Incarnum Reborn
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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, Wizards of the Coast, Chapter 1: Races Forgotten Realms, Ravenloft, Eberron, the dragon Azurin ampersand, Ravnica 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.