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2019-03-25 The Homebrewery - NaturalCrit

Summoner (Sorcerous Origin) Elemental Infusion


At 6th level, the bond with your incarnates allows you to
Your magic stems from the primordial beings of the infuse them with magic energy. As a bonus action, you may
Elemental Chaos, whether you were born in an elemental infuse your incarnate with one of the following effects. An
storm, near a rift to an elemental plane or carry the blood of a incarnate may only have one infusion active at a time.
primordial titan. Your connection to the elemental slag that Farsight Infusion. You spend 1 sorcery point to give your
forged the world allows you to mold the elements into Incarnate's claws a range of 60 feet. These attacks ingore half
sentient sprites of nature. Known as a "summoner", you and three quarters cover.
conjure life from the very elements around you, as did the Power Infusion You spend 2 sorcery points to give your
primordials of old. Incarnate a bonus to its damage rolls equal to its proficiency
bonus. Additionally, the Incarante may make another claw
Elementalist attack as a bonus action after attacking with its claws.
The magic you wield is closely tied to the elements. You can Shadow Infusion You spend 2 sorcery points to give your
speak, read and write Primordial. In addition, you gain the Incarnate the Invisibility action. The incarnate is invisible
following spells at the listed sorcerer level. These spells do until it attacks, casts a spell or loses concentration as if
not count against the number of sorcerer spells you know. concentrating on a spell. Additionally, once per turn if the
Summoner Bonus Spells Incarnate attacks with advantage and hits a creature, the
target takes an extra 2d6 damage from the attack.
Sorcerer
Level spells
Warp Infusion You spend 1 sorcery point to give your
Incarnate teleportation. Your Incarnate may teleport a
1st Find Familiar, Chromatic Orb combined distance no greater than its movement speed. If the
3rd Dust Devil, Flock of Familiars Incarnate targets your space, you switch places with it.
Vitality Infusion You spend 1 sorcery point to give your
5th Conjure Animals, Summon Lesser Demons Incarnate it's proficiency bonus x 10 Temporary Hit Points.
7th Conjure Minor Elementals, Summon Greater Additionally, your Incarnate has a bonus to saving throws
Demon equal to its proficiency bonus.
9th Conjure Elemental, Infernal Calling
Supercharger
Elemental Pools
At 14th level, as an action you may supercharge one or more
At 1st level, When you cast a spell of 1st level or higher that of your Incarnates. Spending 2 or more sorcery points on an
targets one or more creatures and deals acid, cold, fire, Incarnate supercharges it. A supercharged Incarnate gains
lightning, poison or thunder damage, the spell's damage type advantage on attack rolls, any hit automatically becomes a
lingers in an Elemental Pool in a 15 foot cube centered on critical hit. If you spend more than 2 sorcery points on an
every target of the spell. This area counts as difficult terrain. Incarnate during your action, that incarnate's claws deal 1d6
If a creature is standing in the pool at the start of its turn, it additional damage for every sorcery point spent above 2. At
takes 1d4 damage of the pool's type. The area lasts until the the end of its next turn, the supercharged Incarante dies.
end of your next turn. There is no way of preventing this.

Conjure Incarnate Greater Incarnate


Also at 1st level, as an action you may expend 1 sorcery point At 18th level, your Incarnates evolve to Greater Incarnates. A
to summon an Incarnate. The Incarnate appears in a non- Greater Incarnate gains the following features.
• It is a large creature.
occupied space of your choice within 60 feet, acts on its own • Its damage resistance changes to immunity.
initiative and obeys your commands. The Incarnate uses your • Its claws deal 2d6 damage and it can attack twice with its
proficiency bonus instead of its own. The Incarante's claws as part of its attack action.
maximum hit points increase by 4 (1d6+1) each time you • its claws count as magical for the purposes of overcoming
gain a sorcerer level. resistances and immunities.
If the Incarnate is summoned onto a space inside an • Its strength score increases to 18.
Elemental Pool it appears as an Incarnate of that element. An • its constitution score increases to 16, and its hit die
Incarnate summoned in this way has resistance to that changes to d10. It's maximum hit points increase to 153
damage type, its claws deal that type and it is granted a (18d10+54). It's maximum Hit Points increase by 1d10+3
special action depending on the element as listed at the end per level after this.
of the class description. The Incarnate lasts for an hour or
until you dismiss it as a bonus action. You can have a total
number of incarnates active at one time equal to half your
proficiency bonus (rounded up).

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2019-03-25 The Homebrewery - NaturalCrit

Incarnate Elements
An Incarnate summoned in an Elemental Pool gains
Incarnate resistance to its respective damage type and the damage of
Small elemental, unaligned its claw attacks changes to the same damage type.
Additionally, they gain unique abilities as detailed below.
Armor Class 13 (Natural Armor) Acid. The Acid Incarnate gains the Acid Splash cantrip.
Hit Points 4 (1d6+1) Additionally, a creature that hits the Acid Incarnate with a
Speed 30ft. melee weapon attack from a weapon made of non-magical
metal recieves a cumulative -1 penalty to damage rolls with
STR DEX CON INT WIS CHA that weapon permanently.
Cold. The Cold Incarnate gains the Frostbite cantrip.
12 (+1) 12 (+1) 12 (+1) 6 (-2) 10 (+0) 8 (-1) Additionally, it is always under the effects of the Armor of
Agathys spell as cast with a first level spell slot.
Senses darkvision 60 ft., passive Perception 10 Fire. The Fire Incarnate gains the Firebolt cantrip.
Languages Understands Common, Primordial Additionally, when it hits a creature with a claw attack the
Challenge 1/2 (100 XP) target catches on fire. At the start of each of its turns it takes
1d4 fire damage. The target or a creature within 5 feet of the
Adaptive. The Incarnate's damage types and target can use its action to put out the flames.
resistances changes depending on where it is
summoned.
Lightning. The Lightning Incarante gains the Shocking
Grasp cantrip. Additionally, when it hits a creature with a
claw attack, it deals damage to all creatures adjacent to the
Actions target equal to twice its proficiencty bonus.
Claw Attack. Melee Weapon Attack: +3 to hit, reach Poison. The Poison Incarnate gains the Poison Spray
5ft., one target. Hit 4 (1d6 + 1) slashing damage. cantrip. Additionally, whenever it hits a creature with a claw
attack, the target must succeed on a (DC = 8 + proficiency
bonus) constitution saving throw or take 1d6 poison damage
and be poisoned for 1 hour.
Thunder. The Thunder Incarnate gains the Thunderclap
Greater Incarnate cantrip. Additionally, when it hits a creature with a claw
Large elemental, unaligned attack, the target must succeed on a (DC 8 + proficiency
bonus) strength saving throw or be pushed 10 feet away.
Armor Class 13 (Natural Armor)
Hit Points 153 (18d10+54)
Speed 30ft.

STR DEX CON INT WIS CHA


18 (+4) 12 (+1) 16 (+3) 6 (-2) 10 (+0) 8 (-1)

Senses darkvision 60 ft., passive Perception 10


Languages Understands Common, Primordial
Challenge 4 (1100 XP)

Adaptive. The Incarnate's damage types and


immunities changes depending on where it is
summoned.
Magic Weapons. The Greater Incarnate's claw
attacks are magical.

Actions
Multiattack. The Greater Incarnate makes two
attacks with its claws.
Claw Attack. Melee Weapon Attack: +10 to hit,
reach 5ft., one target. Hit 10 (2d6 + 4) slashing
damage.

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