User:Zhenra-Khal/Incarnate (5e Class)
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Contents
- 1 Class Features
- 1.1 Hit Points
- 1.2 Proficiencies
- 1.3 Equipment
- 1.4 Possessed Prowess
- 1.5 Aura Sense
- 1.6 Veilweaving
- 1.7 Essentia
- 1.8 Azure Quirks
- 1.9 Aura Incarnation
- 1.10 Incarnate Aspect
- 1.11 Ability Score Improvement
- 1.12 Invest Essentia
- 1.13 Extend Aura
- 1.14 Shifting Veil
- 1.15 Incarnum Adept
- 1.16 Aura Chameleon
- 1.17 Incarnum Savant
- 1.18 Veiled Rebirth
- 1.19 True Incarnation
Class Features[edit]
As a Incarnate, you gain the following class features.
Hit Points[edit]
Hit Dice: 18 per Incarnate level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 18 + your Constitution modifier
Proficiencies[edit]
Armor: Light and Medium armor, shields
Weapons: Simple weapons
Tools: One set of Artisan's Tools
Saving Throws: Constitution, Charisma
Skills: Choose two from Arcana, Athletics, Intimidation, Insight, Medicine, Perception, Persuasion, Religion.
Equipment[edit]
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Scale mail or (b) Studded leather armor
- (a) A simple melee weapon and a shield or (b) Two simple melee weapons
- (a) 50 Darts or (b) A shortbow and a quiver of 20 arrows
- (a) A scholar's pack or (b) An explorer's pack
Level | Proficiency Bonus |
Features | Veils Known |
Veils Woven |
Essentia Points |
Essentia Capacity |
Quirks | Chakra Mastery |
---|---|---|---|---|---|---|---|---|
1st | +2 | Possessed Prowess, Aura Sense, Veilweaving | 2 | 2 | — | — | — | 1st |
2nd | +2 | Essentia, Azure Quirks, Aura Incarnation | 3 | 2 | 2 | — | 2 | 1st |
3rd | +2 | Incarnate Aspect | 4 | 3 | 3 | — | 2 | 1st |
4th | +2 | Ability Score Adjustment | 5 | 3 | 4 | — | 2 | 1st |
5th | +3 | Invest Essentia | 6 | 4 | 5 | 1 | 3 | 2nd |
6th | +3 | Aspect Feature | 7 | 4 | 6 | 1 | 3 | 2nd |
7th | +3 | Extend Aura, Shifting Veil | 8 | 4 | 7 | 1 | 4 | 2nd |
8th | +3 | Ability Score Adjustment | 9 | 5 | 8 | 1 | 4 | 2nd |
9th | +4 | Aspect Feature | 10 | 5 | 9 | 1 | 5 | 3rd |
10th | +4 | Incarnum Adept | 10 | 5 | 10 | 1 | 5 | 3rd |
11th | +4 | Aura Chameleon | 11 | 5 | 11 | 2 | 5 | 3rd |
12th | +4 | Ability Score Adjustment | 11 | 6 | 12 | 2 | 6 | 3rd |
13th | +5 | Aspect Feature | 12 | 6 | 13 | 2 | 6 | 4th |
14th | +5 | Incarnum Savant | 12 | 6 | 14 | 2 | 6 | 4th |
15th | +5 | Improved Aura | 13 | 6 | 15 | 2 | 7 | 4th |
16th | +5 | Ability Score Adjustment | 13 | 7 | 16 | 2 | 7 | 4th |
17th | +6 | Veiled Rebirth | 14 | 7 | 17 | 3 | 7 | 5th |
18th | +6 | Aspect Feature | 14 | 7 | 18 | 3 | 8 | 5th |
19th | +6 | Ability Score Adjustment | 15 | 7 | 19 | 3 | 8 | 5th |
20th | +6 | True Incarnation | 15 | 8 | 20 | 3 | 8 | 5th |
Possessed Prowess[edit]
Incarnates have the unique ability to tap into the talents of those both long-dead, and yet unborn. At the end of a Short or Long Rest, the Incarnate can choose one skill and one tool they are not proficient with, and one language they do not know (Provided the language isn't secret, such as Druidic or Thieves' Cant). They may add one-half their proficiency bonus to checks made with the skill and the tool (Provided their proficiency bonus does not otherwise apply, such as with a Bard's Jack of All Trades), and they temporarily can speak, understand, read and write the language. This lasts until they finish a short or long rest.
Aura Sense[edit]
The Incarnate's connection to the nigh-infinite sea of spiritstuff called Incarnum gives them the ability to sense things beyond all others. As an action, they can tap into their spiritual senses to see without their eyes. Until the end of their next turn, the Incarnate can "see" up to 60ft, regardless of the light in the area. They can also "see" invisible, ethereal, and astral creatures in that range (including creatures that are in the border-regions of the ethereal and astral planes). Finally, they gain advantage on Insight, Investigation, and Perception checks for the duration, due to their ability to detect subtle spiritual energies, such as the tension in a lying person's aura, or the spiritual residue on the trigger for a hidden door.
The Incarnate can use this feature a number of times equal to 1 + their Constitution modifier. When they finish a long rest, they regain all expended uses.
Veilweaving[edit]
The primary ability of an Incarnate is the ability to weave raw Incarnum into magical objects called Veils; Those who can create these Veils are called Veilweavers. These Veils are semipermanent magical effects, being the physical manifestation of Incarnum, linked to the Veilweaver's body, and "worn" almost like magic items, with which they share similar functions. Weaving Incarnum into Veils takes time and effort, much like a Wizard preparing their spells; However, unlike spells, Veils generally last until the Veilweaver decides to unravel them, withdrawing the Incarnum for future use.
While active, each constantly Veil grants the Veilweaver a special benefit. At 5th level and higher, after the Incarnate gains the Invest Essentia feature, Veils can also be empowered by Essentia merely being stored, or rather, Invested, in them; This increases the Veil's strength continually, without consuming the Essentia invested, but while invested, that Essentia cannot be used for any other function, save for invoking that Veil's Mystery. The Essentia Capacity of your Veils is noted in the Essentia Capacity column of the Incarnate table.
Veils can be Unwoven early by any effect that can dispel a spell; A Veil counts as a spell of a level equal to 1/2 of the Veilweaver's character level, (Min 1st, max 9th). When a Veil is Unwoven, all Essentia Invested in that Veil returns to the Veilweaver's Essentia pool.
Veils Known[edit]
You know two Veils of your choice from the Incarnate Veil list.
The Veils Known column of the Incarnate table shows when you learn more Incarnate Veils of your choice.
Additionally, when you gain a level in this class, you can choose one of the Incarnate Veils you know and replace it with another Veil from the Incarnate Veils list.
Weaving Veils[edit]
In order to access a Veil's power, the Veilweaver must Weave it into being, from the fabric of their own Incarnum. The Veilweaver can Weave any of the Veils they they know; However, they can only weave a limited number of Veils at one time, as shown in the Veils Woven column on the Incarnate table above.
At the end of a Long Rest, the Veilweaver can spend 10 minutes in meditation in order to change their list of Woven Veils.
Invoking Mysteries[edit]
Each Veil also grants the Veilweaver them an ability, called a Mystery, that they can call upon by pouring their own energy through the Veil to create the desired effect. Each Mystery can be invoked once; In order to regain the use of that Mystery, or to invoke the Mystery it without expending its single use, the Veilweaver must expend a number of Essentia points, specified in the Mystery's description. You regain the use of your expended Mysteries at the end of a Short or Long Rest.
Invoking a Mystery is much like casting a spell, and indeed, each Mystery counts, for the purposes of interacting with other features and abilities, as a Cantrip that has no verbal, somatic or material components. Most Mysteries have an invoking time of 1 Action, but some Mysteries only take a Bonus Action or even a Reaction to invoke. For the purposes of Counterspelling, however, a Mystery counts as a spell equal to 1/2 of the Veilweaver's character level, (Min 1st, max 9th). If a Mystery is Counterspelled, its use, or the Essentia used to invoke it, is still spent; The Mystery simply has no effect.
At 5th level and higher, after the Incarnate gains the Invest Essentia feature, the Incarnate can spend additional points of Essentia when you invoke a Mystery in order to empower the Mystery's effects further. You can spend no more Essentia to invoke a Veil's Mystery than that Veil's current Essentia Capacity.
Chakra Binding[edit]
While a Veil is perfectly powerful on its own, they can also be empowered further by Binding them to one of your Chakras. Each Chakra is a nexus in the body where your spiritual energy is more available, being the intersection of many pathways in the body through which Incarnum flows. Each of these Chakras also has a particular bent, according to the part of the body where it is found - The Chakras found in the feet are more inclined toward magic that transports you, for example, while the throat has more to do with breath and communication.
When a Veilweaver weaves their Veils at the end of a long rest, they can choose to Bind one of those Veils to a Chakra. This must be a Chakra they have mastered access to (As shown on the Chakra Mastery column of the Incarnate table), and it must also be a Chakra that that particular Veil can be bound to (Listed in the Veil's description); For example, Airstep Sandals can't be bound to the Throat Chakra. Each Veil can only be bound to a single Chakra, and each Chakra can only have a single Veil bound to it, unless a special ability specifies otherwise.
Binding a Veil to a Chakra causes you to become Attuned to that Veil while it is Woven, taking up one of your magic item attunement slots. In addition to the normal rules for attuning to magic items, binding a Veil to a Chakra prevents you from Attuning to a magic item that would also utilize that Chakra in order to function - For example, Binding Airstep Sandals to your Feet Chakra prevents you from Attuning to magical boots or shoes.
The Chakras, as well as the levels of mastery required to access them and the types of magic items they interfere with, are listed below.
1st-Level Chakras[edit]
- Crown: Headband, hat, helmet, or phylactery.
- Feet: Boots or shoes.
- Hands: Gloves or gauntlets. (Note: The Hands Chakra does not exclude the Incarnate from attuning to rings.)
2nd-Level Chakras[edit]
- Arms: Bracers or bracelets.
- Brow: Eye lenses or goggles.
- Shoulders: Cloak, cape, or mantle.
3rd-Level Chakras[edit]
- Throat: Amulet, brooch, medallion, necklace, periapt, or scarab.
- Waist: Belt.
4th-Level Chakras[edit]
- Heart: Vest, vestment, or shirt.
5th-Level Chakras[edit]
- Soul: Robe or suit of armor.
Veilweaving Ability[edit]
Constitution is your primary ability for your Veilweaving; Your physical and spiritual vitality allows you to draw forth and manipulate more of your own Incarnum energy than others, while maintaining clearer concentration and control over it. You use your Constitution whenever a Veil refers to your Veilweaving ability. In addition, you use your Constitution modifier when setting the saving throw DC for a Veil you use, and when making an attack roll with one.
Veilweaving save DC = 8 + your proficiency bonus + your Constitution modifier.
Veilweaving attack modifier = your proficiency bonus + your Constitution modifier.
Essentia[edit]
At 2nd level, you learn to draw forth your soul's excess Incarnum energy into a form you can readily utilize, called Essentia. 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 Points column of the Incarnate table.
You can use these Essentia Points to fuel various abilities, including your Quirks and Mysteries. At 5th level, Essentia can also be Invested into Veils (See Invest Essentia).
When you spend an Essentia Point, it is unavailable until you finish a Short or Long Rest, at which point you tap into your own internal wellspring of Incarnum to replenish it. You regain all of your expended Essentia Points at the end of a long rest, or Essentia Points equal to half of your maximum Essentia (Rounded up) at the end of a short rest. You must spend at least 30 minutes of the rest in meditation to regain your Essentia Points.
Temporary Essentia[edit]
Some abilities will grant you an amount of Temporary Essentia Points, which function exactly like normal Essentia Points, but they cannot be spent on abilities, only Invested in Veils, unless otherwise specified. Temporary Essentia Points from multiple sources don't stack which each other unless otherwise specified. Temporary Essentia Points fade after a specified duration, even if invested in a Veil.
Azure Quirks[edit]
At 2nd level, the Incarnate's soul reveals hidden parts of themselves, called Quirks. When energy is devoted to these Quirks, they can be made manifest, creating a magical effect from Incarnum; This is done by pending Essentia Points in order to activate the Quirk.
You gain two Quirks of your choice. You gain additional Quirks as you explore your soul further, as shown on the "Quirks" column on the Incarnate table. Each time you gain a level in this class, you can exchange one of your Quirks for a different Quirk you qualify for. A level prerequisite in a Quirk refers to Incarnate level, not character level.
Aura Incarnation[edit]
At 2nd level, you learn how to amplify the ambient Incarnum of your soul, manifesting as a visible Aura around your body. Each Incarnate's Aura is different, allowing you to choose how your aura appears; The visual descriptions supplied are merely suggestions. As a bonus action, you can activate your Incarnum Aura, which lasts for 1 minute or until dispelled (As a spell of a level equal to 1/2 your Incarnate level, max 9th). Once you've used Aura Incarnation, you must finish a short or long rest before you can use it again.
Your Incarnum Aura grants you abilities based on your alignment - One from the Moral component of your alignment (Good/Evil), and one from the Ethical component (Law/Chaos); Each ability requires a Reaction to activate, and thus you can only activate one of the two abilities each round. Because of this display of personality, onlookers can determine your general alignment leaning by studying your Aura as an action and making an Insight check against your Veil save DC; If they fail, they learn nothing from that use of your Aura, but can try again if they witness your Aura again.
Additionally, when you gain the Invest Essentia ability, you can spend additional Essentia to empower your Aura, as if it were a Mystery, to increase the Aura's abilities. The possible abilities granted by your Aura are as follows.
Moral Good[edit]
Alignments: Lawful Good, Neutral Good, Chaotic Good
Your aura is light, airy and radiant, featuring colors like gold, white and blue, reminiscent of celestials. Once per round, when a creature within 30ft of you would gain hit points or temporary hit points, you can use your Reaction to increase the amount of hit points or temporary hit points gained by 1d10, plus 1d10 for every point of Essentia spent. Unwilling creatures are allowed a Wisdom saving throw against your Veil save DC to avoid the effect.
Moral Neutrality[edit]
Alignments: Lawful Neutral, True Neutral, Chaotic Neutral
Your aura is muted, earthy, and modest, featuring colors like green, grey and brown. Once per round, when a creature within 30ft of you would regain hit points or gain temporary hit points, you can use your Reaction to curse the target for 1 minute - The next time the target takes damage, the damage is increased by 50%, and the curse ends. Conversely, if a creature within range takes damage, you can use this ability to bless them for 1 minute - The next time the target regains hit points or gains temporary hit points, the amount they gain is increased by 50%, and the blessing ends.
For every point of Essentia spent, another instance of healing, temporary hit points or damage is affected by this ability before the effect ends. Each creature benefitting from the aura can only use this ability to affect one target at a time, and a creature can only be affected by one instance of this ability at a time. Unwilling creatures are allowed a Wisdom saving throw against your Veil save DC to avoid the effect.
Moral Evil[edit]
Alignments: Lawful Evil, Neutral Evil, Chaotic Evil
You aura is dark, oily and ominous, featuring colors like black, yellow and red, reminiscent of fiends. Once per round, when a creature within 30ft of you would take damage, you can use your Reaction to increase the amount of damage taken by 1d10, plus 1d10 for every point of Essentia spent. Unwilling creatures are allowed a Wisdom saving throw against your Veil save DC to avoid the effect.
Ethical Law[edit]
Alignments: Lawful Good, Lawful Neutral, Lawful Evil
Your Aura features geometric shapes and metallic, uniform colors, reminiscent of constructs. Once per round, when a creature within 30ft of you would roll a d20, you can use your Reaction to instead treat the roll as if they rolled a 5, plus any relevant bonuses; You can increase or decrease the total by up to 1 for every point of Essentia spent. Unwilling creatures are allowed a Wisdom saving throw against your Veil save DC to avoid the effect.
Ethical Neutrality[edit]
Alignments: Neutral Good, True Neutral, Neutral Evil
Your Aura features repeating, shifting, alternating patterns. Once per round, when a creature within 30ft of you would have disadvantage on a d20 roll, you can use your Reaction to apply balance and bless the target - For 1 minute or until they make a roll of the same type, they gain advantage on rolls of that type. Conversely, if a creature within range has advantage on a d20 roll, you can use this ability to curse them, giving them disability on that type of roll for the next minute, or until they make a roll of that type.
For every point of Essentia spent, an additional roll of the same type is affected by this ability before the effect ends. Each creature benefitting from the aura can only use this ability to affect one target at a time, and a creature can only be affected by one instance of this ability at a time. Unwilling creatures are allowed a Wisdom saving throw against your Veil save DC to avoid the effect.
Ethical Chaos[edit]
Alignments: Chaotic Good, Chaotic Neutral, Chaotic Evil
Your Aura is indistinct and wildly shifting, flickering with vibrant color, reminiscent of fey. Once per round, when a creature within 30ft of you would roll a d20, you can use your Reaction to roll a d20 as well, and choose which result the target uses, though they still apply their own modifiers as relevant; You can increase or decrease the total by up to 1 for every point of Essentia spent. Unwilling creatures are allowed a Wisdom saving throw against your Veil save DC to avoid the effect.
Incarnate Aspect[edit]
At 3rd level, your spirit's true colors awaken, allowing you to draw it forth in new and exciting - Or terrifying - Ways. Your choice grants you features at 6th level, and again at 9th, 13th, and 18th levels.
- Totemists communicate with and summon spirits, slowly becoming more like spirits themselves.
- Spiritreavers are practitioners of dark Incarnum, using the souls of the dead to do their bidding.
- Esotericists combine Incarnum with forbidden magic, allowing them to fuel their magic with the power of of the spirits they allow themselves to be possessed by.
- Soulsmiths are warrior-craftsmen who forge weapons and armor from soulfire, and empower their equipment with Incarnum.
- Crimson Titans are durable warriors and healers who draw power from pain, and use their own spilled life force to protect and cure others.
Ability Score Improvement[edit]
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.
Invest Essentia[edit]
At 5th level, you learn to empower your Veils by storing Essentia in them. This Essentia Investment is similar to the way you would invoke a Mystery by powering it with Essentia, but instead of pushing the Essentia through the Veil and out the other side, you leave it inside the Veil for later.
As a bonus action, you can Invest points of Essentia in any and all Veils you currently have Woven; Invested Essentia points remain Invested until reallocated, and each point of Essentia invested in a Veil increases its potency, as noted in the Veil's description. You cannot Invest more Essentia in a Veil than its Essentia Capacity (Noted in the Essentia Capacity column of the Incarnate table), nor can you Invest more Essentia than you have remaining. Essentia that is Invested in a Veil cannot be spent, except to invoke or empower that Veil's Mystery. At any time, you can use another bonus action to reallocate your Essentia - Both drawing it out of Veils it's been invested in, and investing it in other Veils, redistributing it as as you see fit.
Upon invoking a Mystery, you can choose to spend additional Essentia to empower its effects, as noted in the Mystery's description. Again, you cannot spend more Essentia to empower a Mystery than the corresponding Veil's Essentia Capacity, nor can you spend more Essentia than you have remaining.
Extend Aura[edit]
At 7th level, you gain the ability to share your Incarnum Aura with others. When you activate your Aura, you can grant its benefits to other creatures that are within 30ft of you upon activation. You can affect a number of other creatures up to your Constitution modifier, but you must spend 1 Essentia Point for every creature affected.
At 15th level, the Essentia point cost of sharing your Aura is reduced by half, rounded down. For example, an Incarnate with a Con score of 20 could share her aura with 5 creatures, but it would cost only 2 points of Essentia, rather than 5.
Shifting Veil[edit]
As your ability to control the flow of Incarnum throughout your body and equipment grows, you gain the ability to Weave a small number of Veils instantly. At 7th level, the Incarnate may use a Bonus Action to unravel one of their existing Veils, and instantly reshape the released energy into a new Veil. The Veil that you shape using this ability cannot be one you do not know, and cannot be Bound to a Chakra until the end of a Short or Long Rest, even if the Veil replaced this way was already bound.
You can use this feature a number of times equal to 1 + your Constitution Modifier (Min 1). You regain all expended uses at the end of a Short or Long Rest.
Incarnum Adept[edit]
When you reach 10th level, you achieve a profound understanding of how to manipulate Incarnum:
- You can Bind a single Veil to a Chakra without occupying an Attunement slot, allowing you a total of 4 Chakra Binds.
- When you Bind your Veils, you can choose one Chakra to which a Veil is Bound. Until you finish a Long Rest, that Binding doesn't interfere with attunement to magic items corresponding to that Chakra.
- You can use your Reaction to reallocate Essentia Points, up to a number of Points equal to your Constitution modifier. Once you use this ability, you must finish a Short or Long Rest before you can use it again.
- You can now spend Temporary Essentia Points in place of Essentia Points (Such as to activate your Quirks and Mysteries), though for each Essentia Point the ability costs, you must expend 5 temporary points to gain the same effect. Likewise, when you reallocate your Essentia, you can choose to split 1 Essentia point into 5 Temporary Essentia Points, allocating them as part of that action; These temporary points stack with Temporary Essentia gained from any other source (But not with itself), and they last until the beginning of your next turn.
Aura Chameleon[edit]
At 11th level, you learn how to overcome your innate leanings and instead mimic the personalities of others. Your Incarnum Aura is no longer limited by your alignment - Upon activating the Aura, each creature that gains the Aura's benefits can choose one Moral ability and one Ethical ability of their choice. However, this is taxing - You must spend 1 Essentia Point for every creature that gains the benefit of your Aura and chooses an ability that does not match your alignment.
At 15th level, this Essentia Point cost is reduced by half, rounded down. For example, if an Incarnate with a Con score of 20, and the 5 allies she's sharing her Aura with, all choose Aura abilities that don't match the Incarnate's alignment, it would cost only 3 points of Essentia, rather than 6.
Incarnum Savant[edit]
At 14th level, your skill with Incarnum deepens more:
- The number of Chakra Binds you can perform without occupying an Attunement slot increases to 2, allowing you a total of 5 Chakra Binds.
- When you Bind your Veils, you can choose one Chakra to which a Veil is Bound. Until you finish a Long Rest, that Chakra can have two Veils Bound to it at one time.
- When you Bind your Veils, you can choose one Veil you have Bound to a Chakra. Until you finish a Long Rest, that Veil can be Bound to two Chakras at the same time.
Veiled Rebirth[edit]
At 17th level, when you use Shifting Veil, you can unravel and reshape a number of Veils equal to 1 + your Constitution modifier (Min 1). Additionally, any Veil that is Woven in this way can be Bound to an associated Chakra as part of this process. Additionally, the Veils you Weave via Veiled Rebirth gain a brief boost in power, having their maximum Essentia Capacity temporarily increased by 1, and being treated as if they have 1 additional Point of Essentia Invested in them than they actually do; Additionally, invoking their Mystery during this time empowers that Mystery as if you had spent 1 more point of Essentia than you actually did. This boost in power lasts until the end of your next turn.
True Incarnation[edit]
At 20th level, you reach the pinnacle of your mystic art, your soul a radiant font of power that can seemingly be drawn from infinitely. This mastery manifests in a number of ways:
- When you roll initiative, you regain 2 points of Essentia.
- Incarnum sustains you so that you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water.
- You can perform up to 3 Chakra Binds that do not occupy an Attunement slot, increasing your potential number of Chakra Binds to 6.
- As an action, you can tap into the infinite wellspring of the spirit, overloading yourself with Incarnum and surpassing what was previously thought possible. For the next minute, all your Veils are treated as if they had an amount of Essentia Invested in them equal to their maximum Essentia Capacity, regardless of how much Essentia you currently have left. This will be well beyond your maximum amount of Essentia, though you do not actually gain any Essentia, and any Essentia you spend during this time is still subtracted from your Essentia pool as normal.