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View Full Version : D&D 5e/Next [Class] The Seeker of Forms--inspired by Magic of Incarnum (PEACH, WIP)



PhoenixPhyre
2017-08-14, 06:39 PM
I've been developing a class loosely inspired by the fluff of 3.5's Magic of Incarnum. Mechanically, it's quite a bit different, but the idea of manipulating soul stuff and binding it to one's self remains the same. I've finished most of it (at least in outline) and would like feedback and balancing help, as well as suggestions for new aetheric forms and the 18th level mini-capstone. Ribbon feature suggestions would also be appreciated. All the numbers have been eyeballed, but especially the essence point costs need to be adjusted.

Formerly: Aether Smith

The complete Homebrewery link is http://homebrewery.naturalcrit.com/share/B12upq1_-.



d8 HD
Light and medium armor, simple and martial weapons
DEX and INT saves
Primary ability scores: DEX (combat), INT (scaling of abilities)
Subclasses: heavy skirmisher (TWF-specialist), evasive archer, protection specialist, healing and support specialist
Niche: anti spell-caster




Aetheric Anchors and Forms
At first level, seekers have learned to materialize portions of their souls and anchor them to parts of their bodies. This produces effects that depend in part on the anchor location. Every anchor can only have one form bound to it at a time—materializing a different form on that anchor replaces the current form. 6 such anchors exist in all humanoid species:
- *Head:* Governs perception and knowledge.
- *Shoulders:* Utility forms
- *Chest:* Governs health and defense
- *Waist:* Utility forms
- *Hands:* Governs interactions with the world.
- *Feet:* Governs movement and stability

At first level you know two forms from the list at the end of the class features. At higher levels you learn more, as indicated on the Aether Smith table. You can change out forms known whenever you gain a level in this class.

A seeker can have one bound form at a time. Bound forms last until the end of a long rest or until replaced. This limit on bound forms increases at levels shown on the Soul-Smith table. Binding forms to these anchors does not interfere with other equipment or clothing. At 11th level you gain both the regular and advanced effects when you bind a form. Only one form can be bound to an anchor at a time--binding another form replaces the current one. You can bind or replace a form as an action.

Essence Investment
At second level, seekers have learned to temporarily enhance their bound forms by investing their own aether into the forms. Each form specifies the exact effects and any action cost of the investment. You have a maximum number of essence points equal to your level; any invested points are restored at the end of a short rest.

Aetheric Focus
At third level, seekers focus their efforts on one Aetheric Focus--the idealized form of an object. Two such foci are detailed at the end of this class description: that of the Blurred Edge or that of the Piercing Shaft. This focus grants features at 3rd level and again at 7th, 13th, and 18th level.

Aetheric Sensitivity
Seekers are sensitive to magical disturbances. Starting at 3rd level, you can cast *detect magic* at will, and if you spend at least one turn studying a magical effect created by a spell, you can identify the name of that spell.

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.

Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Essence Replenishment
At 6th level, you have learned to replenish your personal aether from that of others. When you hit another creature with a weapon attack, you can absorb up essence points up to your proficiency bonus from them. These essence points cannot replenish you beyond your maximum pool capacity—excess points are wasted. Once you use this ability, you must wait until the end of a long rest to use it again. At 15th level you may use this ability twice per long rest.

Sympathetic Magic
At 9th level you resonate with the aether found in objects owned by living beings. When you spend at least one minute touching an object that was owned by a living being (not an undead, fiend, or celestial), you learn one of the following facts of your choice about the last owner. You can spend essence points to gain additional facts—one point per fact.
- Age, sex, and race
- Direction and approximate distance (within one mile, within 10 miles, within 100 miles, etc) to the owner.
- Approximate power level (CR relative to your character level—the DM will answer higher, lower, or the same).
- Current condition (alive, dead, sleeping, awake, etc)
- Current disposition toward you (hostile, friendly, neutral, unaware)
- Current visual appearance of the owner

Planar Stability
Beginning at 16th level, you count as a native of whatever plane you are on, and can roll any saving throws against forced teleportation or banishment with advantage.

Persistent Forms
At 17th level, your mastery of aetheric forms has increased to the point that you can combine forms to a limited degree. When you replace a bound form, you can choose to continue to gain the normal effect of the form that was replaced until the end of a short rest (maximum one persisted form). You cannot invest essence in this persisted form.

Idealized Reconstruction
At 18th level, you have learned to use the forms inherent in living beings to reconstruct them even after their deaths. By expending 8 essence points you can cast *true resurrection*, replacing the material component with the true name of the target.

Aether Sink
At 20th level, you are a master of absorbing aetheric energy from your environment. When you roll initiative and have less than half your essence points remaining, you regain 4 essence points (up to half).



Aetheric Carapace (Chest)
While this form is anchored to your chest, the maximum dexterity bonus of medium armor increases by 1.
*Advanced Effect*: Medium armor no longer has a maximum AC contribution from Dexterity nor imposes disadvantage on Stealth.
*Invested Essence (1 point)*: You are affected as if you had cast shield.

Aegis Bracers (Hands) [NEW]
While this form is anchored to your hands, you gain the Protection fighting style. In addition, when you take the Attack action while wielding a shield you can use a bonus action to attack with the shield. The shield counts as a finesse bludgeoning weapon with a 1d4 weapon die. You are proficient with this weapon.
Advanced Effect: When you take the bonus action attack granted by this form, you can throw the shield as a thrown weapon with a range of 30/60 feet. It returns to you immediately after the attack, reattaching to your hand. The weapon die increases to 2d4 bludgeoning damage.

Invested Essence (variable points): You can extend the range of the Protection fighting style by 20 feet per essence invested.

Angelic Wings (Shoulders)
While this form is anchored to your shoulders, you gain a flight speed of 20 feet but must end your turn on the ground or fall. You also glow, shedding bright light for 10 feet and dim light for another 10 feet beyond that.
*Advanced Effect*: Your flight speed increases to 30 feet and the maximum consecutive duration of your flight increases to three rounds.
*Invested Essence (variable points)*: as a reaction when you are hit with a ranged weapon attack you can deflect the missile. Roll a d8 for each point invest and reduce the damage taken by the total rolled.

Blessed Circlet (Head)
While this form is anchored to your head, you make all Charisma (Persuasion) and Wisdom (Animal Handling) checks at advantage.
*Advanced Effect*: You are under the effect of *protection from evil and good* except that only fiends and undead are affected.
*Invested Essence*: As an action, choose one undead or fiendish creature you can see within 60 feet per point of essence invested. Affected creatures must make a Wisdom saving throw or be frightened of you for one minute. Each target can repeat the saving throw at the end of each of its turns (at disadvantage if it can see you), ending the effect on a success. If you spend at least 3 points, creatures of CR 1/4 or lower are destroyed on a failed save. With at least 6 points spent, creatures of CR 1/2 or lower are destroyed on a failed save.

Cat's Paw Slippers (Feet)
While this form is anchored to your feet, climbing no longer costs extra movement.
*Advanced Effect*: You gain a bonus to your initiative roll equal to your Intelligence modifier.
*Invested Essence (1 point)*: When you fail a saving throw or ability check that would result in being pushed or knocked prone, you can use your reaction to reroll the failed saving throw or check and use the second roll.

Cloak of Living Shadow (Shoulders)
While this form is anchored to your shoulders, opponent’s Wisdom (Perception) checks to see you are made at disadvantage.
*Advanced Effect*: You have half-cover (+2 AC) against ranged attacks.
*Invested Essence (1 point)*: As a bonus action on your turn, you can invest one essence point to attempt to hide if you are not in bright light. You do not need to have cover.

Crackling Belt (Waist)
While this form is anchored to your waist, you gain resistance to lightning damage.
*Advanced Effect*: your attacks deal your choice of lightning or thunder damage instead of their normal damage.
*Invested Essence (variable points)*: When you hit with a weapon attack, you can spend up to your proficiency bonus in essence—each point spent deals 1d4 thunder damage to all creatures except you within 5 feet of the target.

Doppleganger's Vestments (Chest)
While this form is anchored to your chest, you can cast *disguise self* at will without needing components.
*Advanced Effect*: Creatures that try to see past your disguise do so at disadvantage.
*Invested Essence*: As an action, you can invest 3 essence points to cast *alter self*. This requires concentration.

Fell Mask (Head)
While this form is anchored to your head, You make all Charisma (Intimidation) and Charisma (Deception) checks at advantage.you are under the effect of *protection from evil and good* except that only fey and celestials are affected.
*Advanced Effect*: You are under the effect of *protection from evil and good* except that only fey and celestials are affected.
*Invested Essence*: As an action, choose one fey or celestial creature you can see within 60 feet per point of essence invested. Affected creatures must make a Wisdom saving throw or be frightened of you for one minute. Each target can repeat the saving throw at the end of each of its turns (at disadvantage if it can see you), ending the effect on a success. If you spend at least 3 points, creatures of CR 1/4 or lower are destroyed on a failed save. With at least 6 points spent, creatures of CR 1/2 or lower are destroyed on a failed save.

Infiltrator's Gloves (Hands)
While this form is anchored to your hands, you have proficiency in Thieves’ tools and Dexterity (Sleight of Hand) checks. If you already have proficiency in Thieves' tools, you can double your proficiency bonus when using them.
*Advanced Effect*: you can open locks using Thieves’ tools as a bonus action.
*Invested Essence*: As a bonus action, you can invest an essence point to gain advantage on an Dexterity (Sleight of Hand) or Dexterity (Thieves’ Tools) check.

Light-step Boots (Feet)
While this form is anchored to your feet, you leave no tracks regardless of the terrain and have advantage on Dexterity (Stealth) checks.
*Advanced Effect*: Opportunity attacks against you while this form is anchored have disadvantage.
*Invested Essence*: On your turn you can invest one essence point to take either the dash or dodge action as a bonus action.

Mask of Eyes (Head)
While this form is anchored to your head, you gain darkvision out to 60 feet if you did not already have it. While under the effects of this form you can see normally even in magical darkness.
*Advanced Effect*: You have advantage on saving throws to resist gaze-based effects such as a basilisk’s petrification or a beholder’s eye rays.
*Invested Essence (1 or 3 points)*: As a bonus action you gain blind-sight (1 point invested) or true sight (3 points invested) for one minute. This effect requires concentration.

Mercy's Touch (Hands)
While this form is anchored to your hands, you gain a pool of energy with which you can heal another creature. This pool has a maximum capacity of 5 times your level. To use the pool, touch another creature and use your action to restore health to them from your pool. You cannot heal yourself with this form. This pool is reset to its maximum after a long rest.
*Advanced Effect*: You can spend energy from the healing pool as a bonus action or regular action.
*Invested Essence*: For each point of essence invested, the pool regains hit points equal to your level, up to its maximum.
**Note**: replacing this form with another does not reset the pool of healing.


Mind-barrier Helm (Head)
While this form is anchored to your head, you have advantage on any saving throw to resist effects that would make you lose control of your character.
*Advanced Effect*: You can substitute your Intelligence modifier for your Wisdom or Charisma modifier when making saving throws at advantage due this form.
*Invested Essence*: As a reaction when a creature you can see within 60 feet makes a saving throw against a loss-of-control effect, you can invest an essence point to allow the creature to make the roll at advantage.

Soul-forged Ammunition (Hands)
While this form is anchored to your hands, you gain the benefits of the Archery fighting style.
*Advanced Effect*: Your attacks with ranged weapons deal force damage and the damage increases by your Intelligence modifier. You no longer need mundane ammunition.
*Invested Essence*: When you hit with a ranged weapon attack, you can invest essence points up to your proficiency bonus to cause the arrow or bolt to bounce to another target within range. Each essence point increases the number of targets affected by the attack by one. All attacks use the original attack roll and damage.

Soul-steel Pauldrons (Shoulders)
While this form is anchored to your shoulders, you have resistance to bludgeoning, piercing, and slashing damage inflicted by non-magical weapons.
*Advanced Effect*: You have resistance to all bludgeoning, piercing, and slashing damage.
*Invested Essence*: When an enemy scores a critical hit against you, you can use your reaction and invest an essence point to force the enemy to reroll the attack roll and take the second result.

Whirlwind Gauntlets (Hands)
While this form is anchored to your hands, you gain the benefits of the Two-weapon fighting style.
*Advanced Effect*: You can make a second attack when you attack with the bonus-action attack granted by fighting with two weapons.
*Invested Essence*: When you hit with a melee weapon attack, you can invest a number of essence points up to half your proficiency bonus (rounded up). The first point of essence invested increases the damage dealt by the attack by 2d6 and every point thereafter increases the damage by an additional 1d6 (up to 4d6 with 3 points invested).

Winged Sandals (Feet)
While this form is anchored to your feet, your movement speed increases by 10 feet and you ignore difficult terrain.
*Advanced Effect*: While moving you can run on water without falling.
*Invested Essence*: Your jump distance increases by 10 feet for every essence point you invest and this additional jump distance only consumes half as much movement as normal (1 foot of movement for every 2 feet jumped).

Wrap of Flame
While this form is anchored to your waist, you have resistance to fire damage.
*Advanced Effect*: You also have resistance to cold damage and suffer no ill effects from temperatures between -50 and 110 degrees.
*Invested Essence (2 points)*: As an action, you cast *flame shield (red)*. This requires concentration.



Focus of the Blurred Blade
Those that seek the essence of the Blurred Blade seek to adapt its speed and find their movements quickened as they tear their opponents apart with a flurry of edged steel.

Whirlwind Touch
When you choose this focus at third level, you learn the Whirlwind Gauntlets form if you don’t already know it. This does not count against your limit of forms known. If you already know it, choose another form to learn. You can bind this form without needing to spend an action.

Evasion
At 7th level, your body blurs out of the way of certain area effects, such as a blue dragon's lightning breath or a ***fireball*** spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Disjunction
Starting at 13th level, when you hit a creature that has either been created or summoned by a spell with a melee weapon attack the creature must make a Charisma saving throw (DC = 8 + your proficiency modifier + your Intelligence modifier). On a failed save, the creature is banished back to where it came from (or destroyed if it is a controlled undead).

Focus of the Piercing Shaft
As a bolt out of darkness, the smiths of the Piercing Shaft focus on ranged weapons and delivering death from afar.

Aetheric Shot
When you choose this focus at third level, you learn the Soul-forged Ammunition form if you don’t already know it. This does not count against your limit of forms known. If you already know it, choose another form to learn. You can bind this form without needing to spend an action.

Evasive Sprint
Starting at 7th level, you can spend one essence point to move up to half your speed as a reaction. This movement does not provoke opportunity attacks.

Spell Disruption
Beginning at 13th level, you have learned to disrupt the works of spell-casters. As a bonus action, you can invest essence points to augment an ranged weapon attack with one of the following effects. The DC for these effects = 8 + your proficiency modifier + your Intelligence modifier. The augmentation lasts for one minute or until used.

- **Countering Shot** (2 points): When a creature you can see within your weapon range begins casting a spell you can make a ranged weapon attack against them as a reaction. If this shot hits, the creature must succeed on a Constitution saving throw. On a failed saving throw, the spell fails and the slot is lost. The attack deals normal damage if it hits.
- **Concentration-breaker** (2 points): When you next make a ranged weapon attack after choosing this effect, any target hit by the attack must make a Constitution check or lose concentration on any spells they may be maintaining.
- **Dispelling Shot** (2 points): You target a magical effect you can see within range with an enhanced arrow. If the effect is due to a spell of 3rd level or lower, it ends. If it is from a spell of higher level, make an Intelligence check vs a DC of 10 + the spell level. On a success, the spell effect ends.

Focus of the Eternal Aegis
Those who desire to protect others often seek after the security of the Eternal Aegis, sacrificing brute offensive power for the ability to defend others against assaults.

Aegis Bond
When you choose this focus at third level, you learn the Aegis Bracers form if you don't already know it. This does not count against your limit of forms known. If you already know it, choose another form to learn. You can bind this form without needing to spend an action.

Aetheric Resilience
Beginning at 7th level, you can invest an essence point to substitute an Intelligence saving throw for whatever saving throw is required by a spell or effect.

Spell Reflection
Beginning at 13th level, when you or an ally you can see within 60 feet succeeds on a saving throw against a spell or is missed by a spell attack you can invest essence points equal to the spell level and use your reaction to retarget the spell at its caster. The saving throw DC, damage, and other effects remain the same.

Focus of the Caduceus
Some seekers are driven by a desire to use their knowledge of ideal forms to heal and repair. They turn to the Form of Medicine: the Caduceus.

Merciful Grasp
When you choose this focus at third level, you learn the Mercy's Touch form if you don't already know it. This does not count against your limit of forms known. If you already know it, choose another form to learn. You can bind this form without needing to spend an action. The restriction on healing yourself is lifted.

In addition, the capacity of your Mercy's Touch doubles. You can spend 5 points from the form to remove any of the following from the target: disease, poison, blindness or deafness.

Nullification
Beginning at 7th level, your sensitivity to disruptions in the aether flow has grown to the point that you automatically identify spells that you can see or hear being cast without needing an action. You can invest essence points to cast counterspell. The minimum number of points to do this is 2 (casting it as if from a third-level slot), but the effective spell level increases by 1 for every additional essence point you invest (up to 8 for a 9th-level slot).

Remote Anchor
Beginning at 13th level, when you anchor a form you can instead choose to anchor that form in a willing creature you touch. At that time you can donate a portion (up to half of your maximum) of essence to be used by that creature. The donated form counts against your maximum number of bound forms.


Edit 1: fixed homebrewery formatting (page 3). Reversed the basic and advanced effects of aetheric carapace and limited the benefit from Intelligence.

Edit 2: see later post for change-log.

khadgar567
2017-08-15, 04:54 AM
So magic of incarnum has first new class good to hear.

PhoenixPhyre
2017-08-15, 06:44 AM
So magic of incarnum has first new class good to hear.

Note that this is not (and does not pretend to be) a port of the incarnum system. It's just inspired by that idea. I did not like the accounting needed to do incarnum properly, and many of the fundamental assumptions (mostly stacking small numerical bonuses) didn't sit well with me.

I've tried to create a simplified system that promotes versatility (balanced by opportunity cost) while still having a unified theme.

khadgar567
2017-08-15, 08:14 AM
No problem mate i think i like your aproach its kinda refreshing.

PhoenixPhyre
2017-08-18, 08:10 PM
Made significant changes.

Change-log:

*Changed name of class to Seeker of Forms to better fit the fluff.

*Added 18th level class feature:
Idealized Reconstruction
At 18th level, you have learned to use the forms inherent in living beings to reconstruct them even after their deaths. By expending 8 essence points you can cast true resurrection, replacing the material component with the true name of the target.

*Added new Aetheric Form:
Aegis Bracers (Hands)
While this form is anchored to your hands, you gain the Protection fighting style. In addition, when you take the Attack action while wielding a shield you can use a bonus action to attack with the shield. The shield counts as a finesse bludgeoning weapon with a 1d4 weapon die. You are proficient with this weapon.
Advanced Effect: When you take the bonus action attack granted by this form, you can throw the shield as a thrown weapon with a range of 30/60 feet. It returns to you immediately after the attack, reattaching to your hand. The weapon die increases to 2d4 bludgeoning damage.
Invested Essence (variable points): You can extend the range of the Protection fighting style by 20 feet per essence invested.

*Changed Aetheric Carapace (Form) to remove the cap on dexterity and disadvantage from medium armor at level 11 (instead of adding part of INT to AC).

*Added 2 new subclasses:

Those who desire to protect others often seek after the security of the Eternal Aegis, sacrificing brute offensive power for the ability to defend others against assaults.

Aegis Bond
When you choose this focus at third level, you learn the Aegis Bracers form if you don't already know it. This does not count against your limit of forms known. If you already know it, choose another form to learn. You can bind this form without needing to spend an action.

Aetheric Resilience
Beginning at 7th level, you can invest an essence point to substitute an Intelligence saving throw for whatever saving throw is required by a spell or effect.

Spell Reflection
Beginning at 13th level, when you or an ally you can see within 60 feet succeeds on a saving throw against a spell or is missed by a spell attack you can invest essence points equal to the spell level and use your reaction to retarget the spell at its caster. The saving throw DC, damage, and other effects remain the same.



Some seekers are driven by a desire to use their knowledge of ideal forms to heal and repair. They turn to the Form of Medicine: the Caduceus.

Merciful Grasp
When you choose this focus at third level, you learn the Mercy's Touch form if you don't already know it. This does not count against your limit of forms known. If you already know it, choose another form to learn. You can bind this form without needing to spend an action. The restriction on healing yourself is lifted.

In addition, the capacity of your Mercy's Touch doubles. You can spend 5 points from the form to remove any of the following from the target: disease, poison, blindness or deafness.

Nullification
Beginning at 7th level, your sensitivity to disruptions in the aether flow has grown to the point that you automatically identify spells that you can see or hear being cast without needing an action. You can invest essence points to cast *counterspell*. The minimum number of points to do this is 2 (casting it as if from a third-level slot), but the effective spell level increases by 1 for every additional essence point you invest (up to 8 for a 9th-level slot).

Remote Anchor
Beginning at 13th level, when you anchor a form you can instead choose to anchor that form in a willing creature you touch. At that time you can donate a portion (up to half of your maximum) of essence to be used by that creature. The donated form counts against your maximum number of bound forms.