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Incarnate

Under the light of the setting sun, an armored tiefling stands


in the center of a roiling battlefield. A ring of light appears
over their head, seemingly capturing the sun's brilliance. At
the same time, beautiful golden wings spring from their
back. They raise their sword into the air and utter a single
word; a truly pure divine utterance. Each warrior on that
field feels their weapons dulling, and their fighting spirits
drain, and each falls to their knees, exhausted. The conflict is
over.
A tall, burly dragonborn stands his ground before a
rampaging minotaur. The dragonborn's horns are curved like
a bull's, and their claws are long and caked in ichor. Their
hungry eyes are black as the Abyss itself, and are firmly
locked upon at the beast before them. The minotaur charges,
and the dragonborn matches it. The dragonborn's mouth
opens to reveal rows upon rows of teeth and rips a large
chunk out of the minotaur's neck. They have claimed
another soul; they are satisfied. For now.
A gnome places her hand on body of an owlbear, killed
but left to rot. She utters some words to the plants, and the
path of the poachers fills her mind. After a day of tracking,
she

finds their camp and walks to its center. The form of a

great, incorporeal dryad appears behind her. Before

the hunters could even draw their weapons, they

were wrapped in vines and skewered with spear-

like thorns—save for one, spared so they would

spread word of the new forest's guardian.


All of these mighty figures are incarnates:

beings who have tapped into the depth of

power within their souls. Incarnates are

mortals who become incarnations of

cosmic archetypes like angels or demons.

Their souls are exposed to the constant

flux of power that suffuses the multi-

verse; a power that they learn to wield

as it fundamentally alters what they are.

Of Two Parts
Mortal beings are comprised of their soul,

which houses their ego and intellect, and

body, which anchors their soul to the prime

material world. Through death or powerful

magic, the link between these two can be

severed. For a select few, when this happens,

they find the strength of will, of presence, to hold on to

their spirit, and to bind it through sheer determination.

This binding is almost always incomplete, leaving the

soul in the body, but permanently exposed to magic

and energy that radiates from the planes.


The moment of binding is thrilling, like a source

of unspeakable power flowing from within you.

Immediately, the incarnate is forced to confront

the most refined, archetypal version of who they

are—their very essence. Some say they see the visions of


past lives, and others report dark portents. As an incarnate
begins to explore this crystallized facet of their identity,
their exposed soul begins reacting to the magic around it.
The cosmic forces react to the creature's beliefs, alignment,
and self perceptions and begins to mold the incarnate into a
cosmic being.

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Of Unified Intent Quick Build
You can make an incarnate quickly by following these
As an incarnate confronts their inner self and cultivates
suggestions. What score you should make your highest
their soulborn magic, they inevitably find themselves
depends on your Soul Shape: Strength or Dexterity for
drifting towards unity. They come to terms with their new
Shape of the Warrior, Strength for Shape of the Beast, and
reality, and their body and soul begin to rejoin anew. Like
Charisma for Shape of the Guardian and Shape of the
the beings of the outer planes, the incarnate's soul becomes
Conduit. If Strength or Dexterity is your highest score, make
its body, and its body becomes its soul.
Charisma your second highest score. If Charisma is your
Bearing the soul of such defining cosmic entities highest score, make Constitution your second highest score.
undoubtedly alters the psyche and perspective of its bearer.
Its common that an incarnate seeks out entities they take
after in order to learn more of what they are becoming. The Class Features
developing kinship often create incarnates that aspire to the As an incarnate, you gain the following class features
same heights as these creatures.
Hit Points
Creating an Incarnate Hit Dice: 1d6 per incarnate level
The most important thing to think about when you are Hit Points at 1st Level: 6 + your Constitution modifier
making an incarnate is the moment where their soul was Hit Points at Higher Levels: 1d6 (or 4) + your Constitution
severed from their body. How did it happen? Were they in modifier per incarnate level after 1st
the midst of a raid and got cut down, only to force
themselves back to life before bleeding out? Were they
Proficiencies
sickly and on their death bed, but with a heart that refused Armor: none
to die? Or maybe the work of a mad wizard or ardent Weapons: simple weapons
celestial intentionally severed your body and soul? Tools: none
Whatever the reason, the impetus for the shift is likely to Saving Throws: Wisdom, Charisma
color your perceptions of this power you have come across. Skills: Choose any two skills
While an incarnate does not immediately obtain an
incarnation, the cosmic forces that respond to your incarnate Equipment
aren't likely to change massively from the time of You start with the following equipment, in addition to the
transformation. Think about your character's alignment and equipment granted by your background:
temperament, and where they would fit into the cosmos. A
(a) a quarterstaff or (b) a light crossbow and 20 bolts
character's self perception can drastically alter the kind of
(a) a dungeoneer's pack or (b) an explorer's pack
power that seeks out their exposed spirit, however. A
If proficient, (a) leather armor, (b) scale mail, or (c) chain
character that thinks themselves a monster may find
mail
themselves filled with demonic power, and a character that
If proficient, a martial melee weapon of your choice and a
thinks themselves a messiah may find themselves filled
shield
with the power of upper planes.

One dagger

Alternatively, you can ignore the equipment here in your


background, and buy 4d4 × 10gp worth of equipment from
Mixing and Matching Chapter 5 of the Player's Handbook.
Incarnate is different from other classes in that it has
two subclasses in its Cosmic Incarnations and Souls
Shapes. Much of the fun of incarnate comes from
taking these two specializations and mixing and
matching them in interesting ways to inspire and
inform your characters. Are you an angelic warrior, or
a monstrous celestial beast? Each of these
combinations have unique ramifications for who
your character is. Read ahead to see which of these
combinations fit your character idea the best.
New Spells
Incarnate introduces many new spell options. Any
spells marked with a ◈ can be found at the end of
the document under the New Spells section.
Multiclassing
The prerequisites for multiclassing into incarnate are
Charisma and Constitution scores of at least 13.
When you multiclass into incarnate you do not gain
any proficiencies.
When determining your available spell slots when
multiclassing, you add half of your incarnate level.

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The Incarnate
—Spell Slots by Level—
Proficiency
Spells

Level Bonus Features Known 1st 2nd 3rd 4th 5th


1st +2 Soul Barrier, Soul Shape — — — — — —
2nd +2 Spellcasting, Soulburn (1 use) 2 2 — — — —
3rd +2 Cosmic Incarnation, Manifest Auras 3 3 — — — —
4th +2 Ability Score Improvement 3 3 — — — —
5th +3 Soulshape feature 4 4 2 — — —
6th +3 Free Spirit, Soulburn (2 uses) 4 4 2 — — —
7th +3 Incarnation feature 5 4 3 — — —
8th +3 Ability Score Improvement 5 4 3 — — —
9th +4 — 6 4 3 2 — —
10th +4 Elevated Being 6 4 3 2 — —
11th +4 Soulshape feature 7 4 3 3 — —
12th +4 Ability Score Improvement 7 4 3 3 — —
13th +5 — 8 4 3 3 1 —
14th +5 Incarnation feature 8 4 3 3 1 —
15th +5 Soulshape feature, Ascension 9 4 3 3 2 —
16th +5 Ability Score Improvement 9 4 3 3 2 —
17th +6 — 10 4 3 3 3 1
18th +6 Incarnation feature, Soulburn (3 uses) 10 4 3 3 3 1
19th +6 Ability Score Improvement 11 4 3 3 3 2
20th +6 Immortal 11 4 3 3 3 2

Soul Shape Spellcasting


When your body and spirit were first split, the true nature of Starting at 2nd level, you learn to express the font of divine
your soul was revealed to you, imparting you with latent power in your soul through the enactment of spells.
abilities. Choose one of the following: the Shape of the
Warrior, the Shape of the Conduit, the Shape of the Guardian, Spell Slots
or the Shape of the Beast, each of which are detailed later in The Incarnate table shows how many spell slots you have to
this document. Your choice of shape will grant you features cast your spells of 1st level and higher. To cast one of these
at 1st, 5th, 11th, and 15th level. incarnate spells, you must expend a slot of the spell's level
or higher. You regain all expended spell slots when you
Soul Barrier finish a long rest.
For example, if you know the 1st-level spell cause fear and
The most basic expression of your freer spirit is a ward of
have a 1st-level and a 2nd-level spell slot available, you can
soulstuff that defends your mind and body. This barrier is a
cast cause fear using either slot.
pool of shielding energy equal to three times your incarnate
level. Whenever you take damage, you can use your reaction
to expend any number from this pool, up to the amount
Spells Known of 1st level and Higher
You know two 1st-level spells of your choice from the
remaining in this pool, to reduce the damage you take by
incarnate spell list.
that amount. Until the end of your next turn, any damage
The Spells Known column of the Incarnate table shows
you take that is equal to or less than the amount you spent is
when you learn more incarnate spells of your choice. Each
reduced to 0.
of these spells must be of a level for which you have spell
This barrier regains all of its shielding power whenever
slots. For instance, when you reach 4th level in this class,
you finish a long rest, and half of its shielding power when
you can learn one new spell of 1st or 2nd level.
you finish a short rest.

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While in this state, you can't use your soul barrier, but you
Additionally, when you gain a level in this class, you can
gain the following benefits:
choose one of the incarnate spells you know and replace it
with another spell from the incarnate spell list, which also You radiate bright light of a color of your choice in a 10-
must be of a level for which you have spell slots. foot radius. This light ignores magical darkness.
As a bonus action on each of your turns, you can choose
Spellcasting Ability to lose a number of hit points equal to half your incarnate
Charisma is your spellcasting ability for your incarnate level. If you do, your soul barrier recovers an equal
spells, since the power of your magic relies on your ability amount of any missing shielding power, and you gain an
to project your soul into the world. You use your Charisma additional benefit based on your chosen emotion.
whenever a spell refers to your spellcasting ability. In
addition. you use your Charisma modifier when setting the You can use this feature once, and regain any expended
saving throw DC for an incarnate spell you cast and when uses when you finish a long rest. You can use this feature
making an attack roll with one. twice between long rests starting at 6th level and three
times between long rests starting at 18th level.
Spell Save DC = 8 + your proficiency bonus +
Determination
your Charisma modifier You can use your soul barrier during your soul burn. If you
have less than half your maximum hit points remaining,
Spell attack modifier = your proficiency bonus + your barrier gains half again as many hit points every time
your Charisma modifier you sacrifice hit points this way (rounded up).

Soul Focus Elation


When you cast spells that require a material component, you When you sacrifice hit points this way, you have advantage
can ignore that component unless it has an indicated cost, in on the next attack you make before the start of your next
which case you must have that specific component before turn.
you can cast the spell as normal.
Urgency
Soulburn When you sacrifice hit points this way, your speed increases
Also at 2nd level, your soul can burn through its vast by 10 plus 5 times the number of hit points sacrificed until
reserves of latent magic in moments of great peril. As a the start of your next turn.
bonus action, you can enter a soulburn, which lasts for 1
minute, until you are incapacitated, or until you choose to Fury
end it (no action required). When entering this state, choose When you sacrifice hit points this way, you deal bonus
an emotion to channel: determination, elation, fear, or fury. damage to the next creature you deal damage to before the
end of your next turn. This damage is equal to 1d4 plus the
amount of hit points spent.

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Cosmic Incarnation Ascension
Starting at 3rd level, you choose the archetypal cosmic force Starting at 15th level, your body has become attuned to the
your soul has begun to mimic. Generally, an incarnate's soul planes. You no longer age and can not die due to the passage
seeks to mimic cosmic forces that embody the individual's of time, and you can ignore any effects caused by your
views. Choose one of the following: Celestial Soul, Abyssal environment or current plane of existence.
Soul, or Verdant Soul. Additionally, you can cast plane shift without expending a
Your choice of incarnation grants you features at 3rd level, spell slot. You can ignore the material components of
7th level, 14th level, and 18th level. planeshift if you use it to teleport to a plane you've been on
before. Once you cast a spell using this feature, you can't do
Incarnation Selective Spell Lists so again until you finish a long rest.
Each incarnation has a list of spells associated with it,
detailed in the its description. When you reach certain Immortal
levels in this class, you learn one spell of your choice from
At 20th level, you have become an outsider, a being at one
the spells presented. A spell learned this way counts as an
energy of the multiverse. You can't be unwillingly possessed,
incarnate spell for you, but it doesn't count against the
teleported, or raised as an undead, nor can your soul be
number of incarnate spells you know. If either spell is not in
unwillingly stolen, eaten, or trapped.
the incarnate spell list, it is added to the list for you.
You can spend a week designating an unoccupied 10 foot-
cube as your anchor. A monument of your own design
Manifest Auras appears in that area. Only a deity or the wish spell can move
Also at 3rd level, you learn how to make the essence of a or destroy this monument. If you die, a new dormant copy of
creature's soul visible to you. As an action, you can activate your body appears on the monument. In 1d4 weeks, you
this sight for the next minute. For the duration, every awaken from this new body, retaining the same personality,
creature within 30 feet of you appears to radiate a colorful memories, and abilities, as well any equipment you were
aura in your vision. Each creature's aura appears differently attuned to, which are teleported to the monument when you
based on their cosmic significance and power. You can see awaken. Before you awaken, this body has 5 AC and 1HP. If it
this aura through cover, and even if the creature is invisible, dies, a new one begins growing with the same roll of the d4.
allowing you to ignore the condition. You know the If a spell that has the sole effect of restoring you to life (but
emotional state of every creature you see this way, and have not undeath) is cast on this body, you instantly awaken.
advantage on Wisdom (Insight) and Charisma checks against
them.
Once you use this feature, you can't use it again until you
Soul Shapes
finish a long rest. The shape of one's soul determines much of an individual's
outlook, and this is truer still for an incarnate, for whom this
Ability Score Improvement configuration is laid bare. Some say that these shapes align
to cosmic archetypes written into the foundation of reality,
When you reach 4th level, and again at 8th, 12th, 16th, and
whereas others say they are an emergent property of the
19th level, you can increase one ability score of your choice
soul being torn from the body. Many hold to the notion that
by 2, or you can increase two ability scores of your choice
these shapes are endemic and immutable, but more recently
by 1. As normal, you can't increase an ability score above 20
many have begun to suspect otherwise.
using this feature.
Regardless, for an incarnate the shape of their soul at the
time of awakening becomes an immutable part of the entity
Free Spirit they have become. Within this configuration an incarnate
At 6th level, you can release yourself from pains of the body finds power and abilities otherwise unbeknownst to them.
and mind in dire moments. When you enter a soulburn you An incarnate can find themselves flooded with the
can choose to end one of the following conditions that may memories of ancestors, latent potential, or even the presence
be affecting yourself: charmed, frightened, poisoned, of other beings within their spirit.
deafened, or blinded.
Shape of the Warrior
Elevated Being This soul shape opens the incarnate's eyes to the glory of
At 10th level, your body and soul begin to merge into a battle, and bestows uncanny martial prowess, even if they
singular entity sustained by the cosmos. You gain the had never once picked up a blade prior. These incarnates
following benefits: are found on the battlefield, compelled to achieve glory
through victory on an essential level. They are the prisoners
You no longer need to eat, drink, or breathe. with fire in their eyes, held in chains at the end of a battle,
You can choose to be immune to any spell or effect that those born under the crimson tide of war, the children of
would alter your form. chosen of Ysgard or the cursed of Acheron. No matter their
You no longer need to sleep and can’t be forced to sleep origin, this soul shape is defined by overcoming hardship.
by any means. To gain the benefits of a long rest, you can
spend 4 hours doing light activity.

Additionally, being incapacitated no longer ends your


soulburn.

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Martial Spirit
Also at 1st level, you can call upon your warrior spirit to
perform extraordinary martial feats. You learn how to use
three of the maneuvers of your choice listed below. Once you
use a maneuver, you can't use any of these maneuvers again
until the start of your next turn.
Behemoth's Bane When making an attack against a Large
or larger creature with advantage, you can forgo advantage
to deal an additional weapon die of damage on a hit.
Crippling Blow. When you hit a creature with a weapon
attack, you can decrease their speeds by 10 feet until the
start of your next turn.
Groundbreaker. When you hit a prone creature with a
weapon attack, you can deal additional force damage equal
to the ability modifier used for the attack.
Titan's Grip. When you successfully grapple a creature,
you can deal force damage to that creature equal to 1d4 +
half your incarnate level.
Piercing Echo. When you hit a creature with a weapon
attack, you can deal force damage equal to your Charisma
modifier to a different creature that is within 5 feet of the
original target and within range of your weapon.
Unstoppable Advance. When you hit a creature with a
weapon attack, you can push the target 10 feet directly left,
right, or backwards. You can immediately move 10 feet
towards them without provoking opportunity attacks.
Twin Strikes. When you take the Attack action while
wielding a melee weapon in each hand and make an attack
with one of those weapons, you can immediately make an
additional attack with the other weapon. You don’t add your
ability modifier to the damage of these additional attacks,
unless it is negative. You can't make a weapon attack using
your bonus action and use this maneuver on the same turn.
Starting at 5th level, you can use this maneuver on the
second attack you make as part of the Attack action as well.

Warrior Selective Spells Extra Attack


At 2nd, 5th, 9th, 13th and 17th level, you learn your choice of Beginning at 5th level, you can attack twice, instead of once,
one of the two spells presented at that level in the Warrior whenever you take the Attack action on your turn.
Selective Spells table. A spell learned this way counts as an
incarnate spell for you, but it doesn't count against the
Inexorable Spirit
At 11th level, the soul of the warrior grants you an incredible
number of incarnate spells you know. If either spell is not in
resilience in the face of hardship. When you reduce an
the incarnate spell list, it is added to the list for you.
attack's damage to zero using your Soul Barrier, you can
Incarnate
make an attack against the attacker as part of the same
Level Spells reaction.
2nd triumphant rain ◈, compelled duel Warborn
5th branding smite, find steed At 15th level, your soul burns brightest in the largest of
battles. When you enter the state of soulburning, every
9th bladestorm ◈, volley of iron ◈ hostile creature within 30 feet of you takes 1d10 necrotic
13th conjure formation ◈, find greater steed damage. You gain temporary hit points equal to the sum of
the damage dealt (maximum of three times your incarnate
17th steel wind strike, swift quiver level). These temporary hit points last until your soulburn
ends.
Warrior Embodied
At 1st level, you have an innate understanding of martial Shape of the Conduit
warfare. You are proficient with martial weapons, all armor, Incarnates of this soul shape are funnels for cosmic energy;
and shields. it responds to their call more strongly than for other
Additionally, you have advantage on any Intelligence incarnates. These incarnates are born of a desire for control
checks made to discern information related to wars, battles, or raw power. They say that conduits have the soul of a mage
or other forms of military action. due to the ease with which magic can come to them.
Regardless, the presence of a shape of the conduit incarnate
is hard to ignore.

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Embodied Magic Spiritual Recovery
At 1st level, you are more connected to the magic of your At 5th level, you can regain some of your magical energy by
soul. You learn both spells of your Cosmic Incarnation's slowly absorbing ambient life energy from the world around
selective spell list at 3rd, 5th, 9th, 13th, and 17th levels, you. During a short rest, you choose expended spell slots to
instead of only one at each, and you can cast any incarnate recover. The spell slots can have a combined level that is
spell you know as a ritual if that spell has the ritual tag. You equal to or less than half your incarnate level (rounded up),
know the mage armor spell, and it is an incarnate spell for and none of the slots can be 6th level or higher. You can't use
you. You can cast it as if it had the ritual tag. this feature again until you finish a long rest
Additionally, choose one of the following classes: bard, For example, when you are a 5th-level incarnate, you can
cleric, druid, warlock, wizard. You learn two cantrips of your recover up to three levels worth of spell slots, You can
choice from that class's spell list and they count as incarnate recover either a 2nd-level slot and a 1st-level slot, or three
spells for you. 1st-level slots.

Soul Tether Soul Furnace


At 1st level, you can seize a portion of a creature's soul to Also at 5th level, you can consume some of your own soul
your own. As an action, you can manifest this tether on a power to enhance your spells further. Whenever you spend
creature you can see within 60 feet of you, which appears as a spell slot to cast an incarnate spell, you can choose to lose
a translucent ethereal cloud which reaches from you to the a number of hit points from your Soul Barrier equal to three
target. The target remains tethered until you use this feature times the spell slot's level to cast that spell as if you used a
on another creature, until you dismiss it as a bonus action, or spell slot one level higher. If there aren't enough hit points
until they are farther than 60 feet away from you. in the barrier, this ability fails.
As part of the action used to create the tether, and as an
action on subsequent turns, you can impose one of the Exalted Magic
following effects on the creature: Starting at 11th level, you can tap into the very foundation of
Disrupt Energy. Make a melee spell attack against the your soul in order to cast a higher tier of magic. Choose one
creature. This attack ignores cover. On a hit, they take force 6th-level spell from the the spell list the class you chose in
damage equal to 2d10 force damage. your Embodied Magic feature. You learn that spell and it is
This damage increases to 3d10 at 5th level, 4d10 at 11th an incarnate spell for you.
level, and 5d10 at 17th level. You gain a special 6th-level spell slot you can use to cast
Supplant Energy. The creature must make a Charisma this spell or any other incarnate spell you know. Once you
saving throw, which they can choose to fail. On a failure, the use this spell slot you can't use it again until you finish a
first attack they make before the end of their next turn is long rest.
made with advantage or disadvantage (your choice). At 15th level, you learn more spells of your choice from
Starting at 5th level, if the attack hits, its damage is that class's spell list: a 7th-level and an 8th-level spell.
increased or reduced by 1d10 (your choice). This increases to Additionally, you gain a special 7th and 8th-level spell slot
2d10 at 11th level, and 3d10 at 17th level. that function in the same way.
Manipulate Energy. The creature must make a Wisdom
saving throw, which they can choose to fail. On a failure, you
forcibly move creature up to 15 feet in a direction using one
of its speeds, ignoring opportunity attacks.
This movement increases to 20 feet at 5th level, 25 feet at
11th level, and 30 feet at 17th level.

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While you are not soulburning and an ally within 30 feet of
Shape of the Guardian you takes damage, your guardian can choose to expend any
The shape of the guardian grants the incarnate a guardian amount of shielding power from its pool to reduce the
spirit, which watches over and protects them and their allies damage by that amount. Until the end of their next turn, any
from harm. It may be that the guardian is sentient, born of a damage they take that is equal to or less than the amount of
fragment of suppressed personality or it was a separate power you spent is reduced to 0.
entity that bonded with your soul without your knowledge. Once your guardian protects someone this way, it can't do
Or perhaps, your guardian may also be a manifestation of so again until the start of your next turn.
your will to protect, born of a moment in your past where
you wished you had the power to save a loved one. Stalwart Sentry
At 11th level, your guardian gains the ability to draw on
Guardian Selective Spells your power and act on its own in the space around you. On
At 2nd, 5th, 9th, 13th and 17th level, you learn your choice of your turn, your guardian can move to a space within 30 feet
one of the two spells presented at that level in the Guardian of you that is not occupied by a hostile creature (no action
Selective Spells table. A spell learned this way counts as an required). It immediately returns to your space at the start of
incarnate spell for you, but it doesn't count against the your next turn, when you take damage, or when you make an
number of incarnate spells you know. If either spell is not in opportunity attack using Guardian's Strike.
the incarnate spell list, it is added to the list for you. Your guardian does not occupy the space, and you can use
your senses as if you were in your guardian's space. You can
Incarnate Level Spells direct it to make Guardian's Strikes from that position, and
2nd spectral flurry ◈, sanctuary you can cast your spells as if you were standing there. If a
creature moves out of your guardian's reach, you can use
5th guardian's launch ◈, warding bond your reaction to direct the guardian to make an opportunity
9th soul harness ◈, spirit guardians attack against the creature with its Guardian's Strike.

13th death ward, resilient sphere Guardian's Service


At 15th level, you guardian can bring you back from the
17th titan's soul ◈, wall of force
brink. When you would be reduced to 0 hit points, you can
instead be reduced to 1 hit point and then immediately
Embodied Guardian regain half of your soul barrier.
At 1st level, a guardian figure has emerged from your soul, Once you use this feature, you can't use it again until you
taking a shape based on your incarnation. You can summon finish a long rest. Alternatively, you can expend a use of
or dismiss your guardian at any time (no action required), your Soulburn feature to use this feature.
but it automatically summons itself whenever it senses you
are in danger. Your guardian hovers in your space, can't be Shape of the Beast
targeted by any effect, and grants you the following benefits:
The soul of a beast is a primal, feral force that mutates the
Guardian's Protection. Your guardian shields you from
incarnate into something more monstrous. The soul of the
blows. Your AC equals 10 + half your Charisma score. You
beast pushes it's wielder towards survival at all costs, and
can use this feature to determine your AC if the armor and
savagery in the face of complacency. As you grow into this
shield you wear would leave you with a lower AC.
power, you gain abilities that allow you to shift and change
Guardian's Strike. As an action, you can direct your yourself to best suit your environment. These incarnates
guardian to make a melee spell attack against target within 5 tend to be born in harsh and wild environments, be the
feet of you. It uses your proficiency bonus, and you add your result of abandonment or abuse, or be the product of
Charisma modifier to its attack and damage rolls. On a hit, it environments that otherwise cause them to put their own
deals 1d8 force damage. You can use this attack when a survival first.
creature provokes an opportunity attack from you, and it
deals twice as much damage to objects and structures. Beast Selective Spell List
This strike's damage increases by 2d8 at 5th level (3d8), At 2nd, 5th, 9th, 13th and 17th level, you learn your choice of
and again at 11th (5d8) and 17th levels (7d8). one of the two spells presented at that level in the Warrior
Guardian's Form. Your guardian can interact with the Selective Spells table. A spell learned this way counts as an
world. It is considered a Large creature with a Strength incarnate spell for you, but it doesn't count against the
score equal to your Charisma score, even though it only number of incarnate spells you know. If either spell is not in
occupies your space. Whenever you would make an ability the incarnate spell list, it is added to the list for you.
check or saving throw that uses Strength, or attempt to
perform an action that depends on strength such as grapple Incarnate Level Spells
or jump, you can use your Charisma modifier instead. 2nd absorb elements, maul ◈
Guardian's Will 5th minotaur's charge ◈, pass without trace
At 5th level, your guardian can move on its own to better 9th primal wrath ◈, stalker's stride
protect you and your allies. Your Soul Barrier's pool of
shielding power increases by 5, and increases by 1 again 13th skytaker ◈, locate creature
every time you gain a level in this class. 17th savage roar, ravenous gambit ◈

8
Embodied Ferocity
At 1st level, your form changes to become more monstrous
and beastly.
Unarmored Defense. Your body takes on a more
monstrous or wild appearance. You grow scales, fur, bony
plating, or similar protections. While you are wearing no
armor and not wielding a shield, your AC equals 13 + your
Charisma modifier.
Natural Weapons. You develop up to three natural
weapons, which you are proficient with and can use to make
melee weapon attacks. These can take the shape of horns,
claws, sharpened teeth, club-like arms, a barbed tail or
similar features. On a hit, they deal magical bludgeoning,
piercing, or slashing damage, as appropriate for the weapon,
equal to 1d10 + your Strength modifier.
Choose one of these weapons to gain one of the following
benefits: the reach or ranged 20/60 weapon property,
advantage on attacks against targets grappled by you, or its
damage die is increased to 2d6.

Rampage
Also at 1st level, your beastly soul demands you to rend
down those who stand in your way. Once each turn, when
you score a critical hit or reduce a creature to 0 hit points,
you can move up to half your speed and make a single
weapon attack with a natural weapon against a different
creature.

Multiattack
Beginning at 5th level, you can attack twice, instead of once,
whenever you take the Attack action on your turn and only
attack with natural weapons.

Adaptive Body
Also at 5th level, your body changes to allow new modes of
mobility. You gain one of the following benefits: a climb or
swim speed equal to your base speed, or doubled jump
distance. Celestial Soul
Incarnates who have given themselves to the celestial
Survival Instinct radiance of the upper planes feel their essence take on a
At 11th level, your soul will not allow you to perish. When
beautiful, divine warmth. They feel a deep connection to all
you end your turn with less than half of your maximum hit
natural life, which blooms into the capability to aid those
points, you gain temporary hit points equal to Charisma
around them, and the ability to smite those that threaten
modifier, which last until the end of your next turn. When
their peace.
you make a natural weapon attack while you have these
temporary hit points, it deals additional damage equal to Celestial Selective Spell List
your Charisma modifier.
Incarnate Level Spells
Carnage 3rd bless, healing word
At 15th level, your bestial soul demands you rend all.
5th calm emotions, augury
Whenever another creature within 30 feet of you scores a
critical hit or is reduced to 0 hit points, you can move up to 9th sending, revivify
your speed without provoking opportunity attacks and make 13th banishment, death ward
a single natural weapon attack.
17th flame strike, raise dead
Cosmic Incarnations Light of the Favored
The freed soul of the incarnate is directly exposed to the At 3rd level, you can use your bonus action to conjure or
cosmic forces that constantly radiate in the background of dismiss a ring made of golden light that hovers over your
reality. Their souls begin to shift and change to reflect the head. While conjured, the ring emits bright light in a 30 foot
nature of the cosmic energy they have attracted most. radius around you.
Generally, it reflects the kind of cosmic entity that best Additionally, you can speak, read, and write Celestial
reflects their alignment, however this can be influenced by while this ring is present.
a creature's self perception or even external forces.

9
Additionally, if you stay in this area for the entire hour, its
Healing Touch
duration extends to 24 hours. If you use this feature in the
Also at 3rd level, the divine aspect of your aura lets you
same place every day for 30 days it becomes permanent.
direct your energy to heal the wounds of others. As a bonus
This transformation can only be ended with the wish spell.
action, you touch a creature and they regain hit points equal
to 1d10 + your Charisma modifier + your incarnate level.
You can use this feature a number of times equal to your
Abyssal Soul
Charisma modifier (minimum of once). You regain all Some incarnates feel a wellspring of dark ambition within
expended uses of this feature when you finish a long rest. them, guiding their souls towards the ceaseless hunger of the
Starting at 7th level, when you heal someone using this abyss. It may be that a demon has cursed your soul, or that
feature, you can free a creature from any curse, as well as this black flame was lit of your own volition, or that you are
end any disease, poison, blindness, or deafness afflicting it. the product of a dark lineage. Whatever the reason, your
soul has grown closer to the abyss, and within that fact you
Divine Proclamation have found an insatiable yearning for power, and a means to
At 7th level, you have learned an element of the language of obtain it.
divine creation. As an action, you utter one of the divine
words listed below. Every creature within 30 feet of you is Abyssal Selective Spell List
affected by the proclamation. Incarnate Level Spells
Peace. For the next minute, any time a creature under 3rd cause fear, chromatic orb
this effect is attacked, the attack is made at disadvantage. 5th crown of madness, darkness
If the creature is forced to make a saving throw, the
saving throw is made at advantage. If a creature attacks 9th fireball, summon lesser demon
or forces another creature to make a saving throw, they 13th dimension door, summon greater demon
lose this benefit.
Humility. You can inflict 8d6 radiant damage to each
17th cloudkill, dominate person
creature. A creature can choose to kneel and become
prone to avoid the damage. Abyssal Sight
Salvation. Each conscious creature with no more than At 3rd level, your eyes have taken on an unnatural hue, and
half of their maximum hit points regains health equal to seem to eat the light around them. You can see in dim light
equal to 2d6 + your incarnate level. and darkness within 60 feet of you as if it were bright light.
You can speak, read, and write Abyssal while in dim light
Once you use this feature, you can't use it again until you or darkness.
finish a long rest.
Eternal Hunger
Seraphic Form Also at 3rd level, the vile energy of the lower planes has
Starting at 14th level, you can use a bonus action to manifest
gripped your spirit, and pervaded your mind, instilling
pairs of spectral wings from your back. While the wings are
within you an insatiable lust for power.
present, you have a flying speed of 30 feet. The wings last
Whenever you reduce a creature of at least CR 1/8 to 0 hit
until you're incapacitated, you die, or you dismiss them as a
points, you gain one corrupted essence, as you consume a
bonus action. Additionally, you gain resistance to radiant
portion of their soul. You can store a maximum number of
damage.
corrupted essences equal to your Charisma modifier
(minimum of one). Whenever you finish a long rest, your
Aura of Paradise number of corrupted essences resets to one.
At 18th level, you can extend the influence of your heavenly
Once per turn, when you roll an attack, ability check, or
soul into the very earth on which you stand. As an action,
saving throw, you can consume a single corrupted essence to
you can exude a powerful aura of positive energy that affect
add 1d4 to the result. You can do so after seeing the initial
all creatures of your choice within 120 feet. An affected
roll but before any of the roll's effects occur.
creature either regains 10d6 hit points or takes 10d6 radiant
damage (your choice). As the aura extends from you, it turns
Virulent Corruption
the area within 120 feet of you into a heavenly version of
At 7th level, your presence begins to corrupt the souls of
itself for 1 hour, gaining the following properties:
creatures around you. As an action, you can force a creature
Any magical darkness, curse, or disease within the area is within 60 feet of you that you can see to make a Charisma
suppressed. saving throw. On a failure, that creature has an abyssal mark
Creatures within the area feel perfectly sated, as they do seared into their flesh. For the next minute, they are
not need to eat, drink, or breathe. overtaken by an abyssal hunger. For the duration, the target
Whenever a creature makes an attack against a creature becomes hostile to all other creatures, and attacks whatever
with 0 hit points, it must succeed on a Charisma saving creature is nearest to it to the best of its ability. The target
throw or the attack misses. On a success, it rolls the attack can make a Charisma saving throw at the end of each of its
as normal. turns. On a success, this effect ends.
Once you use this feature, you can't use it again until you
Once you use this feature, you must finish a long rest finish a long rest.
before you can use it again.

10
Subjugate Verdant Tongue
At 14th level, you can emulate a fraction of a demon lord's At 3rd level, thin vines sprout from our body and your skin
crushing presence. You gain resistance to acid, fire, becomes smooth as a plants' stem. You can speak, read, and
lightning, or poison damage (your choice). You are immune to write Sylvan, and beasts and plants can understand the
being frightened, and when another creature attempts to meaning of your words, though you can't understand their
frighten you, you can use your reaction to attempt to turn responses. You have advantage on all skill checks you make
the fear back on that creature. The creature must succeed on to influence them.
a Charisma saving throw or be frightened by you for 1 Additionally, you know the druidcraft cantrip, and its an
minute, or until it breaks line of sight with you. incarnate spell for you.

Pecking Order Cradle of Nature


At 14th level, your soul has become corrupt and powerful Also at 3rd level, your soul radiates an aura which causes
enough to rend demonic spirits and bend them to your will. the land to rise up to your cause. As a bonus action, you can
You have advantage on all skill checks and saving throws encase a willing creature in a shell of natural elements, like
made against demons whose CR is less than or equal to half plants and rocks, until the start of your next turn, or until
of your level, and such demons have disadvantage on all they are hit by an attack. While they have this shell, that
attack rolls, skill checks, and saving throws made against creature gains a bonus to their AC equal to your Charisma
you. modifier and melee attacks against them cause the attacker
to take piercing damage equal to your Charisma modifier.
Overlord You can use this feature a number of times equal to your
At 18th level, the abyss has granted you your own domain Charisma modifier (minimum of once). You regain all
squeezed between its boundless layers. As an action, you expended uses of this feature when you finish a long rest.
tear a hole through space, creating a portal in an unoccupied
space within 5 feet of you that opens up into your own Body of the Forest
personal dimension. The portal is large enough to allow Starting at 7th level, as an action, you can assume a form
Large creatures to pass unhindered, and lasts 1 minute. wherein bark and live branches grow from your body, and
Your domain starts as an empty cubic room 500 feet long your limbs turn to thick vines. This form lasts until you end
on side, made of metal, stone, bone, flesh or similar materials. it as a bonus action, or until you are incapacitated. While in
By spending 10 minutes concentrating while inside, you can this form, you are under the following effects:
create, alter, or destroy a nonmagical structure or object, or
change the audible, visual, tactile, and olfactory properties Your speed is halved, and your size increases to Large, as
inside your domain. For example, you can create a fortress, your dimensions double and weight is octupled. Your
or make the ceiling look like a sky, and create clouds that equipment also increases in size for as long as they are on
constantly pour down rain. Anything that is created within your person.
your domain disappears immediately if it is taken out, and Once each turn, when you make an attack, you can make
can't be used as a material component. another attack against a creature within 5 feet of it, using
No matter where you are, you always know if a creature is the same attack roll as the original attack.
inside of your domain, what it looks like, and where exactly The area within 10 feet of you is difficult terrain for
it is. While inside your domain, you can use an action to hostile creatures.
reopen the portal in the closest unoccupied space to the last You add your Charisma modifier to any ability check
location you opened it. Only one portal to your domain made made to disguise yourself as part of a natural landscape
using this feature can exist at a time. or to hide in natural overland terrain.

Verdant Soul Call of the Wild


At 14th level, your soul radiates a pureness that resonates
Those incarnates who feel most at home in the forests and within hearts of the wilderness. You can communicate with
wilderness are sometimes taken in mother nature's plants, plant creatures and beasts as if you shared a
nurturing grasp. Granted an inherent kinship with the earth, language, and you can understand them perfectly regardless
these incarnates are normally protectors of nature, or of their intelligence. Plants without an intelligence score
protected by nature. Whenever a child is given to the wilds respond as if they had an intelligence score of 1, and if you
or blessed by the spirits of the trees, there is a chance that ask a plant about something which does not directly pertain
their soul will bloom into a resplendent flower. to it and its wellbeing, it can only communicate information
about events that occurred within the past day.
Verdant Selective Spell List
Incarnate Level Spells Conjure Primeval Guardian
Also at 14th level, you can use your action to cause a seed to
3rd entangle, goodberry
emerge from your palm and toss it to an unoccupied space
5th misty step, spike growth within 30 feet. The seed immediately grows into a great tree
9th conjure animals, plant growth creature with the statistics of a treant (Monster Manual, page
289), except that it has a Charisma and Intelligence score of
13th briar chain ◈, leaf storm ◈ 1, and lacks the Animate Trees action. It turns into a
17th commune with nature, wrath of nature nonmagical tree and roots itself into the earth or rock after 1
hour, when it drops to 0 hit points, or when you dismiss it as
a bonus action.

11
In combat, it acts on its own initiative. When you summon it
and on each of your turns, you can issue a verbal command
Draconic Soul
for its next turn (no action required). If you issue no The ferocious and prideful of the incarnates can soon find
command, it defends itself and any plants or beasts near it. themselves gripped by the soul of dragon. Draconic Soul
Once you use this feature, you can't do so again until you incarnates find within themselves confidence and a sense of
finish a long rest. superiority. Draconic power is intoxicating, and many find
themselves desperate to emulate the hoards of dragons or to
Bonded Tree find draconic artifacts to increase their power.
At 18th level, you can create a massive tree which is
magically bound to you. As an action, you can create this Draconic Soul Selective Spell list
tree in an unoccupied space within 30 feet of you. The tree Incarnate Level Spells
has a 15-foot radius and is 250 feet tall at its tallest peak. If
3rd cause fear, command
the tree can't fit in the area, this ability fails. The tree lasts
for 24 hours. The tree becomes permanent if you use this 5th dragon's breath, locate object
feature every day in the same place for one month. You
9th fear, conjure dragonkind ◈
automatically know if this tree is ever harmed, and you
know the identity of the creature that harmed it. 13th Leomund's secret chest, elemental bane
The area within 30 feet of the tree is magically protected. 17th legend lore, dominate person
You can choose to affect the area with the effects of three of
the following spells, centered on points of your choice:
entangle, fog cloud, gust of wind, spike growth, wind wall , or Draconic Essence
a similar effect the DM deems fit. These effects last as long At 3rd level, you pick a type of dragon to emulate. Your
as the tree, and creatures of your choice can completely choice determines the nature of your draconic powers and
ignore their effects. alters your appearance. Examples of such changes include
Additionally, while you have any existing sacred trees, obtaining a gold dragon's whiskers, or the gauntness of the
you can use your action to open a portal in an unoccupied black dragon. You know how to read, write, and speak
space within 5 feet of you that connects to one of your sacred Draconic. Additionally, you gain proficiency in the
trees of your choice, which lasts 1 minute or until you Perception skill and your proficiency bonus is doubled for
dismiss it (no action required). The portal must fit within a any ability check you make that this proficiencies.
20-foot square, and must be created on a natural surface, At 7th level, you gain resistance to this damage type.
such as unworked stone, a field of glass, or the bark of a tree.
Alternatively, you can create a portal from one of your
sacred trees to the last place you created a portal.
Once you use create a sacred tree or a portal using this
feature, you can't do so again until you finish a long rest.

12
Slowing Breath (Copper). You exhale gas in a 15-foot cone,
Draconic Essence Table for a 1st level slot, plus 5 feet for each spell level above 1st.
Dragon Damage Type Breath Weapon Each creature must succeed a Constitution saving throw or it
can't use reactions, its speed is halved, and it can't make
Black Acid Line (Dex. save)
more than one attack on its turn. In addition, the creature
Blue Lightning Line (Dex. save) can use either an action or a bonus action on its turn, but not
both. This effect lasts until the end of your next turn.
Brass Fire Line (Dex. save)
Weakening Breath (Gold). You exhale gas in a 30-foot
Bronze Lightning Line (Dex. save) cone, plus 5 feet for each spell level above 1st. Each creature
Copper Acid Line (Dex. save) in its area must succeed on a Strength saving throw or have
disadvantage on Strength-based attack rolls, Strength
Gold Fire Cone (Dex. save) checks, and Strength saving throws, and deals only half
Green Poison Cone (Con. save) damage with weapon attacks that use Strength, until the end
of your next turn.
Red Fire Cone (Dex. save) Empowered Breath (Chromatics). You use your breath
Silver Cold Cone (Con. save) weapon normally, but its length is doubled and its damage
die increase from d8s to d12s.
White Cold Cone (Con. save)
Dragon Wings
Dragon's Breath At 14th level, you gain the ability to sprout a pair of dragon
Also at 3rd level, you can use your action and expend a spell wings from your back, gaining a flying speed equal to your
slot to exhale destructive force. Your draconic essence current speed. You can create these wings as a bonus action
determines the shape, and damage type of the exhalation. If on your turn. They last until you dismiss them as a bonus
your breath weapon is a line, it has a width of 5 feet and a action on your turn. You can't manifest your wings while
length of 10 feet plus five times your incarnate level. If it is wearing armor unless the armor is made to accommodate
a cone, its length is 10 feet plus five times half your them, and clothing not made to accommodate your wings
incarnate level. Each creature in the breath's area must might be destroyed when you manifest them.
make a saving throw against your Spell Save DC, of a type
determined by your draconic essence. On a failed save, a Dragon's Lair
creature takes 3d8 damage for a 1st level slot, plus 1d8 for At 18th level, you gain the ability to create a lair of your
each spell level above 1st, or half as much on a success. own. As an action, you can attempt to lay claim to the area
Using your dragon's breath consumes a massive amount of within 30-feet of you. You enter a territorial trance for an
magical energy, and requires you recharge briefly after you hour, at the end of which you unleash a vast amount of
use it. As such, you can't cast a spell in the same turn you magic to terraform that area. This can include alterations
use your dragon's breath, or vice versa. like destroying solid rocks and trees, raising or depressing
Additionally, the damage for a 1st-level slot increases to the land, causing water to fill any depressions. This lair and
4d8 at 7th level. its alterations last for 24 hours, but becomes permanent if
you use this feature every day in the same place for one
Heightened Breath Weapon month. Permanent lairs end if you use this feature to create
At 7th level, you gain one of the following secondary breath another permanent lair while you already have one.
weapons based on your draconic essence. A DM can allow You can use your action while inside of an already formed
you to pick a different essence's breath weapon if they deem lair to change its landscape further; each action allows you
fit. When you expend a spell slot to use your breath weapon, to terraform an area that can fit in a 10-foot cube. You can
you can instead use this one. Once you use this breath use your reaction whenever a creature you know is in your
weapon, you can't use it again until you finish a long rest. lair moves within it to force it to make a saving throw
Sleep Breath (Brass). You exhale gas in a cone. Roll 4d8 against your spell save DC. On a failure, it takes 4d8 damage,
for a 1st level slot, plus 2d8 for each spell level above first. If or half as much on a success. The type of damage and saving
the current hit points of any of the creatures within the cone throw are the same as your breath weapon.
are less than the result, they are knocked unconscious for 10 The radius of this lair increases by 10 feet for every
minutes, or until they take damage or someone uses an 1000gp within its area. Additionally, your maximum hit
action to wake them. points increase by 1 for every 1000gp within its area
Paralyzing Breath (Silver). You exhale gas in a 15-foot (maximum of 50). In order for the radius or your maximum
cone for a 1st level slot, plus 5 feet for each spell level above hit points to increase, the gold must have been within the
1st. Each creature must make a Constitution saving throw, or area for at least 1 week. When you visit your lair, you
become paralyzed until the end of their next turn. immediately know if something that has been there for at
Repulsion Breath (Bronze). You exhale repulsion energy least a week has been taken, and know exactly where taker
in a 30-foot cone for a 1st level slot, plus 10 feet for each is for the next week or until you retrieve the item.
spell level above 1st. Each creature in its area must succeed Once you complete the trance, you can't do so again until
on a Strength saving throw or be pushed 60 feet directly you finish a long rest.
away from you.

13
Incarnate Spell List
1st Level Blink
Planar Dragons
Bane
Bestow Curse
There are many varied kinds of dragons scattered
Clairvoyance
across the multiverse. The Draconic Soul depicts the
Bless
most common, but you can expand this to include
Catapult
Enemies Abound
some of the rarer, plane-touched dragons. Below are
Cause Fear
Fear
some examples of how to emulate them.
Charm Person
Fly
Shadow Dragon. Your breath weapon releases
Command
Gaseous Form
shadows of the elements. Its damage type is
Hypnotic Pattern
necrotic, and you choose whether it is a line or cone.
Comprehend Languages
Your secondary breath weapon functions like your
Cure Wounds
Life Transference
normal breath weapon, except its damage dice
Detect Evil and Good
Nondetection
increase to d10s and a creature killed by it animates
Detect Magic
Protection from Energy
into an undead until the end of your turn. You can
Remove Curse
use your bonus action to command one such
Disguise Self

undead to move up to half of its speed and make a


False Life
Revivify

single weapon attack it knew in life against a creature


Faerie Fire
Sending
of your choice.
Feather Fall
Speak with Dead
Astral Dragon. You breath weapon is a booming
Find Familiar
Tongues
cone of sound, which deals thunder damage and
Vampiric Touch forces a Constitution saving throw. Your secondary
Guiding Bolt
breath weapon functions like paralyzing breath, but
Heroism
instead of paralyzing, it makes creatures frightened
4th Level
Identify
of you. While frightened this way, a creature must
Arcane Eye
take the Dash action and move away from you by
Inflict Wounds

Antilife Shell
the safest available route on each of its turns, unless
Jump

Banishment
there is nowhere to move.
Longstrider
Pyroclastic Dragon. Your breath weapon is an
Blight

Protection from Evil and explosive cone of superheated ash, which forces
Charm Monster
Dexterity saving throws. Your breath weapon's
    Good

Compulsion
damage type is fire, but half of it's die (rounded
Ray of Sickness

Confusion
down) deal thunder damage. Your secondary breath
Sanctuary
Death Ward
weapon deals damage as normal, but does force
damage and automatically disintegrates nonmagical
2nd Level Dimension Door

objects or creations of magical force that are entirely


Alter Self
Dominate Beast
within the breath's area.
Blindness/Deafness
Freedom of Movement
Styx Dragon. Your breath weapon is a cone, which
Blur
Greater Invisibility
deals acid damage and forces a Dexterity saving
Locate Creature
throw. Your secondary breath weapon functions like
Calm Emotions
paralyzing breath, but instead of paralysis, it stuns
Darkvision
Phantasmal Killer

the creature and reduces their Intelligence to 1 for


Detect Thoughts
Polymorph
the duration.
Enhance Ability
Sickening Radiance
Enlarge/Reduce

5th Level
Enthrall

Hold Person

Awaken
New Spells
Danse Macabre
Any new spells named in this document are listed here.
Invisibility

Dispel Evil and Good


They are listed first by spell level, then alphabetically.
Lesser Restoration

Dominate Person

Levitate

Locate Object

Dream
1st-level Spells
Enervation
Maul
Mind Spike

Far Step
1st-level transmutation
Mirror Image

Geas

Phantasmal Force
Casting Time: 1 action
Hallow

Ray of Enfeeblement
Range: 30 feet
Hold Monster
Components: V, S
Read Essence ◈

Mislead
Duration: Instantaneous
See Invisibility

Modify Memory

Silence
Your body tenses, and your body briefly morphs into a more
Reincarnate
feral version of itself as you leap towards your quarry.
Suggestion

Scrying
Choose a creature you can see within range that isn't behind
Warding Bond

Seeming
total cover. You leap to an unoccupied space within 5 feet of
Zone of Truth
Skill Empowerment
the creature. The target must succeed on a Strength saving
3rd Level Telekinesis throw or take 1d6 bludgeoning damage and become
grappled by you, either with a free hand or natural weapon.
Animate Dead

14
While you maintain this grapple, unarmed strikes and
attacks made with natural weapons deal an additional 1d6
2nd-level Spells
damage to that creature. The creature automatically Minotaur's Charge
succeeds on this saving throw if it is two size categories 2nd-level transmutation
larger than you.
Casting Time: 1 action
On each of its turns, the creature can use its action to
Range: 30 feet
repeat the saving throw, breaking the grapple on a success.
Components: V, S
Spectral Flurry Duration: Instantaneous
1st-level evocation Your muscles become wound and dense and horns sprout
Casting Time: 1 action from your skull (if you don't already have them), and you
Range: 5 feet rush forward. Choose a target within range that you can see.
Components: V, S You move in a straight line directly towards that target. The
Duration: Instantaneous spell fails if there is not a direct path between you and the
target that you can traverse using one of your speeds.
The visage of a spectral guardian looms large over you, as During this movement, you have resistance to all damage
you both deliver a rapid flurry of strikes to a creature and you can run through spaces occupied by other
within range. Make two melee spell attacks against the creatures. Any creature whose space your run through takes
target. Each attack deals 2d6 force damage on a hit. The 1d10 piercing damage is pushed to the nearest unoccupied
target then suffers an additional effect based on the amount space of their choice that out of your path.
of attacks that hit, detailed in the Additional Effects table.
When you reach your target, you gore it, causing it to
You can choose to use any effect equal to or less than the
make a Strength saving throw. On a failure, the creature
amount of attacks that hit.
takes 3d10 piercing damage, and is knocked prone as you
slam it into the ground. If you choose an object or structure,
Additional Effect
it instead takes 30 piercing damage.
   Number   

At Higher Levels: When you cast this spell using a spell


of Hits Effect
slot of 3rd level or higher, the damage done to the target
The target is pushed back 10 feet for each increases by 1d10, and the damage done to obstacles
2 or less
attack that hit. increases by 10, for each spell level above 2nd.
3 The target is knocked prone.
Read Essence
The target must succeed on a Constitution 2nd-level divination
4 saving throw or be stunned until the start of
your next turn. Casting Time: 1 action
Range: 5 feet
The target must succeed on a Constitution Components: S, V
5 saving throw or be paralyzed until the start of Duration: Instantaneous
your next turn.
You look at an item within range and attempt to read any
The target takes an additional 1d6 damage for remaining life essence on the item. You learn one of the
6 or more
each attack that hit. following things of your choice about the object, or a similar
bit of information deemed fit by the DM:
At Higher Levels: When you cast this spell using a spell
slot of 2nd level or higher, you can make an additional The appearance of the last person to hold the object
melee spell attack for every spell level above 2nd. within the past 10 days as they last held it
Whether the object was used to kill someone within the
Triumphant Rain past 10 days, directly or indirectly
1st-level conjuration What the object looked like when whole if it is broken
Casting Time: 1 action
Range: 120 feet
Guardian's Launch
2nd-level evocation
Components: V, S
Duration: Instantaneous Casting Time: 1 action
Range: 5 feet
You conjure a rain of spectral javelins upon your foes. Each
Components: V, S
javelin that strikes causes your soul to surge with
Duration: Instantaneous
anticipation of combat. Choose a point within range. Every
creature within a 10-foot radius of that point must make a You attempt to hurl a creature within range using the might
Dexterity saving throw. On a failure, the creature takes 2d6 of a spectral guardian. The target must make a Strength
piercing damage, or half as much on a success. For every saving throw. On a failure, your guardian throws them 30
creature that fails its saving throw, your speed increases by feet in a direction of your choosing. If they collide with an
10 feet until the end of your next turn. object or creature, both take 1d6 bludgeoning damage for
At Higher Levels: When you cast this spell using a spell every 10 feet of forced movement remaining (minimum 1d6).
slot of 2nd level or higher, the radius of the spell increases 5 An allied creature can choose to willingly fail this saving
feet for every spell level above 1st. throw. If they do, your guardian throws them 30 feet, and
they do not take damage.

15
For the duration, your unarmed strikes or natural weapons
3rd-level Spells deal an additional 1d8 damage, and your jump distance
Bladestorm equals your speed. Additionally, you add your spellcasting
3rd-level conjuration modifier to Strength checks and saving throws, and your
speed isn't halved while moving a grappled target. Lastly,
Casting Time: 1 action you can use your action to slam the earth around you,
Range: Self forcing every creature within 10 feet of you succeed on a
Components: S Dexterity saving throw or take 2d12 bludgeoning damage
Duration: 10 minutes and be knocked prone.
You segment a portion of your spiritual essence to conjure
four spectral weapons which hover in your space around Soul Harness
you. Whenever a creature hits you with a melee attack, you 3rd-level evocation
can destroy one of these weapons to reduce that attack's Casting Time: 1 action
damage by 1d8 + your spellcasting modifier. The attacking Range: 60 feet
creature takes this same amount as force damage. Components: V, S
At Higher Levels: When you cast this spell using a spell Duration: Concentration, up to 1 minute
slot of 4th level or higher, you conjure an additional weapon
You call upon the power of a spectral guardian to hold down
for every spell level above 3rd.
your enemies. When you cast this spell, and as a bonus
Conjure Dragonkind action on subsequent turns for the duration, you can conjure
an aspect of your guardian to hold down your enemies. A
3rd-level conjuration
portion of your guardian's reaches up from below and grasps
Casting Time: 1 action the creature. For example, if your guardian takes the form of
Range: 60 feet a dryad, the creature can appear to be wrapped in vines, or
Components: V, S they can be trapped in a dragon's claw or maw if your
Duration: Concentration, up to 1 hour guardian takes the form of a dragon.
You call for the help of draconic spirits, which answer in the The creature within range must succeed on a Charisma
form of a conjured drake spirit. The dragon spirit disappears saving throw or it takes 3d8 force damage and is restrained
when it drops to 0 hit points or when the spell ends. When for the duration. A restrained creature can use its action to
you summon it, it gains one of the following traits: a 30ft. repeat this saving throw, breaking free on a success.
climb speed, a 20ft. burrow speed, or a 30ft. swim speed. On a As an action, you can deal 3d8 force damage to each target
hit, its bite deals an additional 1d6 damage of one of the restrained by this spell, as the aspects bear down on them.
following types: acid, cold, fire, lightning, and poison, and it At Higher Levels: When you cast this spell using a spell
gains resistance to that damage type. slot of 4th level or higher, the initial damage and the damage
The summoned creature is friendly to you and your done to restrained targets increases by 1d8 for every spell
companions. Roll initiative for the drake spirit, which has its level above 3rd.
own turns. It obeys any verbal commands that you issue to
them (no action required by you). If you don't issue any
commands, it defends itselves from hostile creatures, but
otherwise take no actions. Drake Spirit
At Higher Levels. When you cast this spell using a spell Large dragon, neutral
slot of 4th level or higher, the hit points of the spirit
increases by 15 for every spell level above 3rd. If you use a
Armor Class 17 (natural armor)
spell slot of 5th level or higher, the duration is 24 hours.
Hit Points 59 (7d10 + 21)
Speed 30ft., fly 20ft.
Primal Wrath
3rd-level transmutation
Casting Time: 1 action STR DEX CON INT WIS CHA
Range: Self 16 (+3) 11 (+0) 16 (+3) 4 (-3) 10 (+0) 7 (-2)
Components: V, S
Duration: Concentration, up to 1 hour Senses darkvision 60 ft., passive Perception 12
For the duration, your body swells in size as you grow Languages understands Draconic but can't speak it
monstrous features. For example, any natural weapons you Challenge 2 (450 XP)
have become larger and more brutish, you grow scales, fur,
or other forms of covering. For the duration, you double in Actions
all dimensions, and their weight is multiplied by eight. This
Multiattack. The drake attacks twice, once with its bite
growth increases your size by one category—from Medium
and once with its tail.
to Large, for example. If there isn't enough room for you to
double in size, you attain the maximum possible size in the Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
space available. Any equipment on your person merges into target. Hit: 7 (1d8 + 3) piercing damage.
your form for the duration, though you still benefit from the Tail. Melee Weapon Attack: +5 to hit, reach 5 ft., one
effects of items you have attuned to. target. Hit: 6 (1d6 + 3) bludgeoning damage.

16
Until the spell ends, you can direct the briar to lash out at
Stalker's Stride
the same creature or another one as a bonus action on each
3rd-level transmutation
of your turns. If it lashes out at a creature while grappling
Casting Time: 1 action one already, that creature is no longer grappled.
Range: Self
Components: V, S Conjure Formation
Duration: 10 minutes 4th-level conjuration

Your form becomes lithe and cat-like, your eyes become Casting Time: 1 action
trained on weak points, and your skin begins to flicker and Range: 120 feet
merge with your surroundings. For the duration, your form is Components: V, S
hazy, causing you to be lightly obscured, you can use your Duration: Concentration, up to 10 minutes
spellcasting ability modifier in place of your Dexterity You conjure a line of spectral soldiers on the ground within
modifier when you make Dexterity (Stealth) check, and you range. The line can be up to 20 feet long, and is 10 feet tall
can use your bonus action to take the Dash or Hide actions. and 5 feet wide. To pass through this line, a creature must
When you cast this spell, and as an action on subsequent use its action to make Strength check against your spell save
turns, you can become invisible until the end of your next DC. On a success, the creature can move through the line as
turn, or until you attack or cast a spell. if it were difficult terrain until the end of the turn.
Finally, whenever you hit a creature that you are hidden Archers. When the archers first appear, and as an action
from with a melee weapon attack, you can choose to end this on subsequent turns, you can choose a point within 60 feet
spell to make that attack deal 6d6 additional damage. of the archers that doesn't have total cover from them. Each
creature within 10 feet of that point must succeed on a
Volley of Iron Dexterity saving throw, taking 4d10 force damage on a
3rd-level conjuration failure, or half as much on a success.
Casting Time: 1 action Phalanx. Choose which side of the line these spear-
Range: Self (60ft cone) wielding soldiers face. The area within 10 feet of the line in
Components: V, S, M (ammunition or a thrown weapon, the direction the soldiers are facing is difficult terrain.
which is not consumed) When the line first appears, and at the end of each of your
Duration: Instantaneous subsequent turns, each creature in this area must succeed on
a Dexterity saving throw, taking 4d10 force damage on a
You throw a nonmagical weapon or fire a piece of failure, or half as much on a success. You can use your bonus
nonmagical ammunition into the air to create a cone of action to make the phalanx move forward up to 15 feet in the
identical weapons that shoot forward and then disappear. direction they are facing, stopping if they encounter a
Choose any number of creatures in a 60 foot cone, and creature or impasse.
divide 20 projectiles among them (a creature can be targeted
by up to 5 projectiles). Each creature must make a Dexterity Leaf Storm
saving throw, taking 1d8 damage for each projectile 4th-level transmutation
launched at it, or half as much on a succesful save. The
damage type is the same as that of the weapon or Casting Time: 1 action
ammunition used as a component. Range: 120 feet
Components: V, S, M (various kinds of leaves)
4th-level Spells Duration: Concentration, up to 1 minute
A column of whirling wind and razor sharp leaves erupts
Briar Chain from below in a 15-foot radius, 100-foot high cylinder
4th level conjuration centered on a point within range. Until the spell ends, the
Casting Time: 1 bonus action area of the cylinder is difficult terrain, and heavily
Range: 30 feet obscured. When a creature moves into or within the area, it
Components: V, S takes 3d4 slashing damage for every 5 feet it travels.
Duration: Concentration, 1 minute As a bonus action on each of your turns, you can move the
cylinder up to 15 feet in a direction of your choice.
You conjure a thick mass of intertwined roots and thorned
vines that erupts from the ground in an unoccupied space of
your choice within range that you can see. When you cast
Skytaker
4th-level transmutation
this spell, you can direct the mass to lash out at a creature
within 60 feet of it that you can see. Casting Time: 1 action
That creature must make a Dexterity saving throw. The Range: Self
target automatically succeeds on this saving throw if it is Components: V, S
Huge or larger. On a failure, the target is grappled, takes 3d8 Duration: Concentration, up to 1 hour
piercing damage and is pulled 30 feet directly toward the
Your eyes thin and become yellow, as eagle-like wings
mass. While the mass is grappling a creature, you can use a
sprout from your back, magically modifying anything you
bonus action to deal 3d8 piercing damage to it. At the end of
are wearing to accommodate them. If you already have
each of its turn the creature can repeat the saving throw,
wings, they become larger and stronger.
escaping the grapple on a success. An allied creature can
choose to fail this saving throw to be pulled them up to 30
feet toward the vine without being damaged or grappled.

17
For the duration, you gain a flying speed of 60 feet. When you are in the same combat, the guardian takes its
Alternatively, if you already had wings which grant you a turn on your initiative rather than rolling its own. The
flying speed, you can choose to increase your flying speed guardian has an innate connection with you, and therefore
by 30 feet. Additionally, you can see normally in dim light acts exactly as you would want it to. It has a 60 foot fly
and darkness, and you double your proficiency bonus for speed, and on its turns it can take the Dodge, Dash,
Perception checks you make that rely on sight. Disengage, and Search actions, or one of the following
actions:
5th-level spells Titan's Wrath. Your guardian exudes an aura of killing
intent. Every creature within 20 feet of it must succeed on a
Ravenous Gambit Charisma saving throw or become frightened of the guardian
5th-level conjuration until start of its next turn. While frightened this way,
Casting Time: 1 action creatures have their speed reduced to 0.
Range: 5 feet Titan's Guard. Your guardian connects it's life force to
Components: V, S that of another creature. Choose a creature within 5 feet of
Duration: Instantaneous the guardian that it can see. Any damage that creature takes
before the start of its next turn is reduced to 0. The guardian
Bestial desperation consumes you and as your maw grows
takes any damage that was reduced this way.
wide and jagged, causing you to bear down on one creature
Titan's Assault. Your guardian brutally strikes down a
and attempt to siphon away its soul. Make melee spell attack
creature within 10 feet of it. The guardian makes an melee
against a creature within range. On a hit, this attacks deal
spell attack against it using your spell attack modifier. On a
5d10 necrotic damage, or half as much on a miss.
hit, the target takes 3d10 force damage and is pushed back
You regain hit points equal to the amount damage the
10 feet.
target takes. If you are below half of your maximum
hitpoints, the amount you regain doubles. If the creature is
reduced to 0 hitpoints, that creature's soul is trapped within Credits
your own until you die. While trapped in this way, a
Many thanks to the wonderful people in the Discord of
creature can't be revived by any means short of a wish spell.
Many Things for all the assistance in the several-year-long
adventure that has been making this class. Particular thanks
Savage Roar
for the patience of Caim, Layhnet, Marcy, Alaen and
5th-level transmutation
countless others.
Casting Time: 1 action Marceline's Grasping Vine for Briar Chain - Source
Range: 60 feet
Components: V Art Credits
Duration: Concentration, up to 10 minutes Page 1 - holy warrior : character design by macarious

You unleash a roar so fierce and so primal, that it shakes Page 1 - Tree of Life by JasonTN

creatures around you to their core. This roar can be heard Page 2 - Ancient Oak by JasonTN

from up to 1 mile away. Every hostile creature within range Page 3 - Peaceful Place - Commission by danielbogni

must succeed on a Wisdom saving throw or be paralyzed for Page 4 - Battle of Angels by JasonTN

the duration, or until they take damage. Creatures immune to Page 6 - ASURA_29 by yang qi917

being frightened automatically succeed on this saving throw. Page 6 - Wolf Pack by JasonTN

Beasts have disadvantage on this saving throw. Page 7 - Demon Sage by JasonTN

At the end of each of its turns, the target can make another Page 9 - ASURA_33 by yang qi917

Wisdom saving throw. On a success, the spell ends on the Page 9 - Beyond the Gates by JasonTN

target. Page 12 - Fire Mystic by JasonTN

Titan's Soul
5th-level necromancy
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 10 minutes
You take a piece of your soul in your hand, and command it
to an unoccupied space within range, and from that point
emerges a Large spectral guardian, which lasts for the spell's
duration. The guardian's ability scores and AC are all equal
to your spellcasting ability score, and its maximum hit
points are equal to yours. It has the same senses as you, and
uses your proficiency modifier. It is proficient in all saving
throws, as well as any skills you are proficient in.

18
 
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