Incarnum Reborn

Reviving ancient arts for the 5th edition of the world's most popular role-playing game. By David R. Bowditch

Sample file Legal Information Table Of Contents DUNGEONS & DRAGONS, D&D, , Chapter 1: Races , , , the dragon Azurin ampersand, and all other Wizards of the Coast Duskling product names, and their respective logos are trademarks of Rilkan Wizards of the Coast in the USA and other countries. Skarn This work contains material that is copyright Wizards of Chapter 2: The Meldshaper the Coast and/or other authors. Such material is used with Soul Affinities permission under the Community Content Agreement for The Incarnate Dungeon Masters Guild. The Soulborn All other original material in this work is copyright 2020 by The Totemist David R. Bowditch and published under the Community Content Agreement for Dungeon Masters Guild. Chapter 3: New Subclasses This document was made with the help of The Artificer Specialties Homebrewery Ironsoul Forgemaster Barbarian Paths Path of the Animist Introduction Cleric Domains Everyone's heard of magic. Most people have heard of Sapphire Domain psionics, D&D's other power system, but relatively few are Fighter Archetypes familiar with incarnum, a third power system released late in Incarnum Blade the life of 3rd edition, contained almost wholly within the Monastic Orders book that introduced it, Magic of Incarnum. I've developed The Way of the Spinemeld Warrior somewhat of a soft spot for the system, and figured that it Paladin Oaths deserves a second chance. And so we have this book, which Incandescent Champion adapts the races, classes, prestige classes, spells, and items Ranger Conclaves from Magic of Incarnum into 5th edition. Witchborn Binder The three main classes from the book, the Incarnate, Rogue Archetypes Soulborn, and Totemist have been combined into a single Umbral Disciple Meldshaper class, with the classes acting as subclasses that Sorcerous Origins greatly impact the class' playstyle. The prestige classes have Soulshaper been adapted into subclasses for the classes they most Warlock Patrons resembled, and almost every soulmeld that didn't directly The Necrocarnate relate to spellcasting was adapted as faithfully as possible. My goal was to hew as close to the source material as I could, Chapter 3.5: New Feats making tweaks only where necessary to suit 5th edition's Healing Soul differing design sensibilities. A handful of things were left Incarnum Spellshaping out, mostly in the space of incarnum spells, as the abilities Novice Soulbinder they offered were too situational to be reasonable spells in Share Soulmeld 5th edition. However, there are a handful of completely new Soulsight spells to fill in the spell levels left with no spells. Chapter 4: Soulmelds Soulmeld Lists Incarnate Soulmelds Soulborn Soulmelds Totemist Soulmelds Reading Soulmeld Entries

Chapter 6: Incarnum Spells

Chapter 7: New Magic Items Incarnum Focus Soulbound Armor Soulbound Shield SoSampleulbound Weapon file Chapter 1: Races Azure Arcana: Once per turn, when you cast a spell, you Azurin can choose to add your Constitution modifier to either one spell attack roll or one damage roll for that spell. Azurin are, at their core, humans. Most often born to wholly Cerulean Defense: Once per turn, when you make a human parents, exposure to the energies of incarnum can saving throw, before you roll, you may choose to add your result in a child with an innate connection to the power of Constitution modifier to the roll. You must complete a souls. Unfortunately, the intensity of this bond is hard upon short or long rest before you may do so again. the body, resulting in dramatically accelerated maturation Cobalt Strike: Once per turn, when you make a weapon and aging. attack, you may add your Constitution modifier to the Interestingly, the child of two azurin is not guaranteed to be attack or damage roll. an azurin themselves. Their chances of giving birth to azurin are much higher than they would be for human parents, but Incarnum Attunement. Select one of the following: two azurin may nonetheless have a completely mundane human child. Midnight Knowledge: You may use your Constitution modifier instead of your Intelligence modifier when you make an Intelligence-based skill check. Human on the Outside Sapphire Sprint: When you take the Dash action, you can In almost every way, azurin resemble their human parents, take the Dash action again as a bonus action. with all the broad variance that entails. The one telling Incarnum Surge: You may use your Constitution modifier physical feature that sets azurin apart from humanity is their instead of your Strength or Dexterity modifier when you eyes: Instead of white sclera, the majority of their eyes make a Strength or Dexterity-based skill check. possess a sky-blue sheen characteristic of incarnum. Languages. You can speak, read and write Common and Social Idealists one other language of your choice. While it is rare for azurin to gather together in populations enough to make their own settlements, they are very social by Duskling nature and almost always live in or around settled areas. Dusklings are nomadic fey that travel the planes and claim to They readily join organizations that fit their ideals, ranging be truly one with incarnum itself. Their skin is usually a from monastic orders to death cults. Those azurin that don't steely blue-gray, their hair comes in shades of blue, gray, and join an organization or group tend to become solitary black, and their eyes are deep blues, greens, or purples. paragons of their ideals that nonetheless play a large role in their local settlement. Family Above All Else Filled with Purpose Duskings don't believe in stong, central authorities, but tend to organize in clans connected by family ties, ranging from 10 Their shortened lifespans and innately strong ideals push to 50 individuals, headed by an elder. They value this family azurin towards a life enacting change in the world. They are above everything else, and often it is losing this family, either often passionate and impatient, favoring action over inaction. by being orphaned or exiled, that drives dusklings to a life of This can lead to them seeming twitchy, constantly moving adventure, where the camraderie of an adventuring party can whenever they can, bouncing on their toes or pacing if made serve as a surrogate for the family they lost. to wait, and prefering proaction to reaction. They may also come off as curt or abrupt with those not interested in their ideals, while extolling at length to those who are willing to Untethered Wanderlust listen. Dusklings favor the life of the nomad- not because they follow migrating herds, but because they seem incapable of staying Azurin Traits in one place for more than a few weeks at a time. They favor warm forests, but will cross plains, hills, and mountains on Your azurin character has the following racial traits. their travels. They avoid high-population areas, but will Ability Score Increase. Two different ability scores of your readily trade with frontier settlements. Sometimes, this choice increase by 1. wanderlust can be so extreme that individuals will choose to Age. Azurin reach physical maturity around age 14, and strike off on their own for a life of adventure. rarely live longer than 75 years or so. Alignment. Azurin tend towards idealistic extremes, being equally likely to be lawful good, chaotic good, lawful evil, or Wild and Purposeful chaotic evil. Dusklings tend to be open and upfront with their feelings, Size. Born of human parents, azurin can come in as many and have an intense dislike of confinement. Their movement shapeSamples and sizes as their parents. Your size is Medium. Your is quick and purposeful, bu t they fileare capable of great stillness height is 4'8" with a modifier of +2d10. Your weight is 110 when they reach their destinations, remaining precisely lbs. with a modifier of +(height roll) x 2d4. where they wish to be until they decide to move elsewhere. Speed. Your base walking speed is 30 feet. However, when a Duskling feels confined and unable to Incarnum Affinity. Select one of the following:

3 move, they become fidgety and will pace about, in contrast to their usual stillness. Adventurous and Dramatic Rilkans believe every day should have meaning, and every night should be passionate. They readily join a life of Duskling Racial Traits. adventure, becoming leaders and spokespeople, taking to Your Duskling character has the following racial traits. spell and sword in equal measure. Uniquely, they believe Ability Score Increase. Your Constitution score increases trade to be an adventure of equal calibre to high heroics, by 2, and your Dexterity score increases by 1. holding tense contractual negotiations and sneaking trade Age. Due to their fey nature, Dusklings age at a similar rate past blockades in equal regard to slaying a dragon or foiling as elves, reaching physical maturity around the same age as the machinations of a dread cult. humans, with societal adulthood coming with experience, often around 75 years old, and a maximum lifespan at around 550 years old. Rilkan Racial Traits Alignment. Dusklings tend not to hold extemes of belief, Your rilkan character has the following racial traits. and as such tend towards neutrality. Ability Score Increase. Your Dexterity score increases by Size. Dusklings tend to stand around 5 feet tall and tend to 2, and your Charisma score increases by 1. be fairly muscular, making them heavier than one would Age. Rilkans mature quickly, reaching physical adulthood expect for their height. Your size is Medium. Your height is around 14 years of age, and typically live to about 85 years of 4'5" with a modifier of +2d4. Your weight is 100 lbs. with a age. modifier of +(height roll) x 2d4. Alignment. Rilkan are strongly individualistic, meaning Speed. Your base walking speed is 35 feet. they tend towards chaotic alignments. . You can see in dim light within 60 feet of you Size. Your size is Medium. Your height is 4'8" with a as if it were bright light, and in darkness as if it were dim modifier of +2d8. Your weight is 110 lbs. with a modifier of + light. You can't discern color in darkness, only shades of gray. (height roll) x 1d8. Fey. Your creature type is fey, rather than humanoid. Speed. Your base walking speed is 30 feet. Incarnate Speed. As long as you are not wearing heavy Racial Knowledge. All rilkan are connected through the armor or medium armor, when you move on your turn in power of incarnum to the connected knowledge of their combat, you can double your speed until the end of the turn. entire people. When you make an Arcana, History, Nature, or Once you use this trait, you can't use it again until you move 0 Religion check, you may add double your proficiency bonus to feet on one of your turns. that check. Once you use this feature, you cannot use it again Languages. You can speak, read and write Common and until you take a long or short rest, or until you spend a hit die Sylvan. to regain it. Rilkan Aid. When you take the Help action, the creature you are aiding may roll an additional die and choose which Rilkan die to use for the attack roll or ability check. Languages. You can speak, read and write Common and One of two races descended from the enigmatic ancient race two other languages of your choice. of semi-reptilians known as the mishtai, rilkans are graced with with bands of corundum-hard scales around their forearms and necks. They differ from their skarn counterparts and mishkai ancestors in how they pursue Skarn perfection, preferring perfection through experience lived, Like the rilkan, the skarn are descended from the mishtai. rather than attempting to attain perfection of form. Infused by their projenitors with incarnum in pursuit of a perfection of form, skarn are notable for the half-dozen spines emerging each from the backs of their forearms, Merchants and Storytellers calves, and upper backs. Unlike their rilkan counterparts, Rilkans view trade as one of the best ways to see and enjoy skarn still believe strongly in the mishtai goal of self- the best that life has to offer, to the point where it is a perfection, and that modern skarn are incredibly close to that common rilkan saying that "Gold is the root of all good". goal. Rilkan heroes aren't merely rogues or mages, but traders, userers, and oligarchs who generate wealth for themselves and those important to them. Artifice and Architecture Skarns prize architecture as one of their first and most beloved arts. Their cities are fantastically designed, a Diplomats and Peacemakers harmony of styles flowing from the landscape from one side Rilkans readily integrate into other cultures, and tend to be of the city to the other. Their natural proclivity for tall gregarious and friendly by nature. Given their social buildings can result in structures ten or more stories tall, and proclivities, they tend to rise to prominent places in whatever no skarn city is complete without amphitheaters and public community they join, be it an elven tree village, a human city, squares for public events. or dwarven delve. When they are the majority in a community, rilkans are similarly welcoming to races of all Pursuit of Perfection sorts, Sampleeven those one might not traditionally think of in file peaceful civilization. It's said that one particularly famous Skarn view themselves as the heirs to the mishtai and their rilkan city has an intelligent gellatinous cube leading its goal of "perfection of form", or the combining of perfection of Sewer Worker's Guild. the mind and body. They believe they have come as close as they have through their connection to incarnum, and revere it

4 foremost, before even deities. Further, most skarn see other races as misguided for believing that "perfection of form" is an unachievable goal. As such, there tends to be a certain aloofness when most skarn interact with those outside their own race. However, the only race they truly disdain are the rilkans, believing them responsible for the social turmoil that robbed the mishtai of the opportunity to attain their great aspiration. Mind and Body Skarns favor paths that allow them to develop both physical and mental prowess, and skarn societies greatly value upon proving one's mettle. As such, it is not uncommon for traditional skarn to strike out for a time as adventurers, to return to their community with physical evidence of their mastery and competence. However, by the same token, skarns that do not easily fit into the rigid, stratified city society may also strike out as adventurers to join a community that is less restrictive. Skarn Racial Traits Your skarn character has the following racial traits. Ability Score Increase. Your Strength score increases by 2, and your Charisma score increases by 1. Age. Skarns mature more slowly than their Rilkan counterparts, reaching maturity around age 21, and often living to be 110 years of age. Alignment. Skarns tend towards highly structured societies with clear social classes and rigorous planning. They are typically lawful, but chaotic skarns are not unheard of, and are welcomed in their society nonetheless, treated as amusing black sheep, of a sort. Size. Skarn are tall and solidly build, averaging around 6 feet tall and 210 pounds in wieght Your size is Medium. Your height is 5'6" with a modifier of +2d10. Your weight is 140 lbs. with a modifier of +(height roll) x 2d8. Speed. Your base walking speed is 30 feet, and you have a climbing speed of 20 feet. Weaponized Spines. Your spines are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. Languages. You can speak, read and write Common and one of the following languages: Abyssal, Celestial, Draconic, Elven, or Infernal. Sample file

5 Chapter 2: The Meldshaper blue dragonborn swings an oversized axe at a ferocious of beasts without their influence bleeding into shrouded assassin, a blinding flash leaving his one's life, and as such meldshapers tend to adopt traits foe reeling. embelmatic of the powers they draw upon most, causing An armored human, battered and bleeding, them to favor those sources more, creating a sort of feedback brings a hand to their wounds, which glow loop resulting in more extreme beliefs. As such, most azure blue and begin to close meldshapers are very strongly free-spirited, altruistic, A A ragged bursts forth from the ruthless, orderly, or some pairing from the above. underbrush, tearing into a party of bandits with wicked claws, a stream of icy cold blasting from her mouth. Quick Build You can make a meldshaper quickly by following these Soul Powered suggestions. First, put your highest ability score in Constitution, followed by Strength or Dexterity. Second, Meldshapers draw upon the power of the souls of all things choose the outlander background. that have lived or will live, forming this energy into potent constructs known as soulmelds. Whether drawing power from paragons of ideal, the battlefield, or the natural world, Optional Rule: Multiclassing If your group uses the optional rule on multiclassing in the soulmelds grant their bearer the gifts and abilities of the Player 's Handbook, here's what you need to know if you souls that fuel them. choose meldshaper as one of your classes. Ability Score Minimum. As a multiclass character, you Extreme by Nature must have at least a Constitution score of 13 to take a level in Because soulmelds are created from the essence of the most this class, or to take a level in another class if you are already quintessential examples of a given trait, meldshapers live a meldshaper. lives of extremes. It is difficult to expose oneself to the Proficiencies Gained. If meldshaper isn't your initial class, essence of the greatest of heroes, vilest of villains, or here are the proficiencies you gain when you take your first level as a meldshaper: light armor and shields.

The Meldshaper Level Proficiency Bonus Features Soulmelds Shaped Chakra Binds 1st +2 Soul Affinity, Soulmelding 2 - 2nd +2 Chakra Binds (Crown) 3 1 3rd +2 Soul Affinity Feature 3 1 4th +2 Ability Score Improvement 4 1 5th +3 Extra Attack 4 1 6th +3 Soul Affinity Feature 4 2 7th +3 Chakra Bind (Hands, Feet) 5 2 8th +3 Ability Score Improvement 5 2 9th +4 Soul Affinity Feature 5 2 10th +4 Chakra Rebinding (1/short rest) 6 3 11th +4 Azure Toughness 6 3 12th +4 Ability Score Improvement 6 3 13th +5 Chakra Bind (Waist, Throat) 7 3 14th +5 Chakra Rebinding (2/short rest) 7 4 15th +5 Soul Affinity Feature 7 4 16th +5 Ability Score Improvement 8 4 17th +6 Chakra Bind (Back, Heart) 8 4 18tSampleh +6 Chakra Rebinding (Unlimited) 8 file5 19th +6 Ability Score Improvement 9 5 20th +6 Soul Affinity Feature 9 5

6 Spells granted to you by your soulmelds use your Class Features meldshaping attack bonus and save DC. As a Meldshaper, you get the following class features: Chakra Binds Hit Points Starting at 2nd level, you are able to bind the spectral essence Hit Dice: 1d8 per Incarnate level of your Soulmelds to certain parts of your body when you Hit Points at 1st Level: 8 + your Constitution modifier shape them. After you shape your soulmelds for the day, you Hit Points at Higher Levels: 1d8 (or 5) + your Constitution can bind one soulmeld to its associated chakra. You are able modifier per meldshaper level after 1st to bind soulmelds to the crown chakra, and soulmelds that lack a specific chakra, which you bind to your spirit. the Proficiencies number of Chakra Binds you are able to perform is shown in Armor: Light armor, medium armor, shields the Chakra Binds column of the Meldshaper class table. Weapons: Simple weapons At 7th level, you gain the ability to bind soulmelds to the Saving Throws: Constitution, Charisma hand and feet chakra. Skills: Choose two from: Arcana, Athletics, Insight, Nature, At 13th level, you gain the ability to bind soulmelds to the Religion, or Survival waist and throat chakra. Finally, at 17th level, you can bind soulmelds to the back Equipment and heart chakras You start with the following equipment, in addition to the equipment granted by your background: Ability Score Improvement (a) a simple weapon or (b) a martial weapon (if proficient) When you reach 4th level, and again at 8th, 12th, 16th, and (a) a shield or (b) a simple weapon 19th level, you can increase one ability score of your choice (a) An Explorer's pack or (b) Priest's Pack by 2, or you can increase two ability scores of your choice by (a) Leather armor or (b) Hide armor 1. As normal, you can’t increase an ability score above 20 Alternatively, you may start with 3d4 x 10 gp to buy your using this feature. own equipment. Using the optional Feats rule, you can forgo taking this feature to take a feat of your choice instead. Soul Affinity All meldshapers have an affinity towards a particular Extra Attack category of souls. Choose one of the following Affinities: The Beginning at 5th level, you can attack twice, instead of once, Incarnate, the Soulborn, or the Totemist, detailed at the end whenever you take the Attack action on your turn. of this class description. This choice gives you features at 1st, 3rd, 6th, 9th, 15th, and 20th level. Chakra Rebinding Starting at 10th level, you have gained the ability to change Soulmelding which soulmelds are bound to your chakra. During the Starting at 1st level, a Meldshaper forms Incarnum into course of the ten minute ritual, you do not gain the benefit of potent creations known as Soulmelds. Similar in nature to having any of your soulmelds bound, and upon its completion, magic items, soulmelds are made from the raw soul-stuff of you gain the benefits of your changed chakra binds. the universe. At the end of a long rest, you may shape any Once you use this feature, you can't use it again until you number of soulmelds you know, up to the number indicated finish a short or long rest. in the Soulmelds Shaped column of the Incarnum class table, Starting at 14th level, you may use this feature twice and can select from any soulmeld on your Soul Affinity's between rests, and at 18th level, you may use this feature an soulmeld list. unlimited number of times. However, these Soulmelds occupy locations known as chakra, and no two shaped soulmelds can simultaneously Azure Toughness occupy the same chakra. You may shape a soulmeld to any At 11th level, you have discovered how to use incarnum to chakra in the class table at any level, as long as you only have bolster your health. For every chakra that does not have a one soulmeld per chakra. What chakras, if any, a soulmeld soulmeld shaped to it, your current and maximum hit points occupies are detailed in its entry at the end of the class are increased by 5. description. You may have any number of soulmelds that do not list a chakra shaped at once.

Meldshaping Ability Some soulmelds will allow you to cast a spell or create a spell-like effect. Your meldshaping attack bonus and saving throw DCs are determined by your Constitution, as follows: MelSampledshaping Attack Bonus = Proficiency bonus + your file Constitution modifier Meldshaping Save DC = 8 + your proficiency bonus + your Constitution Modifier.

7 weapon (no action required), or if you die. Optional Rule: Chakra and Magic Items Incarnum Radiance Starting at 3rd level, you select a Radiant ability from the list In the original 3.5e rules for Incarnum, bound soulmelds occupied the same spaces where one below that you may activate as a bonus action. The Incarnum would wear magic items, meaning one had to within you infuses you with this gift. You have a number of choose between whether to have a soulmeld or uses of this ability equal to half your proficiency bonus, and magic item in a given location. Given the general you regain all expended uses of it when you finish a long rest. greater impact of individual magic items in the In addition, when you activate the ability, you may choose design of 5e, I have chosen to do away with that. to share the benefits of your Radiance with allies within 30 However, you may optionally reinstate this feet. However, once the effect of your shared Radiance ends, limitation. Consult the following table for how you gain one level of exhaustion. chakra correspond to types of magic items. While you have a soulmeld bound to a given chakra, you Radiant Power cannot gain the benefits of magic items that are You may unleash the Radiance of Incarnum to increase the worn on those locations. For example, you could impact of your blows. You add your proficiency bonus to not gain the benefits of gauntlets of ogre power weapon damage rolls for one minute. while you have the armguards of disruption bound. Shaped soulmelds that are not bound, however, do Radiant Defense not impact your ability to wear a magic item. You may unleash the Radiance of Incarnum to ward yourself Chakra Magic Item Types against harm. You add half your proficiency bonus to your AC for one minute. Crown Headbands or Helmets Hands Gloves or Gauntlets Radiant Accuracy You may unleash the Radiance of Incarnum to increase the Feet Boots or Greaves precision of your blows. You add half your proficiency bonus Waist Belts to attack rolls for one minute. Throat Necklaces or Periapts Radiant Speed Back Cloaks or Pauldrons You may unleash the Radiance of Incarnum to increase the Heart Armor or Clothing rapidity of your movement. You add five times your proficiency bonus to your movement speed for one minute.

Rapid Meldshaping Beginning at 6th level, you may take one minute to unshape Soul Affinities and reshape your soulmelds. If one or more of the soulmelds All meldshapers possess a Soul Affinity. Whether the spirits you unshape were bound to a chakra, you may choose to bind of strong ideals, those of the battlefield, or of the spirits of a corresponding number of your newly shaped soulmelds to nature itself, your Soul Affinity shapes the types of Soulmelds their respective chakra. During that time, you do not gain the you can create, and the very way you interact with the souls benefits of any Soulmelds. At the end of the minute, the that grant you power. reshaped or bound Soulmelds take effect. Once you do this, you must take a long rest before you can do so again. You The Incarnate may do this an additional time per long rest at 15th level. The incarnate makes a close bond to souls who are paragons, Greater Weapon Incarnation in one form or another. Be they the greatest tyrants, the most Beginning at 9th level, you may gain one of the following as a just of arbiters, the bravest of heroes, or the most incorrigible bonus soulmeld: Axe of Chaos, Blade of Order, Flail of wanderers, Incarnates come to embody the ideals that they Darkness, or Hammer of Light. This does not count against channel through their soulmelds. Never ones to do anything your number of Soulmelds known. by half, an Incarnate makes a staunch ally when your goals align, and a potent foe when they do not. The Soul Chakra Beginning at 15th level, you are able to shape and bind Incarnum Weapon soulmelds to your Soul Chakra. Any soulmeld may be shaped Starting at 1st level, you are able to harness Incarnum to or bound there, allowing you to shape and/or bind two create a weapon of pure conviction in your hands. You can soulmelds that would normally occupy the same chakra. use your action to create an incarnum weapon in your empty However, in order to bind a soulmeld to the Soul Chakra, you hand. This weapon may take the form of any one-handed must be capable of binding it to its normal chakra as well. melee weapon with which you are proficient. You can choose the form that this melee weapon takes each time you create Perfect Meldshaper it. ThiSamples weapon counts as magical for the purpose of At 20th level, you can flood your bfileody with the azure light of overcoming resistance and immunity to non-magical attacks Incarnum as an action, activating your shared Incarnum and damage. Your incarnum weapon disappears if it is more Radiance as well as treating all shaped soulmelds as bound than 5 feet away from you for 1 minute or more. It also for one minute. At the end of this minute, you do not gain the disappears if you use this feature again, if you dismiss the exhaustion normally associated with shared Incarnum

8 Radiance. Once you use this feature, you must finish a short damage for every 10 feet you move in this way. or long rest before you can use it again Once per short rest, you may use a bonus action to make your attacks score a critical hit on a roll of a 19 or a 20 The Soulborn until the end of your turn. Additionally, you roll an Heavily armed and armored, the Soulborn is to incarnum as a additional weapon die of damage when you score a critical paladin is to a god. Exemplars who channel the greatest hit in that time. military geniuses and villains of , a Soulborn draws upon their kindred souls to strike down those who would oppose Incarnum Paragon them. Much like an incarnate, soulborn are driven like no At 20th level, as an action, you can become an avatar of battle others, and if given half the chance, they will rise to join the by flooding yourself with incarnum, gaining the following ranks of potent warriors that other meldshapers might draw benefits for 1 minute: on in times of strife. You have resistance to all damage. Bonus Proficiencies When you take the Attack action on your turn, you can At 1st level, you gain proficiency in heavy armor and martial make one additional attack as part of that action. weapons. You have advantage on Charisma saving throws Incarnum Defense At 1st level, as you infuse your body with incarnum, you gain Once you use this feature, you can't use it again until you a supernatural defense against that which might hinder you. finish a long rest. You gain immunity to one of the following conditions: frightened, paralyzed, poisoned, or charmed. You cannot The Totemist change your immunity after you have chosen it. The strength of a Girallon. The gaze of a basilisk. The majesty of a . The totemist draws upon the potent Smite Opposition souls of nature's most powerful creatures in battle. This close Starting at 3rd level, you may infuse your blows with the connection to the natural world is exemplified through the power of incarnum to strike down those who would oppose totemist's use of their Totem Chakra, allowing them to you. Upon a successful melee attack, you may deal additional become avatars of primal might. damage equal to your meldshaper level plus your Charisma modifier. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it Totemic Magic At 1st level, you use incarnum to evoke minor natural magic. when you finish a long rest. You learn two from the following list: druidcraft, shillelagh, thorn whip, frostbite, infestation, or primal Healing Soul savagery. Constitution is your your spellcasting ability for Starting at 6th level, you can use the power of incarnum to these spells. close your own wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your Primal Empathy Starting at 1st level, you have advantage on Wisdom (Animal meldshaper level x 2. As an action, you can draw power from Handling) checks when dealing with a creature of the same the pool to restore a number of hit points to yourself, up to kind as any of your shaped soulmelds. the maximum amount remaining in your pool. (For example, having a Displacer Mantle shaped grants Alternatively, you can expend 5 hit points from your pool of advantage when dealing with displacer beasts.) healing to cure yourself of one disease or neutralize one poison affecting you. You can cure multiple diseases and neutralize multiple poisons with a single use of Healing Soul, The Totem Chakra At 3rd level, totemists gain access to a unique chakra: the expending hit points separately for each one. totem chakra. You cannot shape soulmelds to the totem You cannot use this ability if you are immobilized, as you chakra, but you may bind a shaped soulmeld that is must touch the wound to heal it. compatible with the totem chakra to gain additional benefits, adopting some of the physical traits of the creature the Share Incarnum Defense soulmeld emulates. When bound in this manner, you gain the Starting at 9th level, all allies within 30 feet gain the benefits of the Totem section of the soulmeld's entry, and not immunity granted by your Incarnum Defense. the normal Bound effect. Because you cannot shape a soulmeld to your totem chakra, it does not count towards the Cobalt Offensive benefits granted by Azure Toughness. Starting at 15th level, you can infuse your weapon with incarnum to augment your combat maneuvers, charging fearlessly into the fray or striking your foes at their weakest. Totem's Protection Starting at 6th level, your connection to nature through Choose one of the following. You may change your selection incarnum has given you insight on how to survive an when Sampleyou gain a level in this class. file encounter with the worst that nature can throw at you. You Once per short rest, you may use your action to move up have advantage on saving throws imposed by beasts and to your walking speed in a straight line and make a single monstrosities. weapon attack, dealing an additional weapon die of

9 Rebind Totem Chakra Starting at 9th level, as your link to the totemic forces of incarnum deepens, you are able to shift the ties that bind your soulmelds, if only a little. You are able to change which soulmeld is bound to your totem chakra as an action. If the soulmeld you are binding to your totem chakra was already bound to another chakra, it unbinds from that chakra, and you may use a bonus action to bind the soulmeld you just unbound from your totem chakra to its normal chakra. You may perform this a number of times equal to half your proficiency bonus, rounded down. You regain all expended uses when you finish a long rest.

Totemic Empowerment Starting at 15th level, your connection to your totem chakra deepens, and you are able to bind a soulmeld to its normal chakra and the totem chakra simultaneously (this does use two chakra binds, however) to gain the benefits of both binding effects. Additionally, using Rebind Totem Chakra no longer unbinds a soulmeld from its normal chakra.

Totem Embodiment At 20th level, you are able to temporarily link your body and soul with your totem chakra. As an action, you can gain the following benefits for one minute:

If there is no soulmeld currently bound to your totem chakra, you may immediately bind a soulmeld to it.

Any attacks with weapons or abilities granted by the soulmeld bound to your totem chakra are rolled at advantage

Enemies have disadvantage against any saving throws caused by an ability or spell granted by a soulmeld bound to your totem chakra

You may use your reaction either at the end of your turn, or in response to being attacked, to use your Rebind Totem Chakra ability without expending a use of said ability.

Once you use this ability, you must finish a long rest before you can use it again. Sample file

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