JNAProductions
2016-09-05, 11:55 PM
Hit Die-1d8
Armor-Light armor
Weapons-Simple weapons
Tools-Any one artisan tool
Saving Throws-Wisdom and Intelligence
Skills-Choose three from any skills (except for Charisma based skills)
Equipment
-One simple weapon
-A Dungeoneer's or Explorer's pack
Level
Feature
Essentia
1
Soulmelds
2
2
Empowered Melds
4
3
Soulborn Path
6
4
Ability Score Improvement
8
5
Extra Attack
9
6
Advanced Soulmelds
10
7
Soulborn Path
11
8
Ability Score Improvement
12
9
Advanced Empowered Melds
14
10
Item Investiture
16
11
Soulborn Path
18
12
Ability Score Improvement
20
13
Master Soulmelds
21
14
Creation
22
15
Soulborn Path
23
16
Ability Score Improvement
24
17
Master Empowered Melds
26
18
Essentia Mastery
28
19
Ability Score Improvement
30
20
Soulborn Path
32
Soulmelds-At level one, you learn how to invest essentia into chakras across your body, though no more than one point. These have various effects, detailed below. You may reassign essentia up to your proficiency bonus as a bonus action.
Empowered Melds-At level two, you can now empower melds, adding essentia up to half your levels in Soulmelder. Each meld has a bonus based on how much essentia is invested. (All Empowered Melds round down for how much essentia you can empower a meld with.)
Soulborn Path-At level three, choose your path. That of the Guardian, the Warrior, or the Adept.
Ability Score Improvement-As normal.
Extra Attack-As normal.
Advanced Soulmelds-At level six, you learn how to use advanced soulmelds, though not more than one point of essentia.
Advanced Empowered Melds-At level nine, adding essentia up to a quarter of your Soulmelder level into your advanced soulmelds.
Item Investiture-At level ten, you learn how to fill items with essentia. You may invest a single item with a basic meld, costing twice the essentia it normally would.
Master Soulmelds-At level thirteen, you're able to invest a single point of essentia into master soulmelds.
Creation-At level fourteen, you can now create items from nothing using your essentia. You may spend, as an action, a single point of essentia to create any item up to 100 GP. This essentia comes back after a long rest.
Master Empowered Melds-At level seventeen, you can empower master melds with up to one sixth your Soulmelder levels into master melds.
Essentia Mastery-At level eighteen, you may, once per short rest, reassign your essentia as a reaction in response to a trigger you set on your turn.
Guardian
Defensive Training-At level three, you learn how to use medium armor and shields.
Protective Melding-At level seven, you can expend essentia to protect an ally within 30'. As a reaction, you may spend a number of unused essentia up to half your proficiency bonus to add to an ally's AC. Once done, this lasts for one minute. Essentia spent in this way comes back after a short rest.
Bulwark-At level eleven, your AC increases by 1 so long as you have essentia invested in at least one meld, and you may, as a reaction to an ally being attacked, make a single attack against the foe who used the attack.
Healing Essentia-At level fifteen, you may heal as an action. Spend essentia up to your proficiency bonus and heal a number of d10s equal to the number of essentia spent to you or any ally within touch reach.
Master of Protection-You may spend five essentia as a bonus action to become nigh-invulnerable. For one minute, you gain immunity to non-magical bludgeoning, piercing, and slashing damage, resistance to all other damage, and advantage on all saving throws. (Any saving throw that has a partial effect on a failure is instead totally negated.) Essentia spent in this way recovers on a short rest.
Warrior
3
7
11
15
20
Adept
3
7
11
15
20
Feet Chakra
Basic-Gain a 10' bonus to your move speed.
Empowered-Increase the bonus by 5' for each additional point of essentia invested.
Advanced-You may walk on air. You have a fly speed equal to your move speed, but must end your turn on a solid surface or fall.
Empowered-2 Essentia-You are under the effects of a Feather Fall spell.
Empowered-4 Essentia-Your no longer have to end your turn on a solid surface.
Master-You are under the effects of a Freedom of Movement spell.
Okay, class is mostly done. Just need to come up with the damn melds.
Any ideas?
Armor-Light armor
Weapons-Simple weapons
Tools-Any one artisan tool
Saving Throws-Wisdom and Intelligence
Skills-Choose three from any skills (except for Charisma based skills)
Equipment
-One simple weapon
-A Dungeoneer's or Explorer's pack
Level
Feature
Essentia
1
Soulmelds
2
2
Empowered Melds
4
3
Soulborn Path
6
4
Ability Score Improvement
8
5
Extra Attack
9
6
Advanced Soulmelds
10
7
Soulborn Path
11
8
Ability Score Improvement
12
9
Advanced Empowered Melds
14
10
Item Investiture
16
11
Soulborn Path
18
12
Ability Score Improvement
20
13
Master Soulmelds
21
14
Creation
22
15
Soulborn Path
23
16
Ability Score Improvement
24
17
Master Empowered Melds
26
18
Essentia Mastery
28
19
Ability Score Improvement
30
20
Soulborn Path
32
Soulmelds-At level one, you learn how to invest essentia into chakras across your body, though no more than one point. These have various effects, detailed below. You may reassign essentia up to your proficiency bonus as a bonus action.
Empowered Melds-At level two, you can now empower melds, adding essentia up to half your levels in Soulmelder. Each meld has a bonus based on how much essentia is invested. (All Empowered Melds round down for how much essentia you can empower a meld with.)
Soulborn Path-At level three, choose your path. That of the Guardian, the Warrior, or the Adept.
Ability Score Improvement-As normal.
Extra Attack-As normal.
Advanced Soulmelds-At level six, you learn how to use advanced soulmelds, though not more than one point of essentia.
Advanced Empowered Melds-At level nine, adding essentia up to a quarter of your Soulmelder level into your advanced soulmelds.
Item Investiture-At level ten, you learn how to fill items with essentia. You may invest a single item with a basic meld, costing twice the essentia it normally would.
Master Soulmelds-At level thirteen, you're able to invest a single point of essentia into master soulmelds.
Creation-At level fourteen, you can now create items from nothing using your essentia. You may spend, as an action, a single point of essentia to create any item up to 100 GP. This essentia comes back after a long rest.
Master Empowered Melds-At level seventeen, you can empower master melds with up to one sixth your Soulmelder levels into master melds.
Essentia Mastery-At level eighteen, you may, once per short rest, reassign your essentia as a reaction in response to a trigger you set on your turn.
Guardian
Defensive Training-At level three, you learn how to use medium armor and shields.
Protective Melding-At level seven, you can expend essentia to protect an ally within 30'. As a reaction, you may spend a number of unused essentia up to half your proficiency bonus to add to an ally's AC. Once done, this lasts for one minute. Essentia spent in this way comes back after a short rest.
Bulwark-At level eleven, your AC increases by 1 so long as you have essentia invested in at least one meld, and you may, as a reaction to an ally being attacked, make a single attack against the foe who used the attack.
Healing Essentia-At level fifteen, you may heal as an action. Spend essentia up to your proficiency bonus and heal a number of d10s equal to the number of essentia spent to you or any ally within touch reach.
Master of Protection-You may spend five essentia as a bonus action to become nigh-invulnerable. For one minute, you gain immunity to non-magical bludgeoning, piercing, and slashing damage, resistance to all other damage, and advantage on all saving throws. (Any saving throw that has a partial effect on a failure is instead totally negated.) Essentia spent in this way recovers on a short rest.
Warrior
3
7
11
15
20
Adept
3
7
11
15
20
Feet Chakra
Basic-Gain a 10' bonus to your move speed.
Empowered-Increase the bonus by 5' for each additional point of essentia invested.
Advanced-You may walk on air. You have a fly speed equal to your move speed, but must end your turn on a solid surface or fall.
Empowered-2 Essentia-You are under the effects of a Feather Fall spell.
Empowered-4 Essentia-Your no longer have to end your turn on a solid surface.
Master-You are under the effects of a Freedom of Movement spell.
Okay, class is mostly done. Just need to come up with the damn melds.
Any ideas?