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  1. - Top - End - #1
    Colossus in the Playground
     
    JNAProductions's Avatar

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    Default Soulmelder-5E Incarnum

    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

    Spoiler: Soulmelds
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    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?
    I have a LOT of Homebrew!

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  2. - Top - End - #2
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    Knaight's Avatar

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    Default Re: Soulmelder-5E Incarnum

    You should rewrite the Advanced Soulmelds and Advanced Empowered Melds abilities. As is they aren't particularly coherent grammatically. It could also really help to have Essentia listed as a feature that explains how it works in general instead of having to piece it together from the rest of the abilities.
    I would really like to see a game made by Obryn, Kurald Galain, and Knaight from these forums.

    I'm not joking one bit. I would buy the hell out of that.
    -- ChubbyRain

    Current Design Project: Legacy, a game of masters and apprentices for two players and a GM.

  3. - Top - End - #3
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    JNAProductions's Avatar

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    Default Re: Soulmelder-5E Incarnum

    Quote Originally Posted by Knaight View Post
    You should rewrite the Advanced Soulmelds and Advanced Empowered Melds abilities. As is they aren't particularly coherent grammatically. It could also really help to have Essentia listed as a feature that explains how it works in general instead of having to piece it together from the rest of the abilities.
    How would you advise rephrasing them?
    I have a LOT of Homebrew!

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  4. - Top - End - #4
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    Default Re: Soulmelder-5E Incarnum

    Quote Originally Posted by JNAProductions View Post
    How would you advise rephrasing them?
    At the very least you need to add a "with" before "more than one point of essentia". I'd go more for a complete rewrite though, starting with the essentia ability. Something like this:

    Essentia: The Soulmelder has a certain pool of Essentia as described on the class table. This Essentia may be temporarily allocated to soulmelds, or spent for other effects. If spent for other effects it comes back after a long rest.
    Soulmelds: At level one a Soulmelder may put up to one point of Essentia into a Soulmeld. Up to one Soulmeld may be placed per body slot, as long as there is Essentia to place in them.
    Advanced Soulmelds: At level six a Soulmelder may put up to one point of Essentia into advanced Soulmelds. These take up the same body slots as standard Soulmelds.
    Advanced Empowered Melds: At level nine a Soulmelder may add additional Essentia up to 1/4 of their level to their Advanced Soulmelds.

    Basically, some of it is just ungrammatical, there isn't a standard, etc. A rewriting to correct grammar and standardize is pretty much necessary.
    I would really like to see a game made by Obryn, Kurald Galain, and Knaight from these forums.

    I'm not joking one bit. I would buy the hell out of that.
    -- ChubbyRain

    Current Design Project: Legacy, a game of masters and apprentices for two players and a GM.

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