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View Full Version : D&D 5e/Next Radiance of Chakra for 5e D&D (v.2.0) (Under New Management)



CrusaderJoe
2015-02-11, 08:15 AM
Hi! So SpawnofMorbo doesn't really have time to work on homebrew stuff (http://www.giantitp.com/forums/showthread.php?362379-Radiance-of-Chakra-(5e-MoI) anymore so I asked if I could take over his Incarnum project. When this was originally made it was based off the last playtest packet, now that the PHB is out and I've been able to play in quite a few games I will be making Radiance of Chakra based off the PHB/DMG. Below you will find my edits and recreations to Radiance of Chakra. So I give you...


Radiance of Chakra for 5e D&D (v. 2.0)

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 within 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 learn a Chakra it is considered “closed” and unable to be used. During a long rest you may meditate or pray in order to “open” a chakra which means that it may be used and Ki may be invested in the chakra. You have a certain amount of Ki, CHakra Known, and Chakra able to be Opened based on your class and level. Each Chakra has two abilities, an always on open ability and a limited use ki ability.

Antimagic Fields and Null Magic zones close all Chakra points except the Heart, Soul, and Totem Chakras. Although Chakra is not conventual magic, it works similar enough that the antimagic and null magic zones affect them the same way. A Open and Ki abilities may be subject to counter spell if it produces a magic like effect.

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.

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

Opening Chakra: To open your Chakra Points you must meditate for 30 minutes during 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 invest any number of Ki into the Chakra Points (including none at all). Any Ki not invested may be invested later by meditating for 30 minutes. Once invested, Ki can not be changed until the Chakra is reopened.

Concentration rules apply as normal, however not many Chakra abilities require concentration.

Chakra classes can multiclass but they always retain their original Chakra Known list. At each level the Monk, Templar, and Totemist may replace an old Chakra Known with a new Chakra Known.

Common Chakra Points

Head
Body
Arms
Hands
Feet

You may not have two chakra points of the same type open at one time.

Ki: Ki s focused energy that enhances Chakra/Chakra Points specifically. 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 use the Ki ability of the Chakra more often (1 - 4 times per short or long rest).




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 invest. 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 + Misc

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

Chakra abilities that perform spells or similar to spells don't require the spell components (V/S/M) but all chakra abilities have a physical manifestation that can't be hidden.

CrusaderJoe
2015-02-11, 08:16 AM
Reserved for Class 1

CrusaderJoe
2015-02-11, 08:20 AM
The Templar





Level


Prof.


Special


Ki


Chakra Known


Chakra Opened




1


+2

Open Chakra, Armored Defense

1


1


1




2


+2

Soul Chakra

2


2


1




3


+2

Templar Training

3


3


1




4


+2

Ability Score Improvement

4


3


1




5


+3

Extra Attack

4


3


2




6


+3

Training Feature

5


3


2




7


+3

Focus Ki (1 Use)

5


4


2




8


+3

Ability Score Improvement

6


4


2




9


+4

Templar Intuition

6


4


3




10


+4

Training Feature

7


4


3




11


+4

Focus Ki (2 Use)

7


5


3




12


+4

Ability Score Improvement

8


5


3




13


+5

Chakra Resistance

8


5


3




14


+5

Training Feature

9


5


3




15


+5

Focus Ki (3 Uses)

9


5


3




16


+5

Ability Score Improvement

10


6


3




17


+6

-

10


6


3




18


+6

Chakra Storm

11


6


3




19


+6

Ability Score Improvement

11


6


3




20


+6

Templar Master

12


6


3





Class Features

Hit Die: 1d10 per templar level
Hit Points at 1st Level: 10 + Constitution your modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per templar level

Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: Ceremonial Tools
Saving Throws: Constitution and Intelligence
Skills: Choose two from Athletics, Insight, Intimidation, Investigation, Religion, and Survival.

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

(a) a martial weapon and a shield or (b) two martial weapons
(a) five javelins or (b) any simple melee weapon
(a) a priest's pack or an explorer's pack
(a) chain mail or (b) scale mail or (c) chain shirt


Shield Defense: When using a shield the Templar’s AC increases by +1. This does not stack with the Defensive Fighting Style.

Open Chakra: Saving throw and attack modifier is Intelligence. There is no limit on how many times you may use your Open abilities per short or long rest, however your chakra's ki abilities may only be used a number of times per short or long rest equal to the number of Ki invested in the open chakra.

Soul Chakra: When the Templar opens their Soul Chakra (which doesn't count against number of Chakra the Templar may open) they may choose one of the following abilities. Whenever the Templar reopens their Chakra they may choose the same or different option. A Templar may use these abilities a number of times per long rest equal to the number of 1 + Ki Invested.


[*=1]Chakra Strike: When you hit with a one handed weapon or crossbow attack you may use a bonus action to wrap your weapon in chakra to deal additional damage. This additional damage is equal to 1d8.
[*=1] Second Option to Come Later


Templar Training: Each Templar receives training from their masters. Two choices are present below, the general and the soul born. At levels 6, 10, and 14 your character learns additional Training Features based around their path.

Ability Score Improvement: As PHB class feature.

Extra Attack: As PHB Extra Attack.

Focus Ki: A number of times per long rest (denoted in parentheses) the Templar may focus on their Ki in order to push their chakra over their normal maximum. The Templar may use any one chakra ability as if they had one additional Ki. This allows for the chakra to be used one additional time but does not increase the potency of the ability. This ability is used as a bonus action and lasts for 1 minute or until the ability is used above the normal maximum times per short or long rest.

Templar Intuition: Gain a bonus to Wisdom and Charisma saves equal to your Intelligence modifier (minimum +1).

Chakra Resistance: You have advantage on rolls versus effects that would counter or dispel your chakra abilities.

Chakra Storm: The Templar utters a small prayer and expands their chakra to the world around them causing the effects of Storm of Vengeance. The Templar may perform this ability once per long rest.

Templar Master: The base DC for your Templar Chakra abilities is 20.


Templar Training

By enhancing their intellect and martial prowess, the Templar increases their ability to lead on the battle field.

Level 3: Tactical 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. The Help action does not grant advantage for this bonus attack.

Level 6: You may use the Disengage Action as a Bonus Action. You may use an Action to allow a creature within 30’ to disengage as part of their movement.

Level 10: Improved Tactical Distraction: The ally may add their ability modifier to the damage they inflict with their bonus action attack from Tactical Distraction.

Level 14: Greater Tactical Distraction: The Help Action gives advantage normally and to the Bonus Action attack made by the attacking ally from Tactical Distraction.


By enhancing their intellect and devotion to their cause the Templar increases their ability to use their chakra and becomes a Soul Born.

Level 3: Shield of Chakra: Once per short or long rest when the Templar uses their Soul Chakra, the Templar gains a number of temporary hit points equal to 5 * Invested Ki. These temporary HP last for 10 minutes.

Level 6: Chakra Jump: Once per short or long rest, within a minute after the Templar uses their Soul Chakra, the Templar may use their move to teleport up to 30’.

Level 10: Your Temporary Hit Points last until they are lost to damage or you take a short or long rest.

Level 14: When you use the Chakra Jump ability, you may break this movement up like you normally would and attack in between teleportation jumps.


Templar Chakras

Reality Cloak: Body
Open: The Templar gains the ability to cast minor illusion at-will and gains advantage on saves versus illusions.
Ki: The Templar gains the ability to become invisible as per the Invisibility spell. This ability lasts for a number of minutes equal to the number of Ki invested.

Fungal Armbands: Arms
Open: The Templar is able to manipulate fungi at-will in such a way that it mimics the Mage Hand cantrip. The Templar becomes advantage against poison.
Ki: Once per turn when the Templar hits with a weapon attack, they may cause the target to be poisoned. The target gains a save at the end of each of their turns. This effect last for a number of minutes equal to Ki invested or until it is saved against.

Thunderstruck Boots: Feet
Open: The Templar is able to manipulate thunder with their steps, the Templar is able to cast shocking grasp as an action. The Templar also has advantage on saves versus Lightning and Thunder.
Ki: The Templar may cast Shatter by stomping their foot.

Gravity Helm: Head
Open: The Templar may as an action make a ranged Chakra Attack against a creature of no bigger than large size. On a hit the target takes 1d6 bludgeoning damage and is pulled 10’.
Ki: The Templar may use the disarm action (DMG) at a range of 60’ by making an Athletics (Intelligence) contest versus the target’s Athletics (Strength) or Acrobatics (Dexterity). For a creature to pick up the item or weapon they must succeed on a Strength Save versus your Chakra DC. This ability last until the a creature picks up the item or weapon or 1 minute has passed.

CrusaderJoe
2015-02-11, 08:26 AM
Reserved for Totemist

CrusaderJoe
2015-02-11, 08:28 AM
Reserved for Chakra Lists

CrusaderJoe
2015-02-11, 08:30 AM
Final Reserved Post (floating Post). Possibly for feat lists, additional subclasses, new equipment, or maybe races.

DreamingGod05
2015-04-24, 11:31 AM
I like the conversion so far! The Templar very good. You going to finish the Totemist, and the rest of this per chance?

Reality Glitch
2015-11-20, 01:46 AM
Since this is in light of the Player's Handbook, I suggest changing some of the terms, (such as Monk to Shaolin or something of the like and Ki to essentia) as well as bringing back the original terms and flavor (Incarnum, Soulmeld, Meldshaping, Essentia, Chakra bind) as that is what most people loved about it the first time.

Also, Homebrew Incarnum class including 5th edition conversion (http://www.giantitp.com/forums/showthread.php?384018-Soulgun-for-All-Your-Incarnum-Gunslinging-Needs-P-E-A-C-H). In case you were interested.