Submortimer
2016-07-15, 06:16 PM
Greetings, all!
After the successful completion of the Binder, I began to get hungry for another big project. One that kept coming up was Magic of Incarnum, and all the constituent parts of that book. I love MoI, so I figured...why not? Things worked out well last time!
What I'm presenting today is not complete in any shape or form, and is more Proof of Concept than anything else.
My goals for this (admittedly highly ambitious) project:
- Create full, 5th edition versions of both the Incarnate and the Totemist as seperate classes. The Incarnate, as the original was, will be a beefy, single attack class with a lot of utility (sort of like a cross between a bard and a paladin, but with no spells); The totemist, by comparison, should feel a bit more like a druid.
- Create a number of Subclasses out of the old PrCs, including but not limited to: The Incarnum Blade (fighter), The Soulborn (paladin), the Sapphire Hierarch (cleric), and The Spine meld Warrior (monk).
- Create 5th edition versions of The Skarn, the Rilkan, The Azurian, and Duskling races
- Create 5th edition versions of soulmelds. In my mind, they sould be somewhat similiar to the Warlock's Invocations, in that they provide a constant passive benefit with the ability to boost that via essentia.
That being said, let me show you what I've got
(Note: You can check out the whole thing via Google doc HERE (https://docs.google.com/document/d/11CTes0wgmrf-x1zurbXtmBbzRI7omJkWPFYFEdsPc_M/edit?usp=sharing))
Incarnate
Class Features
As an Incarnate, you gain the following class features.
Hit Points
Hit Dice: 1d8 per Incarnate level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Incarnate level after 1st
Proficencies
Armor: Light armor, Medium Armor, Shields
Weapons: Simple weapons
Tools: none
Saving Throws: Wisdom, Charisma
Skills: Two from: Arcana, History, Insight, Intimidation, Medicine, Religion, Perception
Equipment:
You start with the following equipment, in addition to the equipment granted to you by your background:
A dagger and (a) a mace or (b) any simple weapon
(a) Leather Armor or (b) Chain Shirt
A shield
(a) a light crossbow or (b) a shortbow
a quiver of (a) 20 bolts or (b) 20 arrows
(a) a traveler's pack or (b) one kit you're proficient in
The Incarnate
Level
Proficiency Bonus
Features
Soulmelds
Essentia
Soul Charms
1st
+2
Meldshaping, Basic Chakra, Soul Charms
1
-
1
2nd
+2
Essentia
1
2
1
3rd
+2
Planar Alignment
2
3
1
4th
+2
Ability Score Improvement
2
3
2
5th
+3
Minor Chakra
3
4
2
6th
+3
Planar Senses
3
4
2
7th
+3
Alignment Feature
4
5
2
8th
+3
Ability Score Improvement
4
5
2
9th
+4
Intermediate Chakra
5
6
2
10th
+4
Alignment Feature
5
6
3
11th
+4
Rapid Meldshaping
6
7
3
12th
+4
Ability Score Improvement
6
7
3
13th
+5
Major Chakra
7
8
3
14th
+5
Alignment Feature
7
8
3
15th
+5
Fluid Essentia
8
9
3
16th
+5
Ability Score Improvement
8
9
3
17th
+6
Master Chakra
9
10
3
18th
+6
Alignment Feature
9
10
3
19th
+6
Ability Score Improvement
9
11
3
20th
+6
True Incarnation
9
11
3
Meldshaping
Starting at 1st level, you begin to learn the secrets of Meldshaping. By gathering motes of pure incanum around your open chakra, you are able to shape that incanum into semi-real object of immense power.
Following a long rest, you can shape any number of souldmelds available to you, up to the maximum number of soulmelds you may shape at once is shown in the Soulmelds column of the Incarnate class table. These soulmelds take up space on your body, though they do not inhibit the use of mundane or magical gear; because of this, you may not create more than one soulmeld at a time that take up the same place on the body. Though some soulmelds have the ability to produce effects which target other creatures, you may only shape soulmelds onto yourself.
Soulmelds you have shaped remain in existence until you dismiss them or you take a long rest, unless otherwise specified.
Meldshaping Ability
Wisdom is your meldshaping ability for your Incarnate soulmelds, since you discover your soulmelds through contemplation and meditation. You use your Wisdom whenever a soulmeld refers to your meldshaping ability. In addition, you use your Wisdom modifier when setting the saving throw DC for an Incarnate soulmeld you use and when making an attack roll with one.
Soulmeld save DC= 8 + your proficiency bonus + your Wisdom modifier
Soulmeld attack modifier = your proficiency bonus + your Wisdom modifier
Basic Chakra
Through deep, prolonged meditation, you have opened your first chakra, allowing incarnum to flow freely through it. At 1st level, you gain access to all Basic Incarnate soulmelds,
Soul Charms
By harnessing the runoff incanum left over from forging soulmelds, you can create and maintain small trinkets of soul energy. Starting at 1st level, you learn and meld a number of Soul Charms as indicated on the soul charms column of the incarnate table; when you meld a soul charm, you learn the associated cantrips and may cast them using your meldshaping ability. These charms remain melded at all times. Each time you gain a new level in the Incarnate class, you may disperse a soul charm you currently have melded and meld a new one in it's place.
Essentia
At 2nd level, you learn to harness the incarnum that makes up your own soul, known as essentia. Your access to this
energy is represented by a number of essentia points. Your Incarnate level determines the number of points you have, as shown in the Essentia column of the Incarnate table.
You may use these essentia points in a number of ways. Initially, you know how to use your essentia to Bind your Soulmelds to your Chakra. As you gain access to greater Chakra, your ability to use your essentia expands
When you spend or invest a point of essentia, it is unavailable until you finish a long rest, even if you dismiss the soulmeld the essentia is invested in. You must spend at least 30 minutes of the rest meditating to regain your essentia.
Chakra Binding
Whnever you shape a soulmeld, you may invest points of essentia into your melds to bind them to your chakra, increasing their power. You may only invest 1 point of essentia into a given soulmeld, unless otherwise specified, and you may only bind a number of soulmelds equal to your proficiency bonus.
Planar Aligment
At 3rd level, you decide which of the greater planar alignments you commit yourself to: Good, Evil, Law, or Chaos, all detailed at the end of the class description. Your planar alignment grants you features at 3rd level and again at 7th, 10th, 14th, and 18th level.
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. As normal, you can’t increase an ability
score above 20 using this feature.
Minor Chakra
At 5th level, you gain access to all Minor Incarnate soulmelds.
Planar Senses
At 6th level, as an action, you can sense the ebb and flow of soul energy, especially that which comes from one of the aligned planes. As an action on your turn, you open your awareness to this energy. Until the end of your next turn, you know the location of any undead or creature that is not native to the plane you are on (excluding yourself, if applicable), within 60 feet of you that is not behind total cover. You know the type of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within a one mile radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell, or has a strong connection to another plane, such as a gate. You can use this feature a number of times equal to 1 + your Wisdom modifier. When you finish a long rest, you regain all expended uses.
Intermediate Chakra
At 9th level, you gain access to all Intermediate Incarnate soulmelds.
Rapid Meldshaping
Starting at 11th level, following a short rest, you may dismiss and reshape any number of soulmelds. Once you use this ability, you must take a long rest before you can do so again.
Major Chakra
At 13th level, you gain access to all Major Incarnate soulmelds.
Fluid Essentia
Starting at 15th level, following a short rest, you may redistribute your essentia. You regain any lost points of essentia, and you reclaim any invested essentia, breaking the bond with that soulmeld or class ability. You may then re-invest your essentia as you see fit. Once you use this ability, you must take a long rest before you can do so again.
Master Chakra
At 17th level, you gain access to all Master Incarnate soulmelds. Unlike other soulmelds, you may never have more than one Master soulmeld shaped at a time.
True Incarnation
At 20th level, you gain a perfect grasp over your essentia. When you activate this ability, you flood your soulmelds with essentia, treating each as if you had invested a point of essentia into it. This ability lasts for 1 minute.
Once you use this ability, you must take a short or long rest before you can do so again.
Planar Alignments
Good
Healing Touch
Starting at 3rd level when you choose this alignment, you gain the ability to heal with a touch. You gain a pool of hit points equal to 3x your Incarnate level. As an action on your turn, you may touch a willing creature, transferring some or all of this pool to that creature up to its maximum HP. You regain all expended HP following a long rest.
You may invest essentia into this ability immediately following a long rest. If you do so, Your pool of healing increases to 5x your Incarnate level, and you may use it at a range of 30 feet.
Glorious Incarnum Radiance
Starting at 7th level, as an action on your turn you begin to glow with bright, warm light. While glowing, you emit bright light as per a torch. Additionally, your armor class increases by +1. You may dismiss this glow as an action.
You may invest 1 point of essentia into this ability immediately following a long rest; if you do so, until you take a long rest, this ability also affects all friendly creatures within a 10 foot radius of you. A creature can benefit from this ability from only one incarnate at a time.
Your radiance persists as long as you are conscious, and you may dismiss your radiance as an action on your turn.
Glorious Smite
At 10th level, your deep connection to the planar alignments allows you to passively channel incarnum into your weapons, making them much more potent. Once per turn, when you hit a creature with a weapon attack, you can
cause the attack to deal an extra 1d8 Radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Glorious Sustenance
Starting at 14th level, you no longer require food or water to survive, and you become immune to all diseases.
You may invest 1 point of essentia into this ability immediately following a long rest; if you do so, until you take a long rest, you do not require air to survive, and you are immune to all poisons. Additionally, you may select a number of creatures you can see equal to your wisdom modifier to gain the benefits of this ability. Creatures you target with this ability who are currently affected by an ongoing disease or poison are cured of that disease or poison.
Greater Incarnum Radiance
At 18th level, the armor class increase from your Incarnum Radiance increases to +2, and it now affects all friendly creatures within 30 feet of you while invested with essentia.
Evil
Siphon Life
Starting at 3rd level when you choose this alignment, whenever you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier + your Incarnate level (minimum of 1).
You may invest 1 point of essentia into this ability immediately following a long rest. If you do so, until you take a long rest, when you reduce a hostile creature to 0 hit points you may use your bonus action to make a single weapon attack.
Wicked Incarnum Shroud
Starting at 7th level, as an action on your turn you wrap yourself in deep, pulsing red glow. While shrouded, you gain darkvision out to 60 feet. Additionally, you gain a bonus to your melee damage rolls equal to your Wisdom modifier.
You may invest 1 point of essentia into this ability immediately following a long rest; if you do so, until you take a long rest, this ability also affects all friendly creatures within a 10 foot radius of you. A creature can benefit from this ability from only one incarnate at a time.
Your shroud persists as long as you are conscious, and you may dismiss your shroud as an action on your turn.
Wicked Blow
At 10th level, your deep connection to the planar alignments allows you to passively channel incarnum into your weapons, making them much more potent. Once per turn, when you hit a creature with a weapon attack, you can
cause the attack to deal an extra 1d8 Necrotic damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Wicked Countenance
Starting at 14th level, you have advantage on intimidation checks against creatures that can see you. This ability affects creatures that can see you via darkvision, but not via blindsight or tremorsense.
You may invest 1 point of essentia into this ability immediately following a long rest. If you do so, until you take a long rest, as an action on your turn you may fix your gaze on a creature. That creature must make a wisdom saving throw or be Frightened of you for a number of rounds equal to your wisdom modifier. The creature may make a new saving throw at the end of each of its turns or any time it takes damage, and it is no longer frightened if it leaves your sight. Weather or not it succeeds, a creature you target with this ability may not be targeted again for 24 hours.
Greater Incarnum Shroud
At 18th level, creatures affected by your Incarnum Shroud who are below half their maximum hit points heal a number of hit points equal to your wisdom modifier when they damage a creature with a melee attack. Additionally, your shroud now affects all friendly creatures within 30 feet of you while invested with essentia.
Law
Perfected Strike
Starting at 3rd level when you select this alignment, weapons you wield are considered magical for the purposes of bypassing damage resistance and immunity.
You may invest 1 point of essentia into this ability immediately following a long rest. If you do so, until you take a long rest, you may use a bonus action on your turn to gain advantage on a single attack roll or ability check. Once you use this ability, you must take a short rest before you can do so again; at 10th level, you may use this ability an additional time between rests.
Imperious Incarnum Cloak
Starting at 7th level, as an action on your turn you can begin to glow with a pale, white light. While glowing, you emit light as per a torch. Additionally, when you make a saving throw or ability check, you may roll 1d4 and add the number rolled to the saving throw or ability check. You may dismiss this glow as an action.
You may invest 1 point of essentia into this ability immediately following a long rest; if you do so, until you take a long rest, this ability also affects all friendly creatures within a 10 foot radius of you. A creature can benefit from this ability from only one incarnate at a time.
You cloak persists as long as you are conscious, and you may dismiss your cloak as an action on your turn.
Axiomatic Blade
At 10th level, your deep connection to the planar alignments allows you to passively channel incarnum into your weapons, making them much more potent. Once per turn, when you hit a creature with a weapon attack, you can
cause the attack to deal an extra 1d8 Force damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Word of Law
Starting at 14th level, you have advantage on insight checks against creatures you can see, and creatures that can see you have disadvantage on deception checks. This ability affects creatures that you can see or can see you via darkvision, but not via blindsight or tremorsense.
You may invest 1 point of essentia into this ability immediately following a long rest. If you do so, until you take a long rest, you may cast either command or compelled duel without using a spell slot. You may use this ability to a number of times equal to your wisdom modifier.
Greater Incarnum Cloak
Starting at 18th level, your incarnum cloak now grants a bonus die to attack rolls in addition to saving throws and ability checks, and the bonus die your incarnum cloak grants increases to 1d6. Additionally, your cloak now affects all friendly creatures within 30 feet of you while invested with essentia.
Chaos
Discordant Blow
Starting at 3rd level when you select this alignment, your melee attacks surge with the power of pure chaos. Whenever you deal damage with a melee weapon attack, if you roll the maximum value on a weapon damage die, you may roll an additional die of damage.
You may invest 1 point of essentia into this ability immediately following a long rest. If you do so, until you take a long rest, you may use your attacks to stun. When you hit a creature with a melee weapon attack, you may force that creature to make a constitution saving throw; failure causes the creature to be stunned until the start of your next turn. Once you use this ability, you must take a short rest before you can do so again; at 10th level, you may use this ability an additional time between rests.
Wild Incarnum Aura
Starting at 7th level, as an action on your turn you can begin to glow with a pulsating, multi-colored aura. While glowing, you emit light as per a torch. Additionally, when you activate your aura, select two damage types: you gain resistance to these two damage types.
You may invest 1 point of essentia into this ability immediately following a long rest; if you do so, until you take a long rest, this ability also affects all friendly creatures within a 10 foot radius of you. A creature can benefit from this ability from only one incarnate at a time.
Your aura persists as long as you are conscious, and you may dismiss your aura as an action on your turn.
Chaotic Strike
At 10th level, your deep connection to the planar alignments allows you to passively channel incarnum into your weapons, making them much more potent. Once per turn, when you hit a creature with a weapon attack, you can
cause the attack to deal an extra 1d8 Fire, Cold, Acid, or Lightning damage to the target, your choice.
When you reach 14th level, the extra damage increases to 2d8.
Chaotic Form
At 14th level, you gain the ability to shift your physical from. You may cast disguise self at will without using a spell slot.
You may invest 1 point of essentia into this ability immediately following a long rest. If you do so, until you take a long rest, you may instead cast alter self at will without using a spell slot.
Greater Incarnum Aura
Starting at 18th level, your incarnum aura now grants resistance to 3 damage types. Additionally, your aura now affects all friendly creatures within 30 feet of you while invested with essentia.
Soul Charms
Lighting
Lightning Lure, Shocking Grasp
Torch
Fire Bolt, Greenflame Blade
Snow
Ray of frost, Frostbite
Squall
Thunderclap, Booming Blade
Gale
Gust, Message
Mountain
Mold Eath, Magic Stone
Wicked
Chill Touch, Vicious Mockery
Righteous
Sacred Flame,Spare the Dying
Warrior
True Strike, Sword Burst
Berserker
Resistance,Blade Ward
Illusionist
Dancing Lights, Minor Illusion
Arcane
Mage hand, Prestidigitation
Divine
Guidance, Thaumaturgy
Nature
Thornwhip, Druidcraft
After the successful completion of the Binder, I began to get hungry for another big project. One that kept coming up was Magic of Incarnum, and all the constituent parts of that book. I love MoI, so I figured...why not? Things worked out well last time!
What I'm presenting today is not complete in any shape or form, and is more Proof of Concept than anything else.
My goals for this (admittedly highly ambitious) project:
- Create full, 5th edition versions of both the Incarnate and the Totemist as seperate classes. The Incarnate, as the original was, will be a beefy, single attack class with a lot of utility (sort of like a cross between a bard and a paladin, but with no spells); The totemist, by comparison, should feel a bit more like a druid.
- Create a number of Subclasses out of the old PrCs, including but not limited to: The Incarnum Blade (fighter), The Soulborn (paladin), the Sapphire Hierarch (cleric), and The Spine meld Warrior (monk).
- Create 5th edition versions of The Skarn, the Rilkan, The Azurian, and Duskling races
- Create 5th edition versions of soulmelds. In my mind, they sould be somewhat similiar to the Warlock's Invocations, in that they provide a constant passive benefit with the ability to boost that via essentia.
That being said, let me show you what I've got
(Note: You can check out the whole thing via Google doc HERE (https://docs.google.com/document/d/11CTes0wgmrf-x1zurbXtmBbzRI7omJkWPFYFEdsPc_M/edit?usp=sharing))
Incarnate
Class Features
As an Incarnate, you gain the following class features.
Hit Points
Hit Dice: 1d8 per Incarnate level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Incarnate level after 1st
Proficencies
Armor: Light armor, Medium Armor, Shields
Weapons: Simple weapons
Tools: none
Saving Throws: Wisdom, Charisma
Skills: Two from: Arcana, History, Insight, Intimidation, Medicine, Religion, Perception
Equipment:
You start with the following equipment, in addition to the equipment granted to you by your background:
A dagger and (a) a mace or (b) any simple weapon
(a) Leather Armor or (b) Chain Shirt
A shield
(a) a light crossbow or (b) a shortbow
a quiver of (a) 20 bolts or (b) 20 arrows
(a) a traveler's pack or (b) one kit you're proficient in
The Incarnate
Level
Proficiency Bonus
Features
Soulmelds
Essentia
Soul Charms
1st
+2
Meldshaping, Basic Chakra, Soul Charms
1
-
1
2nd
+2
Essentia
1
2
1
3rd
+2
Planar Alignment
2
3
1
4th
+2
Ability Score Improvement
2
3
2
5th
+3
Minor Chakra
3
4
2
6th
+3
Planar Senses
3
4
2
7th
+3
Alignment Feature
4
5
2
8th
+3
Ability Score Improvement
4
5
2
9th
+4
Intermediate Chakra
5
6
2
10th
+4
Alignment Feature
5
6
3
11th
+4
Rapid Meldshaping
6
7
3
12th
+4
Ability Score Improvement
6
7
3
13th
+5
Major Chakra
7
8
3
14th
+5
Alignment Feature
7
8
3
15th
+5
Fluid Essentia
8
9
3
16th
+5
Ability Score Improvement
8
9
3
17th
+6
Master Chakra
9
10
3
18th
+6
Alignment Feature
9
10
3
19th
+6
Ability Score Improvement
9
11
3
20th
+6
True Incarnation
9
11
3
Meldshaping
Starting at 1st level, you begin to learn the secrets of Meldshaping. By gathering motes of pure incanum around your open chakra, you are able to shape that incanum into semi-real object of immense power.
Following a long rest, you can shape any number of souldmelds available to you, up to the maximum number of soulmelds you may shape at once is shown in the Soulmelds column of the Incarnate class table. These soulmelds take up space on your body, though they do not inhibit the use of mundane or magical gear; because of this, you may not create more than one soulmeld at a time that take up the same place on the body. Though some soulmelds have the ability to produce effects which target other creatures, you may only shape soulmelds onto yourself.
Soulmelds you have shaped remain in existence until you dismiss them or you take a long rest, unless otherwise specified.
Meldshaping Ability
Wisdom is your meldshaping ability for your Incarnate soulmelds, since you discover your soulmelds through contemplation and meditation. You use your Wisdom whenever a soulmeld refers to your meldshaping ability. In addition, you use your Wisdom modifier when setting the saving throw DC for an Incarnate soulmeld you use and when making an attack roll with one.
Soulmeld save DC= 8 + your proficiency bonus + your Wisdom modifier
Soulmeld attack modifier = your proficiency bonus + your Wisdom modifier
Basic Chakra
Through deep, prolonged meditation, you have opened your first chakra, allowing incarnum to flow freely through it. At 1st level, you gain access to all Basic Incarnate soulmelds,
Soul Charms
By harnessing the runoff incanum left over from forging soulmelds, you can create and maintain small trinkets of soul energy. Starting at 1st level, you learn and meld a number of Soul Charms as indicated on the soul charms column of the incarnate table; when you meld a soul charm, you learn the associated cantrips and may cast them using your meldshaping ability. These charms remain melded at all times. Each time you gain a new level in the Incarnate class, you may disperse a soul charm you currently have melded and meld a new one in it's place.
Essentia
At 2nd level, you learn to harness the incarnum that makes up your own soul, known as essentia. Your access to this
energy is represented by a number of essentia points. Your Incarnate level determines the number of points you have, as shown in the Essentia column of the Incarnate table.
You may use these essentia points in a number of ways. Initially, you know how to use your essentia to Bind your Soulmelds to your Chakra. As you gain access to greater Chakra, your ability to use your essentia expands
When you spend or invest a point of essentia, it is unavailable until you finish a long rest, even if you dismiss the soulmeld the essentia is invested in. You must spend at least 30 minutes of the rest meditating to regain your essentia.
Chakra Binding
Whnever you shape a soulmeld, you may invest points of essentia into your melds to bind them to your chakra, increasing their power. You may only invest 1 point of essentia into a given soulmeld, unless otherwise specified, and you may only bind a number of soulmelds equal to your proficiency bonus.
Planar Aligment
At 3rd level, you decide which of the greater planar alignments you commit yourself to: Good, Evil, Law, or Chaos, all detailed at the end of the class description. Your planar alignment grants you features at 3rd level and again at 7th, 10th, 14th, and 18th level.
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. As normal, you can’t increase an ability
score above 20 using this feature.
Minor Chakra
At 5th level, you gain access to all Minor Incarnate soulmelds.
Planar Senses
At 6th level, as an action, you can sense the ebb and flow of soul energy, especially that which comes from one of the aligned planes. As an action on your turn, you open your awareness to this energy. Until the end of your next turn, you know the location of any undead or creature that is not native to the plane you are on (excluding yourself, if applicable), within 60 feet of you that is not behind total cover. You know the type of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within a one mile radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell, or has a strong connection to another plane, such as a gate. You can use this feature a number of times equal to 1 + your Wisdom modifier. When you finish a long rest, you regain all expended uses.
Intermediate Chakra
At 9th level, you gain access to all Intermediate Incarnate soulmelds.
Rapid Meldshaping
Starting at 11th level, following a short rest, you may dismiss and reshape any number of soulmelds. Once you use this ability, you must take a long rest before you can do so again.
Major Chakra
At 13th level, you gain access to all Major Incarnate soulmelds.
Fluid Essentia
Starting at 15th level, following a short rest, you may redistribute your essentia. You regain any lost points of essentia, and you reclaim any invested essentia, breaking the bond with that soulmeld or class ability. You may then re-invest your essentia as you see fit. Once you use this ability, you must take a long rest before you can do so again.
Master Chakra
At 17th level, you gain access to all Master Incarnate soulmelds. Unlike other soulmelds, you may never have more than one Master soulmeld shaped at a time.
True Incarnation
At 20th level, you gain a perfect grasp over your essentia. When you activate this ability, you flood your soulmelds with essentia, treating each as if you had invested a point of essentia into it. This ability lasts for 1 minute.
Once you use this ability, you must take a short or long rest before you can do so again.
Planar Alignments
Good
Healing Touch
Starting at 3rd level when you choose this alignment, you gain the ability to heal with a touch. You gain a pool of hit points equal to 3x your Incarnate level. As an action on your turn, you may touch a willing creature, transferring some or all of this pool to that creature up to its maximum HP. You regain all expended HP following a long rest.
You may invest essentia into this ability immediately following a long rest. If you do so, Your pool of healing increases to 5x your Incarnate level, and you may use it at a range of 30 feet.
Glorious Incarnum Radiance
Starting at 7th level, as an action on your turn you begin to glow with bright, warm light. While glowing, you emit bright light as per a torch. Additionally, your armor class increases by +1. You may dismiss this glow as an action.
You may invest 1 point of essentia into this ability immediately following a long rest; if you do so, until you take a long rest, this ability also affects all friendly creatures within a 10 foot radius of you. A creature can benefit from this ability from only one incarnate at a time.
Your radiance persists as long as you are conscious, and you may dismiss your radiance as an action on your turn.
Glorious Smite
At 10th level, your deep connection to the planar alignments allows you to passively channel incarnum into your weapons, making them much more potent. Once per turn, when you hit a creature with a weapon attack, you can
cause the attack to deal an extra 1d8 Radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Glorious Sustenance
Starting at 14th level, you no longer require food or water to survive, and you become immune to all diseases.
You may invest 1 point of essentia into this ability immediately following a long rest; if you do so, until you take a long rest, you do not require air to survive, and you are immune to all poisons. Additionally, you may select a number of creatures you can see equal to your wisdom modifier to gain the benefits of this ability. Creatures you target with this ability who are currently affected by an ongoing disease or poison are cured of that disease or poison.
Greater Incarnum Radiance
At 18th level, the armor class increase from your Incarnum Radiance increases to +2, and it now affects all friendly creatures within 30 feet of you while invested with essentia.
Evil
Siphon Life
Starting at 3rd level when you choose this alignment, whenever you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier + your Incarnate level (minimum of 1).
You may invest 1 point of essentia into this ability immediately following a long rest. If you do so, until you take a long rest, when you reduce a hostile creature to 0 hit points you may use your bonus action to make a single weapon attack.
Wicked Incarnum Shroud
Starting at 7th level, as an action on your turn you wrap yourself in deep, pulsing red glow. While shrouded, you gain darkvision out to 60 feet. Additionally, you gain a bonus to your melee damage rolls equal to your Wisdom modifier.
You may invest 1 point of essentia into this ability immediately following a long rest; if you do so, until you take a long rest, this ability also affects all friendly creatures within a 10 foot radius of you. A creature can benefit from this ability from only one incarnate at a time.
Your shroud persists as long as you are conscious, and you may dismiss your shroud as an action on your turn.
Wicked Blow
At 10th level, your deep connection to the planar alignments allows you to passively channel incarnum into your weapons, making them much more potent. Once per turn, when you hit a creature with a weapon attack, you can
cause the attack to deal an extra 1d8 Necrotic damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Wicked Countenance
Starting at 14th level, you have advantage on intimidation checks against creatures that can see you. This ability affects creatures that can see you via darkvision, but not via blindsight or tremorsense.
You may invest 1 point of essentia into this ability immediately following a long rest. If you do so, until you take a long rest, as an action on your turn you may fix your gaze on a creature. That creature must make a wisdom saving throw or be Frightened of you for a number of rounds equal to your wisdom modifier. The creature may make a new saving throw at the end of each of its turns or any time it takes damage, and it is no longer frightened if it leaves your sight. Weather or not it succeeds, a creature you target with this ability may not be targeted again for 24 hours.
Greater Incarnum Shroud
At 18th level, creatures affected by your Incarnum Shroud who are below half their maximum hit points heal a number of hit points equal to your wisdom modifier when they damage a creature with a melee attack. Additionally, your shroud now affects all friendly creatures within 30 feet of you while invested with essentia.
Law
Perfected Strike
Starting at 3rd level when you select this alignment, weapons you wield are considered magical for the purposes of bypassing damage resistance and immunity.
You may invest 1 point of essentia into this ability immediately following a long rest. If you do so, until you take a long rest, you may use a bonus action on your turn to gain advantage on a single attack roll or ability check. Once you use this ability, you must take a short rest before you can do so again; at 10th level, you may use this ability an additional time between rests.
Imperious Incarnum Cloak
Starting at 7th level, as an action on your turn you can begin to glow with a pale, white light. While glowing, you emit light as per a torch. Additionally, when you make a saving throw or ability check, you may roll 1d4 and add the number rolled to the saving throw or ability check. You may dismiss this glow as an action.
You may invest 1 point of essentia into this ability immediately following a long rest; if you do so, until you take a long rest, this ability also affects all friendly creatures within a 10 foot radius of you. A creature can benefit from this ability from only one incarnate at a time.
You cloak persists as long as you are conscious, and you may dismiss your cloak as an action on your turn.
Axiomatic Blade
At 10th level, your deep connection to the planar alignments allows you to passively channel incarnum into your weapons, making them much more potent. Once per turn, when you hit a creature with a weapon attack, you can
cause the attack to deal an extra 1d8 Force damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Word of Law
Starting at 14th level, you have advantage on insight checks against creatures you can see, and creatures that can see you have disadvantage on deception checks. This ability affects creatures that you can see or can see you via darkvision, but not via blindsight or tremorsense.
You may invest 1 point of essentia into this ability immediately following a long rest. If you do so, until you take a long rest, you may cast either command or compelled duel without using a spell slot. You may use this ability to a number of times equal to your wisdom modifier.
Greater Incarnum Cloak
Starting at 18th level, your incarnum cloak now grants a bonus die to attack rolls in addition to saving throws and ability checks, and the bonus die your incarnum cloak grants increases to 1d6. Additionally, your cloak now affects all friendly creatures within 30 feet of you while invested with essentia.
Chaos
Discordant Blow
Starting at 3rd level when you select this alignment, your melee attacks surge with the power of pure chaos. Whenever you deal damage with a melee weapon attack, if you roll the maximum value on a weapon damage die, you may roll an additional die of damage.
You may invest 1 point of essentia into this ability immediately following a long rest. If you do so, until you take a long rest, you may use your attacks to stun. When you hit a creature with a melee weapon attack, you may force that creature to make a constitution saving throw; failure causes the creature to be stunned until the start of your next turn. Once you use this ability, you must take a short rest before you can do so again; at 10th level, you may use this ability an additional time between rests.
Wild Incarnum Aura
Starting at 7th level, as an action on your turn you can begin to glow with a pulsating, multi-colored aura. While glowing, you emit light as per a torch. Additionally, when you activate your aura, select two damage types: you gain resistance to these two damage types.
You may invest 1 point of essentia into this ability immediately following a long rest; if you do so, until you take a long rest, this ability also affects all friendly creatures within a 10 foot radius of you. A creature can benefit from this ability from only one incarnate at a time.
Your aura persists as long as you are conscious, and you may dismiss your aura as an action on your turn.
Chaotic Strike
At 10th level, your deep connection to the planar alignments allows you to passively channel incarnum into your weapons, making them much more potent. Once per turn, when you hit a creature with a weapon attack, you can
cause the attack to deal an extra 1d8 Fire, Cold, Acid, or Lightning damage to the target, your choice.
When you reach 14th level, the extra damage increases to 2d8.
Chaotic Form
At 14th level, you gain the ability to shift your physical from. You may cast disguise self at will without using a spell slot.
You may invest 1 point of essentia into this ability immediately following a long rest. If you do so, until you take a long rest, you may instead cast alter self at will without using a spell slot.
Greater Incarnum Aura
Starting at 18th level, your incarnum aura now grants resistance to 3 damage types. Additionally, your aura now affects all friendly creatures within 30 feet of you while invested with essentia.
Soul Charms
Lighting
Lightning Lure, Shocking Grasp
Torch
Fire Bolt, Greenflame Blade
Snow
Ray of frost, Frostbite
Squall
Thunderclap, Booming Blade
Gale
Gust, Message
Mountain
Mold Eath, Magic Stone
Wicked
Chill Touch, Vicious Mockery
Righteous
Sacred Flame,Spare the Dying
Warrior
True Strike, Sword Burst
Berserker
Resistance,Blade Ward
Illusionist
Dancing Lights, Minor Illusion
Arcane
Mage hand, Prestidigitation
Divine
Guidance, Thaumaturgy
Nature
Thornwhip, Druidcraft