round as a bonus action you may infuse thunder into your weapons. After you hit with a metal weapon you may deal an additional 1d4 thunder damage.
1 Ki: Damage increases to +2d4 Thunder Damage
2 Ki: Resistance to Thunder Damage
3 Ki: +4d4 Thunder Damage
4 Ki: Immunity to Thunder Damage

SpawnOfMorbo
2014-07-18, 01:41 AM
Totemist


Chakra: Head
Open: As an action you may roar causing all enemies within a 15' cone to feel a chill up their spine (or wherever one of that race would normally feel fear). Any creature that fails a Charisma saving throw has disadvantage on Saving Throws versus Fear and Language effects (such as the command spell or intimidation) until the end of your next turn (1 round).
1 Ki: Gain proficiency in Intimidation Skill
2 Ki: Roar is 20' Cone
3 Ki: Disadvantage lasts for 2 rounds
4 Ki: As a bonus action you may select 3 targets that fails their save and use Command as the spell against them.
Chakra: Head
Open: You may cast the Cantrip "Ray of Frost" at will.
1 Ki: Gain resistance to cold damage
2 Ki: Double the range of Ray of Frost.
3 Ki: Bonus action to fire second ray of frost at another target within 30 feet of first target. Damage is half the original ray.
4 Ki: Upgrade damage to 3d8 for the at-will ray of frost.

Chakra: Body
Open: A multicolored broach appears on your chest. You are constantly under the "Endure Element" spell.
1 Ki: Resistance to 1 element
2 Ki: Resistance to 2 elements
3 Ki: Resistance to 3 elemets
4 Ki: Immunity to 1 element, Resistance to 4 elements

Chakra: Body
Open: When you open this chakra you gain a salamander's tail and torso. The tail may hold items but not activate or wild them. You gain resistance to fire damage.
1 Ki: Improved Tail: As a bonus action you may make an attack with your tail. Finesse light weapon that deals 1d6 base damage (no modifier).
2 Ki: May cast Fireball 1/long rest.
3 Ki: Constrict: If you hit with your tail you may attempt to grab the target as a free action. Target takes 1d6 damage from constricting.
4 Ki: Fire Body: Once per turn when you hit with a non-wood weapon you may deal 5d6 fire damage.

Special: The first time you open this Chakra you may select a type of energy other than Fire to represent the different Salamanders. The options are Fire, Cold, Electricity, or Acid. You may change the fire descriptor to whatever energy you choose in the Ki section (like gaining resistance to electricity).


Chakra: Arms
Open: You gain a lower set Girallon arms. These hands may hold items but can't wield weapons or shields. You add your proficiency bonus to climb checks.
1 Ki: Bonus Action: May attack with one of the claws on your Girallon arms (Finesse Light weapon, 1d4 base damage). May only attack if the hand has nothing being held.
2 Ki: You gain a Climb speed equal to your base land speed.
3 Ki: When you use a Bonus Action to attack with your Girallon arms you gain two attacks (Finesse Light Weapons, 1d4 base damage)
4 Ki: When you hit with both Girallon Arm attacks you may rend the target. You deal additional 2d4 damage.

Chakra: Feet
Open: You gain the leg strength of a lamia, granting you a +5' bonus to all natural speeds that use your legs.
1 Ki: As an action cast Minor Image at-will.
2 Ki: As an action, cast Sleep 1/long rest
3 Ki: As an Action, cast Suggestion 1/long rest
4 Ki: As an action, cast Major Image 1/long rest

Chakra: Body
Open: You gain increase vitality, making you hard to kill, your maximum HP increases by your totemist level.
1 Ki: +2 death saving throws
2 Ki: 1/Long Rest gain advantage on a death saving throw
3 Ki: +4 death saving throws
4 Ki: When at 0 hp you gain resistance to all damage. Hits are considered one failed saving throw and not two.

SpawnOfMorbo
2014-07-18, 10:24 AM
Notable NPC
Caelynn, Female Wood Elf Monk (Background: Criminal)

Selise, Female Turami Human Templar (Background: Sage)

Garret, Male Stout Halfling Totemist (Background: Acolyte)

Note: Backgrounds are subject to change once the PHB is out. I'll make a level 3 version of each notable NPC once I stop being lazy/distracted and work on the Chakra.


Edit:

I thought of an additional class to add to this. The class would be called something like "Golem Pilot" with the background being kids that are found to have unstable Chakra or Chakra way to powerful for their age are picked up by the filling class and turned into soldiers. Some of these teenagers volunteer for service and some are sent by their families. The child is fused with a golem that uses the person's Chakra and Ki ad an energy source.

The first Golem Pilot, was the daughter of a gnome archmage. Her daughter was sick and dying from her Chakra going crazy so the archemage built a golem that would syphon off any additional power.

This technology was stolen and used for evil and good over the years. Older people have learned to integrate themselves with a golem but not many have the Chakra or Ki neccisarry to do so.

Once the host dies (natural age, damage, sickness or whatever) the golem is inert and falls apart.

Essentially Chakra Gundams.... Metal stone and Chakra merged with a person.

But this will need to wait I guess.


Armor Class: 15
Hit Points: Templar's Max - 2
Speed: 30
Saving Throws: As Templar
Skills: As Templar
Senses: Darkvision 60'
Language: Shares creator's languages

Devotion: The Minor Chakra Construct has advantage on saving throws against being charmed or frightened.

Actions:
Chakra Claw: Melee Weapon Attack: +4 to hit, reach 5ft, one target.
1d6 + 2 slashing damage.

Chakra Shot: Ranged Weapon Attack: +4 to hit, range 80', one target.
1d6 + 2 bludgeoning damage.

PiggDaddy
2014-07-19, 01:22 PM
Wow this is really cool, never actually used Magic of Incarnum but the quality of this homebrew thus far is undeniable. Can't wait to see it finished! :smallsmile:

SpawnOfMorbo
2014-07-19, 05:08 PM
Wow this is really cool, never actually used Magic of Incarnum but the quality of this homebrew thus far is undeniable. Can't wait to see it finished! :smallsmile:

I just noticed your post!

Thanks :)

The original Magic of Incarnum rules are weird and fantastic all at the same time. I recommend everyone checking it out.

PiggDaddy
2014-07-19, 09:47 PM
I just noticed your post!

Thanks :)

The original Magic of Incarnum rules are weird and fantastic all at the same time. I recommend everyone checking it out.

I noticed that the monk gains tool proficiency in Ceremonious Tools. Mind explaining what these are?

rlc
2014-07-19, 10:45 PM
i like it. i really like it. especially the templar.
one minor nitpick, though. in the starter set, it doesn't include the (1 round) bit after "until the end of your next turn," so it's probably not needed, even though i can understand why you added it.
as for chakra points, you didn't include anything for the arms, so maybe one of the benefits for that could be extra reach for a round or two. this would actually work for either the monk or the templar.
then, a third chakra for the other guy and everybody has three.

SpawnOfMorbo
2014-07-19, 11:34 PM
I noticed that the monk gains tool proficiency in Ceremonious Tools. Mind explaining what these are?

Actually all three will gain ceremonious tools. They will be for aiding in checks dealing with religion and other things. Right now it is just a reminder to work on it later and deal with the tool rules and such.


i like it. i really like it. especially the templar.
one minor nitpick, though. in the starter set, it doesn't include the (1 round) bit after "until the end of your next turn," so it's probably not needed, even though i can understand why you added it.
as for chakra points, you didn't include anything for the arms, so maybe one of the benefits for that could be extra reach for a round or two. this would actually work for either the monk or the templar.
then, a third chakra for the other guy and everybody has three.

Yeah, once I got everything together I wanted to go back and word things correctly. I added the 1 round as a not for myself/other.

I noticed that wizard spells (at least in the starter set) say "until the start of your next turn" so all abilities that last 1 round will get that language.

Extra reach could work! I wouldn't mind something like the following for a Soul Chakra ability...

"As a bonus action you may increase the reach of any melee weapon when you attack by 5ft (like normal reach property) by extending your Chakra. For every point of Ki you place in this Chakra increase this reach by 5'.

You may use this ability two times per short or long rest.

Or as a normal Arm Chakra...

Name: Giant's Weapons
Chakra: Arm
Open: You envelope your weapons, equipment, and armor with Chakra making them feel lighter. Consider your strength to be 20 when determining carrying capacity.
1 Ki: When wielding a Versitile weapon in 1 hand gain the increase damage if not using it to TWF.
2 Ki: When using attack action you increase your reach by 5' with melee weapon.
3 Ki: May two weapon fight with any two melee weapons
4 Ki: Heavy weapons (2H) can be use one handed

But to make sure I clarify, all classes will gain access to each Chakra point. They can take them in any order they want. However each class will have a list of Chakra they may open up. I'm going to make three Chakra for each point per each class. So everyone will get 6 at level... 16 ish but won't be able to fill them all out (+ special Chakra) till level 20.

No overlap, I'll probably make some sort of item rule or feat that will allow for a class to pick up another class's Chakra.

Also I'll have tons of time tomorrow to make new Chakra.


Edit...

When I think of monk I don't think of the D&D monk I think more of a stereotypical Buddhist Warrior monk archetype. Combine that with the Final Fantasy Tactics monk...

Also what a monk with ceremonious tools may look like is...

https://encrypted-tbn3.gstatic.com/images?q=tbn:ANd9GcSHxyFm3DPd6Ra-0bBo8vtvcJbt8lX3OlQsjKt5ZWHvPMTrwaImJg

A Templar would look something like this... (sorry about the size)
http://fc06.deviantart.net/fs71/f/2012/085/2/d/teutonic_knight_by_flipation-d4tz5t0.jpg


Totemist without visible Chakra...
http://fc08.deviantart.net/fs45/f/2009/165/0/3/Jungle_Warrior_by_JWilsonIllustration.jpg

These images are for example only, totally just googled them and they are not going to be used in the final version of this. Again just examples to help show what the base style of these characters classes would look like.

PiggDaddy
2014-07-20, 09:39 PM
Out of curiosity, will these classes just be balanced to each other or balanced to the other 5e classes? IE will a player in a campaign using this hombrew be able to play a fighter instead of the presented classes without destroying balance?

SpawnOfMorbo
2014-07-20, 09:57 PM
Out of curiosity, will these classes just be balanced to each other or balanced to the other 5e classes? IE will a player in a campaign using this hombrew be able to play a fighter instead of the presented classes without destroying balance?

Well we already are getting a power imbalance with the classes versus classes.

However I don't care to much about that, I care more about balance of class versus game.

Right now it is hard to tell what classes will be balanced against the game and which won't.

There are a few revisions I need to make that I already saw, like the Lamia Pelt abilities should be 1/Long Rest not 1/Short Rest.

I have a long way to go to balancing these classes, but for now I'm making them into what is fun and then later if need be I'll scale them back (or boost them). Kinda how I picture the cleric and wizard was made.

Edit:

Deleted irrelevant stuff.

Edit 2:

I noticed I havent given non-magical range any love yet when it comes to actual options and stuff (like Gravity Sleeves). I'll make sure to make a Chakra for ranged types.

Reality Glitch
2014-11-19, 12:29 AM
I'll make sure to make a Chakra for ranged types.I can take care of that for you if you want. (http://www.giantitp.com/forums/showthread.php?384018-Spirit-Sniper-for-All-Your-Incarnum-Gunslinging-Needs-P-E-A-C-H-W-I-P)

SpawnOfMorbo
2014-11-24, 08:59 AM
I can take care of that for you if you want. (http://www.giantitp.com/forums/showthread.php?384018-Spirit-Sniper-for-All-Your-Incarnum-Gunslinging-Needs-P-E-A-C-H-W-I-P)
Ooo nice!

I'm making a bit of an overhaul (not to much) on my work soon now that I'm not stuck work 7/15's in the middle of nowhere...

But I like your work and will put a link in the main page of this to let people see your work.