Incarnum 5e Beta

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Incarnate

The Incarnate
Proficiency
Level Bonus Class Features Soulmelds Essentia
1 +2 Meldshaping, Incarnation 3 -
2 +2 Essentia, Rapid Meldshaping (1/day) 3 2
3 +2 Open Chakra (Root) 3 2
4 +2 Ability Score Improvement 3 2
5 +3 Open Chakra (Sacral) 3 2
6 +3 Incarnation Feature 4 2
7 +3 Open Chakra (Solar Plexus) 4 2
8 +3 Ability Score Improvement 4 2
9 +4 Open Chakra (Heart) 5 2
10 +4 Rapid Meldshaping (2/day), Diverse 5 2
Meldshaping
11 +4 Open Greater Chakra (Throat) 5 3
12 +4 Ability Score Improvement 6 3
13 +5 Open Greater Chakra (Third Eye) 6 3
14 +5 Incarnation Feature, Diverse Meldshaping 6 3
15 +5 Open Greater Chakra (Crown) 7 3
16 +5 Ability Score Improvement 7 3
17 +6 Open Greater Chakra (Soul) 7 4
18 +6 Rapid Meldshaping (3/day), Diverse 8 4
Meldshaping
19 +6 Ability Score Improvement 8 4
20 +6 Incarnation Feature 8 4
Incarnates are wielders of incarnum, using soul energy to
shape soulmelds that allow them the use of a wide variety
of magical abilities, improved further by their ability to
bind these soulmelds to their chakras. The power of their
soul and the energy that flows through all of existence is
Essentia
at their command. Starting at 2nd level, you can empower your soul melds
with your own personal soul energy, which is known as
essentia.
Class Features As a bonus action, you can invest essentia into one of
As an incarnate, you have the following class features. your shaped soulmelds. The essentia remains invested
until you finish a short or long rest, or the soulmeld is
Hit Points unshaped. You can invest essentia a number of times
Hit Dice: 1d8 per incarnate level. before finishing a short or long rest as shown in the
Hit Points at 1st level: 8 + your Constitution modifier Incarnate table.
Hit Points and Higher Levels: 1d8 (or 5) + your A soulmeld's description includes the additional
Constitution modifier per incarnate level after 1st effects or abilities it grants if it has essentia invested in it.
Note that a soulmeld either has essentia invested in it
or it does not. You cannot invest essentia in a soulmeld
Proficiencies that already has essentia invested in it.
Armor: Light armor, medium armor, shields.
Weapons: Simple weapons.
Tools: None. Rapid Meldshaping
Starting at 2nd level, during a short rest, you can shape a
Saving Throws: Wisdom, Charisma. single soulmeld as if you had finished a long rest,
Skills: Choose two skills from Arcana, Athletics, History, unshaping another if you have already shaped the
Insight, Medicine, Nature, Perception, and Religion. maximum number available to you. You can do this only
once before finishing a long rest.
At 10th level, you can use this ability twice before
Meldshaping taking a long rest, and at 18th level, you can use it three
As a wielder of incarnum power, you can shape times. You can spend multiple uses of this ability during a
soulmelds: physical manifestations of soul energy. See the single short rest, or split them between multiple rests.
"Soulmelds" chapter for descriptions of the soulmelds you
can shape.
Soulmelds: Your incarnate level determines how Open Chakra
many soulmelds you can have shaped at a time, as noted When you reach 3rd level, you open your Root chakra,
in the Incarnate table. allowing incarnum energy to flow more freely through
After completing a long rest, you can shape your you. As you gain levels, you open additional chakras:
soulmelds, chosen from the list of all soulmelds available Sacral at 5th level, Solar Plexus at 7th, and Heart at 9th.
to your incarnation. A soulmeld's description includes the benefits you
Shaping each soulmeld takes five minutes of gain from having each chakra open, if any. Typically this
concentration, and it remains shaped until you choose to increases the potency of your essentia investments, but it
unshape it. You can unshape another soulmeld (or the may include other benefits.
same one) as part of this process.
You can also unshape a soulmeld any other time as
an action, but this does not allow you to shape a new meld
Ability Score Improvement
in its place until you complete another long rest. When you reach 4th level, and again at 8th, 12th, 16th,
Incarnum Ability: Wisdom is your incarnum ability and 19th level, you can increase one ability score of your
when using incarnate soulmeld abilities. The save DC to choice by 2, or you can increase two ability scores of your
resist any of your incarnate soulmeld abilities equals 8 + choice by 1. As normal, you can’t increase an ability
your Wisdom modifier + your proficiency bonus. Your score above 20 using this feature.
attack bonus when using any non-weapon attacks granted
by incarnate soulmelds is your Wisdom modifier + your Diverse Meldshaping
proficiency bonus. By 10th level, you are experienced enough in the ways of
meldshaping that you can shape even melds not normally
Incarnation available to your incarnation. Choose one soulmeld from
Each incarnate allows incarnum energy to flow through the list of those available to an incarnate incarnation other
them differently. Select an incarnation from the than your own and add it to the list of those you can
following: Incandescent, Necrocarnate, Soulborn, or shape.
Totemist. Each incarnation is described at the end of the Select an additional soulmeld to add to those you can
class description. shape at 14th level, and a third at 18th level. These
Soulmeld List. Your incarnation determines which soulmelds need not be taken from the same incarnation’s
soulmelds are available to you. list, though they can be if you wish.
Open Greater Chakra Incarnum Radiance
At 11th level, you unlock your Throat chakra, the first of When you select this incarnation at 1st level, you can
the greater chakras. You unlock additional greater chakras manifest incarnum energy as a visible aura that grants you
at later levels: Third Eye at 13th, and Crown at 15th, and temporary power.
Soul at 17th. You can activate your radiance as an action, and it
Each of your open greater chakras can be used only lasts for 1 minute or until you fall unconscious. Once it
once before finishing a long rest. A soulmeld’s has ended, you cannot reactivate the radiance until you
description includes the effects it allows you to produce have finished a short or long rest.
by expending your greater chakras. When you activate your radiance, select one of the
Expending a greater chakra takes no action unless following benefits that applies while it lasts.
otherwise noted or if it allows you to cast a spell. If it  Silvery Radiance: You gain a bonus to all saving
allows you to cast a spell, use the normal casting time throws you make equal to your Wisdom modifier.
unless otherwise noted. You cannot expend a greater  Blood Red Radiance: You gain a bonus to all attack
chakra if you are incapacitated. rolls you make equal to your Wisdom modifier
 Ashen Radiance: You gain a bonus to all weapon
damage rolls equal to your proficiency bonus.
Incarnum Overflow  Green Nimbus Radiance: Your movement speed is
Starting at 20th level, you can spend one minute focusing
increased by 20 feet.
your essentia. When you do, each soulmeld you have
invested essentia into is refreshed. All of its abilities that
are gained by investing essentia function as if you Share Radiance
finished a short rest. Once you refresh your soulmelds in Starting at 6th level, while your radiance is active, it
this way, you cannot do so again until you finish a long affects all allies within 30 feet of you, or 120 feet if you
rest. manifest the green nimbus option.

Incarnations Bright Champion


When you reach 14th level, your connection to the power
of light grants you resistance to fire and radiant damage.
Incandescent In addition, you become immune to disease.
As an incandescent, you channel the power of the positive
energy plane. The pure power of life infuses you and
grants you strength.
Necrocarnate
As a necrocarnate, you channel the power of souls that
Incandescents shape a wide variety soulmelds,
have passed through the veil of death. You can harness
granting them an array of useful magical abilities, but
the power of negative energy and undeath, but also draw
focus on offensive energy attacks, and abilities that
on the power of the heroes of past ages.
bolster and heal allies.
Necrocarnates shape soulmelds that allow them to
manipulate the power of life and death, and to emulate the
Incandescent Features capabilities of others.
Level Feature
1 Soulmeld List, Incarnum Radiance Necrocarnate Features
6 Share Radiance
Level Feature
14 Bright Champion
1 Soulmeld List, Alternate Proficiency,
Talents of the Dead
Soulmeld List 6 Reap Essentia
You can shape any soulmeld on the Incandescent list, as 14 Negative Adaptation
shown in the Soulmelds section below. If you can invest
essentia, you can invest it into any Incandescent soulmeld Soulmeld List
you have shaped. If you have open chakras, your
You can shape any soulmeld on the Necrocarnate list, as
Incandescent soulmelds benefit from them.
shown in the Soulmelds section below. If you can invest
essentia, you can invest it into any Necrocarnate soulmeld
you have shaped. If you have open chakras, your
Necrocarnate soulmelds benefit from them.

Alternate Proficiency
If you would gain proficiency in Charisma saving throws
from this class, you gain proficiency in Intelligence
saving throws instead.
Starting at 14th level, your sense of self will not be
compromised. You cannot be charmed or frightened.

Talents of the Dead Totemist


When you select this incarnation at 1st level, you gain the As a totemist, you draw on the power of the mightiest of
ability to call upon the abilities of the dead as their power creatures, sharing in the immense power of their souls.
flows through you. Choose any one skill. You gain The petrifying gaze of a basilisk, the flight of a pegasus,
proficiency in that skill if you did not already have it, and the shifting image of a displacer beast… all at your
your proficiency bonus is doubled for any check you fingertips.
make with that skill. You can change your choice of skill Totemists, like incandescents, shape a wide variety of
each time you finish a long rest. soulmelds, but focus more on enhancing themselves than
on bolstering allies.
Reap Essentia
Starting at 6th level, when you kill a hostile living Totemist Features
creature, you can reap some of its soul energy. If you do, Level Feature
you can invest essentia into one of your soulmelds 1 Soulmeld List, Alternate Proficiency,
immediately, without spending an action. This does not Totem Weapons
count towards the number of times you can normally 6 Extra Attack
invest essentia. Once you use this ability, you cannot use 14 Totemic Health
it again until you finish a long rest. Soulmeld List
You can shape any soulmeld on the Totemist list, as
Negative Adaptation shown in the Soulmelds section below. If you can invest
When you reach 14th level, you have become so used to essentia, you can invest it into any Totemist soulmeld you
channeling the power of the dead that you gain resistance have shaped. If you have open chakras, your Totemist
to necrotic damage and your hit point maximum cannot soulmelds benefit from them.
be reduced.
Alternate Proficiency
Soulborn If you would gain proficiency in Charisma saving throws
As a soulborn, you focus on channeling your own soul’s from this class, you gain proficiency in Strength saving
power. The strength of your ideals drives you towards throws instead.
perfection.
Soulborn combine their soulmelds with martial skill, Totem Weapons
shaping soulmelds that enhance their already potent When you select this incarnation at 1st level, you gain the
combat capabilities, as well as melds that protect them ability to manifest totem weapons: claws, fangs, tentacles,
and their allies. or other weapons that resemble the creatures your
soulmelds emulate. When you do, select one or two
Soulborn Features simple or martial melee weapons. Your totem weapons
Level Feature function as the weapon(s) you choose, you are proficient
1 Soulmeld List, Bonus Proficiencies with them, and you can use your incarnum ability in place
6 Extra Attack of Strength when making attacks with them.
14 Unfailing Identity Manifesting your totem weapons takes a bonus
action, and they last until you dismiss them as another
Soulmeld List bonus action, or until you manifest different totem
You can shape any soulmeld on the Soulborn list, as weapons.
shown in the Soulmelds section below. If you can invest When you manifest your totem weapons, you can
essentia, you can invest it into any Soulborn soulmeld you instead modify a magic weapon you are holding in place
have shaped. If you have open chakras, your Soulborn of one or both totem weapons. Such a weapon functions
soulmelds benefit from them. as a totem weapon while you wield it, changing its form
but retaining its game statistics. It reverts to its normal
form, and ceases functioning as a totem weapon, if you
Bonus Proficiencies dismiss it or manifest different totem weapons.
When you select this incarnation at 1st level, you become
proficient in martial weapons and all armor.
Extra Attack
Beginning at 6th level, you can attack twice, instead of
Extra Attack once, whenever you take the Attack action on your turn.
Beginning at 6th level, you can attack twice, instead of
once, whenever you take the Attack action on your turn.
Totemic Health
When you reach 14th level, you gain proficiency in
Unfailing Identity Constitution saving throws.
19. Truthseeker Goggles
20. Vitality Belt

Soulmelds Necrocarnate
1. Apparition Ribbon
A soulmeld is an object shaped from incarnum energy: 2. Arcane Focus
the power of souls. Each soulmeld provides a benefit to 3. Armguards of Disruption
you while it is shaped, and most have further benefits that 4. Bloodwar Gauntlets
are granted while they have essentia invested in them or 5. Bluesteel Bracers
they are bound to certain chakras. 6. Bone Circlet
The appearance and shape a soulmeld takes can be 7. Elder Spirit
personalized by the meldshaper. A soulmeld must always 8. Exalted Mantle
be prominent in some way, but beyond that, work with 9. Fellmist Robe
your DM to decide the shape your melds take. For 10. Gloves of the Poisoned Soul
instance, if you shape two masks, they might combine, or 11. Gravechill Vestments
one might instead become a chest piece or amulet. 12. Illusion Veil
13. Lifestealing Shroud
Attack Rolls and Saving Throws. Some soulmelds allow 14. Mage's Spectacles
you to make attacks, and some call for saving throws. Use 15. Necromantic Mantle
your incarnum ability to determine your attack bonus or 16. Necrocarnum Weapon
save DC. 17. Sailor's Bracers
Should a soulmeld provide you with a weapon attack, 18. Shadow Touch
it functions as normal for a weapon, rather than using 19. Silvertongue Mask
your incarnum ability, unless it specifies otherwise. 20. Theft Gloves

Soulmelds and Spells. Soulmelds are magical in nature, Soulborn


but are not spells. They can be detected and suppressed by 1. Acrobatic Boots
spells like detect magic and antimagic field, but cannot be 2. Adamant Pauldrons
dispelled. However, some soulmelds allow a meldshaper 3. Cerulean Sandals
to cast certain spells. These spells function as normal for 4. Dragon Mantle
spellcasting. 5. Enigma Helm
If a soulmeld allows you to cast a spell, use your 6. Hunter's Circlet
incarnum ability as your spellcasting ability. Such a spell 7. Keeneye Lenses
does not require material components unless otherwise 8. Lightning Gauntlets
noted. 9. Lifebond Vestments
If the spell requires concentration, it ends 10. Lucky Dice
immediately if you unshape the soulmeld that allowed 11. Mantle of Flame
you to cast it. 12. Mauling Gauntlets
13. Riding Bracers
14. Sailor's Bracers
Soulmeld List 15. Sighting Gloves
16. Spellward Shirt
(bolded have been finished) 17. Strongheart Vest
Incandescent 18. Thunderstep Boots
1. Acrobatic Boots 19. Soulspeaker Circlet
2. Airstep Sandals 20. Wind Cloak
3. Armguards of Disruption
4. Cerulean Sandals Totemist
5. Diadem of Purelight 1. Ankheg Breastplate
6. Dissolving Spittle 2. Basilisk Mask
7. Dragonfire Mask 3. Behir Gorget
8. Enigma Helm 4. Blink Shirt
9. Flame Cincture 5. Displacer Mantle
10. Incarnum Weapon 6. Dread Carapace
11. Keeneye Lenses 7. Girallon Arms
12. Lammasu Mantle 8. Kraken Mantle
13. Lightning Gauntlets 9. Lammasu Mantle
14. Planar Ward 10. Landshark Boots
15. Silvertongue Mask 11. Manticore Belt
16. Soulspark Familiar 12. Pegasus Cloak
17. Soulspeaker Circlet 13. Phase Cloak
18. Therapeutic Mantle 14. Shadow Mantle
15. Sphinx Claws Essentia. You can cast gust of wind once before
16. Threefold Mask of the Chimera finishing a short or long rest.
17. Unicorn Horn If any of your chakras are open, you can instead cast
18. Winter Mask a more powerful spell, or a previously available spell with
19. Worg Pelt a higher level slot:
20. Wormtail Belt
Chakra Spell Slot Level
Root dust devil* 2nd
Soulmeld Descriptions Sacral wind wall
Solar Plexus storm sphere*
3rd
4th
Heart controls winds* 5th
Acrobat Boots * see Elemental Evil Player’s Companion
Incandescent, Soulborn
You can move across difficult terrain without Throat. You can expend your Throat chakra to
spending additional movement, you have advantage on improve your ability to walk on air until you finish a long
checks and saving throws to avoid losing your balance or rest or unshape this soulmeld. Ascending no longer costs
falling prone, and you can stand up from prone using only additional movement and you no longer fall if you do not
5 feet of movement. end your turn on a solid surface.
You can invest essentia in this soulmeld as a reaction,
if you are otherwise capable of doing so.
Essentia. You can cast feather fall at will, targeting
Ankheg Breastplate
only yourself or one other creature, and can do so as part Totemist
of a reaction you take to invest essentia in this soulmeld. Your armor class becomes 10 + your Dexterity
If your Root chakra is open, you are not limited to only modifier + your incarnum ability modifier.
one target. If your Sacral chakra is open, you can target Essentia. As an action, you can breathe a line of acid,
any number of falling creatures. 5 feet wide and 60 feet long. Each creature in the line
If your Solar Plexus chakra is open, you can also cast must make a Dexterity saving throw, taking 2d8 acid
levitate at will. damage on a failure, or half as much on a success.
If your Heart chakra is open, you can cast fly once The damage improves as you open chakras: 3d8
before finishing a short rest. when you open your Root chakra, 6d8 for opening Sacral,
Throat. You can expend your throat chakra to 7d8 for Solar Plexus, and 8d8 for Heart.
become evasive until you finish a long rest or unshape Throat. You can expend your Throat chakra to gain
this soulmeld. When you make a Dexterity saving throw resistance to acid damage until you finish a long rest or
to take half damage from an effect, you take no damage unshape this soulmeld.
on a successful save, and only half damage on a failed Crown. You can expend your Crown chakra to gain
save. immunity to acid damage until you finish a long rest or
unshape this soulmeld.

Adamant Pauldrons Apparition Ribbon


Soulborn
If you are critically hit by a weapon attack, you can Necrocarnate
spend your reaction to turn the critical hit into a normal Your weapon attacks count as magical, and affect
hit. ethereal creatures normally, should you have a way to
If you make a successful Constitution saving throw to target them. If you hit an ethereal creature with an attack,
take half damage from an effect, you take no damage and it is not native to the ethereal plane, it must make a
instead. Wisdom saving throw or be brought to the material plane.
Essentia. When you invest essentia into this Essentia. You can become partially incorporeal for 1
soulmeld, you gain 10 temporary hit points. minute as an action. While incorporeal, you can moves
The amount increases as you open chakras: 15 for through other creatures’ spaces, you cannot be knocked
Root, 20 for Sacral, 25 for Solar Plexus, and 30 for Heart. prone or be grappled, and you gain a flying speed equal to
Third Eye. You can expend your third eye chakra to your walking speed. You can hover, but you cannot fly
improve your ability to negate critical hits until you finish upwards.
a long rest or unshape this soulmeld. While improved in If your Root chakra is open, you cannot be restrained,
this way, you cannot be critically hit by any attack. petrified, or paralyzed while partially incorporeal.
If your Sacral chakra is open, you can fly upwards
and you can pass through solid objects while partially
Airstep Sandals incorporeal. If you end your movement inside of an
Incandescent object, you take 1d10 force damage. If the effect ends
You can walk on air during your turn, allowing you while you are inside an object, you take an additional
to effectively fly, though ascending costs you twice as 3d10 force damage and are moved to the nearest
much movement, and if you are not standing on a solid unoccupied space.
surface at the end of your turn, you fall. You do not hover If your Solar Plexus chakra is open, you resist
while flying in this way. bludgeoning, piercing, and slashing damage from
nonmagical weapon attacks while you are partially Essentia. You can attempt to turn a creature within
incorporeal. 30 feet of you to stone as an action. The target must make
If your Heart chakra is open, the duration increases to a Constitution saving throw or be restrained for one
10 minutes. minute. It can repeat the saving throw at the end of each
Third Eye. You can expend your Third Eye chakra of its turns, ending the effect on a success.
to gain the ability to see invisible and ethereal creatures You can do this once before taking a short rest, and
normally if they are within 120 feet of you until you you must concentrate as if on a spell for the effect to
finish a long rest or unshape this soulmeld. persist.
Crown. You can expend your Crown chakra to gain If your Root chakra is open, the target is petrified and
truesight with a range of 120 feet of you until you finish a no longer makes saving throws against this effect if it fails
long rest or unshape this soulmeld. three of the saving throws at the end of its turn (these
need not be consecutive). This petrification ends when the
restrained condition ends.
Arcane Focus If your Sacral chakra is open, the target must succeed
Necrocarnate on two saving throws against this effect at the end of its
When you shape this soulmeld, choose three wizard turn to end the effect (these also need not be consecutive).
Cantrips. You can cast the chosen Cantrips while this If your Solar Plexus chakra is open, it must succeed
soulmeld is shaped. at three instead.
Essentia. You can cast detect magic or identify once If your Heart chakra is open, the petrification does
before taking a short or long rest. not end when the restrained condition does and instead
If your Root chakra is open, you can instead cast a becomes permanent.
different spell. When you invest essentia into this Throat. You can expend your throat chakra to gain
soulmeld, choose a 1st level wizard spell. You can cast immunity to petrification and the poisoned condition until
that spell in place of detect magic or identify. If your you finish a long rest or unshape this soulmeld.
Sacral chakra is open, you can instead choose a spell of
up to 2nd level. If your Solar Plexus is open, you can
choose a spell of up to 3rd level. And if your Heart chakra Behir Gorget
is open, you can choose a spell of up to 4th level. Totemist
You must provide any costly material components for If you would be forcibly moved, you can spend your
any of these spells, including identify. reaction to reduce the amount you are moved by up to 20
Third Eye. If you expend your third eye chakra, you feet.
gain the effects of a detect magic spell, and you can cast Essentia. You can breathe a line of lightning, 5 feet
identify at will, until you finish a long rest or unshape this wide and 60 feet long, as an action. Each creature in the
soulmeld. line must make a Dexterity saving throw, taking 3d6
lightning damage on a failure, or half as much on a
success. You can do this once before finishing a short or
Armguards of Disruption long rest.
Incandescent, Necrocarnate The damage improves as you open chakras: 4d6
You can cast detect evil and good at will. when you open your Root chakra, 8d6 for opening Sacral,
Essentia. When you hit an undead or fiend with a 9d6 for Solar Plexus, and 10d6 for Heart.
weapon attack, the attack deals an additional 1d6 radiant The lightning ignites flammable objects in the area
damage. that aren’t being worn or carried.
If your Root chakra is open, and the undead or fiend Throat. You can expend your Throat chakra to gain
has 10 or fewer hit points remaining after the attack, is it resistance to lightning damage until you finish a long rest
instantly destroyed. or unshape this soulmeld.
If your Sacral chakra is open, the bonus damage Crown. You can expend your Crown chakra to gain
increases to 2d6. immunity to lightning damage until you finish a long rest
If your Solar Plexus chakra is open, the undead or or unshape this soulmeld.
fiend is destroyed if it has 25 or fewer hit points
remaining after the attack.
If your Heart chakra is open, the bonus damage Blink Shirt
increases to 3d6. Totemist
Throat. You can expend your Throat chakra to cause You can teleport up to 10 feet as an action.
undead and fiends to have disadvantage on attack rolls Essentia. You can teleport up to 20 feet as an action.
against you until you finish a long rest or unshape this If your Root chakra is open, you can cast blink once
soulmeld. before finishing a short or long rest. You cannot teleport
using this soulmeld while the spell remains in effect.
If your Sacral chakra is open, when you are hit by an
Basilisk Mask attack while under the effects of the blink spell cast using
Totemist this soulmeld, you can spend your reaction to travel to the
You have darkvision with a range of 60 feet. If you ethereal plane, or back to the material plane if you are
already have darkvision, the range instead increases by 60 already there. If your Solar Plexus chakra is open, you
feet. also gain a +2 bonus to your Armor class against that
attack, possibly causing it to miss. If your Heart chakra is
open, this bonus becomes +5.
Throat: You can expend your Throat Chakra to gain
Bone Circlet
longer teleportation. You can teleport up to 60 feet with Necrocarnate
this soulmeld until you finish a long rest. You automatically detect any hidden undead creature
Crown: You can expend your Crown chakra to gain within 30 feet of you, and you always know if a creature
faster teleportation. You can teleport using this soulmeld or body is alive and conscious, alive and unconscious,
as a bonus action until you finish a long rest. dead, or undead if you can see it.
Essentia. You can cast animate dead once before you
finish a short or long rest. The creature you raise remains
Bloodwar Gauntlets under your control only until you finish a short or long
Necrocarnate rest or until you unshape this soulmeld. When you finish a
Your unarmed strikes are magical and use a d4 for rest, you can expend your use of this ability to extend the
damage. You deal fire damage instead of bludgeoning duration until your next rest.
when you hit with an unarmed strike. If your Root chakra is not open, the creature you
In addition, once before finishing a short or long rest, create has half as many hit points and has -2 to attack and
you can gain advantage on one attack roll. If you hit with damage rolls.
that attack, you deal an additional 1d6 fire damage. If your Sacral chakra is open, you cast the spell at 4th
Essentia. As an action, you can unleash a burst of level. If your Solar Plexus chakra is open, you cast it at
hellfire. Each creature within 10 feet of you must make a 5th level.
Dexterity saving throw, taking 3d10 fire damage on a Third Eye. You can expend your Third Eye chakra
failed save, or half as much on a successful one. You can to gain the effects of the detect good and evil spell until
do this only once before taking a short or long rest. you finish a long rest or unshape this soulmeld.
If your Root chakra is open, the damage improves to
5d10. If you Sacral chakra is open, it improves to 7d10.
And if your Solar Plexus chakra is open, it improves to
Cerulean Sandals
10d10. Incandescent, Soulborn
Third Eye. You can expend your Third Eye chakra You can move across any liquid surface – such as
to gain the ability to score a critical hit on a natural roll of water, acid, mud, snow, quicksand, or lava – as if it were
19 or 20 when making a weapon attack until you finish a harmless solid ground (creatures crossing molten lava can
long rest or unshape this soulmeld. still take damage from the heat).
Soul. You can expend your Soul chakra to gain the Essentia. You can cast misty step once before
ability to score a critical hit on a natural roll of 18, 19, or finishing a short or long rest. If your Root chakra is open,
20 when making a weapon attack until you finish a long you can teleport up to 120 feet when you cast this spell.
rest or unshape this soulmeld. If your Sacral chakra is open, you can instead cast
dimension door. If your Solar Plexus chakra is open, you
can bring an additional creature with you when you cast
Bluesteel Bracers this spell.
Necrocarnate Throat. You can expend your Throat chakra to
You have advantage on initiative checks. In addition, increase your movement speed by 10 feet until you finish
if you can invest essentia, when you shape this soulmeld, a long rest or unshape this soulmeld.
choose two maneuvers from the Battle Master archetype Crown. You can expend your Crown chakra to
in the fighter class. You’ll need to invest essentia to increase your movement speed by 30 feet until you finish
access these maneuvers. a long rest or unshape this soulmeld.
Essentia. You gain a superiority die, a d6, that is
used to fuel the maneuvers you selected when you shaped
this soulmeld, as with the Battle Master archetype in the
Diadem of Purelight
fighter class. You regain this superiority die when you Incandescent
finish a short or long rest. You shed bright light out to 30 feet, and dim light for
If your Root chakra is open, you have a second another 30 feet. You have advantage on Wisdom
superiority die. If your Sacral chakra is open, these (Perception) checks or Intelligence (Investigation) based
superiority dice become d8s. If your Solar Plexus chakra on vision made to notice or find anything within this light.
is open, they become d10s. If your Heart chakra is open, You can dismiss or reactivate this light as a bonus action.
you gain a third die. Essentia. You can cast color spray once before
If you already have superiority dice and/or finishing a short or long rest.
maneuvers, these superiority dice do not improve along If any of your chakras are open, you can instead cast
with your others, but you can spend any of your a more powerful spell, or a previously available spell with
superiority dice to fuel any of your maneuvers. a higher level slot:
Throat. You can expend your Throat chakra to gain
a commanding presence until you finish a long rest or Chakra Spell Slot Level
unshape this soulmeld. Allies that can see or hear you also Root faerie fire 2nd
have advantage on initiative checks and you cannot be Sacral Daylight 3rd
surprised. Solar Plexus guardian of faith 4th
Heart flame strike 5th Green Poison 15 ft. cone Constitution
Red Fire 15 ft. cone Dexterity
Third Eye. You can expend your Third Eye chakra White Cold 15 ft. cone Constitution
to cause the diadem to shed bright light out to 60 feet, and Brass Fire 30 ft. line Dexterity
dim light for another 60 feet until you finish a long rest or Bronze Lightning 30 ft. line Dexterity
unshape this soulmeld. You automatically detect any Copper Acid 30 ft. line Dexterity
hidden creature within the lights radius. Gold Fire 15 ft. cone Dexterity
Silver Cold 15 ft. cone Constitution
Displacer Mantle Essentia. As a bonus action, you can force each
Totemist enemy within 20 feet of you that can see or hear you to
You have proficiency in Dexterity saving throws. make a Wisdom saving throw. A creature that fails this
Essentia. As an action, you can displace your image, save is frightened until the end of its next turn. You can
causing attacks against you to have disadvantage for 1 do this only once before finishing a short or long rest.
minute. If you are hit by an attack, the effect is suspended If your Root chakra is open, the creatures are instead
until the end of your next turn. You can use this ability frightened for 1 minute, but an affected can repeat the
once before finishing a short or long rest. save at the end of each of its turns, ending the effect for
An attacker is immune to this effect if it doesn’t rely itself on a successful save.
on sight, as with blindsight, or can see through illusions, If your Sacral chakra is open, a creature frightened by
as with truesight. this effect must use its action to take the Dash action and
If your Sacral chakra is open, while you are displaced move away from you by the safest available route on each
and the effect is not suspended, you can gain advantage of its turns, unless there is nowhere to move.
on one attack roll you make during your turn. If your Solar Plexus chakra is open, you can affect
Third Eye. You can expend your Third Eye chakra enemies up to 60 feet away from you with this ability. If
to become evasive until you finish a long rest or unshape your Heart Chakra is open, this range increases to 120
this soulmeld. If you make a Dexterity saving throw to feet.
take half damage from an effect, you take no damage Throat. You can expend your Throat chakra to
instead, and take half damage even if you fail the save. double the area of your breath until you finish a long rest.
A line becomes 60 feet, while a cone becomes 30.
Dissolving Spittle
Incandescent Dragon Mantle
As an action, you can make a ranged spell attack with Soulborn
a range of 30 feet. On a hit, you deal 2d6 acid damage to You can cast absorb elements once before finishing a
the target. short rest.
The spit’s damage increases to 4d6 at 5th level, 6d6 Essentia. You grow dragon wings that cause you to
at 11th level, and 8d6 at 17th level. take no damage from falling if you are not incapacitated.
Essentia. Your spit continues to corrode enemies hit If your Root chakra is open, you can also fly with a
by it. A creature hit by your acid spit takes an additional speed equal to your walking speed, but you must land at
1d6 acid damage at the end of its next turn. the end of each of your turns or fall unless your Sacral
If any of your chakras are open, this additional chakra is also open. If your Solar Plexus chakra is open,
damage increases based on the chakra: 2d6 for Root, 3d6 your flight speed is doubled.
for Sacral, 4d6 for Solar Plexus, and 5d6 for Heart. Throat.
Throat. You can expend your Throat chakra to
increase the range of your spit to 120 feet until you finish
a long rest. Dread Carapace
Totemist
As a bonus action, you can move up to your speed
Dragonfire Mask towards a hostile creature.
Incandescent Essentia. If you use your bonus action to move at
When you shape this soulmeld, select a dragon type least 10 feet towards a hostile creature using this
from the list below. soulmeld, you also deal an additional 1d4 damage on the
As an action, you can breathe energy like a dragon. A first attack you hit that creature with during the same turn.
creature caught in the area of your breath must make a This damage improves to 1d8 if your Root chakra is open,
saving throw or take 1d6 damage. The damage type, to 1d12 if your Sacral chakra is open, to 2d8 if your Solar
shape of the area, and type of saving throw made against Plexus chakra is open, and to 2d12 if your Heart chakra is
your breath are all based on the type of dragon you chose. open.
The damage improves to 2d6 at 5th level, 3d6 at 11th Throat. You can expend your Throat chakra to
level, and 4d6 at 17th level. increase your maximum and current hit points by a
number equal to your level until you finish a long rest or
Dragon Damage Type Shape Save unshape this soulmeld.
Black Acid 30 ft. line Dexterity Crown. You can expend your Crown chakra to
Blue Lightning 30 ft. line Dexterity increase your maximum and current hit points by a
number equal to twice your level until you finish a long
rest or unshape this soulmeld. This increase does not stack
Flame Cincture
with the bonus granted by spending your Throat chakra. Incandescent
As an action, you can project fire from your hand.
Make a melee spell attack against a creature within 10
Elder Spirit feet of you. On a hit, you deal 2d8 fire damage to the
Necrocarnate target.
You tap into the collective knowledge of dragon- The damage improves to 4d8 at 5th level, 6d8 at 11th
kind, granting you advantage on checks made to level, and 8d8 at 17th level.
remember information. At the DM’s discretion, you may Essentia. You have resistance to fire damage.
be able to recall information that you have had no way to If your Root chakra is open, when you take fire
learn, but only if it would be part of the knowledge damage (even if it is all prevented), you are empowered
gathered by ancient dragons. by flame. The next time you hit a creature with an attack
Essentia. You have advantage on saving throws before the end of your next turn, it takes an additional 1d8
against being frightened. If your Sacral chakra is open, fire damage. If you take fire damage multiple sources,
you are immune to being frightened instead. you are not empowered further.
Third Eye. By expending your Third Eye chakra, The damage improves as you open additional
you can cast the contact other plane spell to contact an chakras: 2d8 when you open your Sacral chakra, 3d8 for
ancient spirit of draconic knowledge. You automatically Solar Plexus, and 4d8 for Heart.
succeed on the Intelligence saving throw. Throat. You can expend your Throat chakra to cause
creatures to be unable resist fire damage you deal until
you finish a long rest or unshape this soulmeld.
Enigma Helm Third Eye. You can expend you Third Eye chakra to
Incandescent, Soulborn cast scrying, using any fire in place of the material
You have advantage on Charisma (Deception) checks components. You can do so again each time you finish a
made to conceal your true intentions or to tell a lie about short rest until you finish a long rest or unshape this
yourself. soulmeld.
Essentia. Your thoughts cannot be read, your
memories cannot be altered, and if a creature wishes to
speak with you telepathically, you can choose to prevent Hunter’s Circlet
it from doing so. You are automatically aware of the Soulborn
location of any creature that attempts to read your mind, You have advantage on Wisdom (Survival) and
alter your memories, or communicate telepathically with Wisdom (Perception) checks you make to find or follow
you. tracks, and on Wisdom (Perception) checks when you
If your Root chakra is open, you can cast disguise take the Search action to find a hidden creature.
self at will. Essentia. You can cast hunter’s mark once before
If your Sacral chakra is open, you are also constantly taking a short or long rest. If your Sacral chakra is open,
under the effect of a nondetection spell while this the spell is raised to 3rd level. If your Heart chakra is
soulmeld is shaped. open, it is raised to 5th level.
If your Heart chakra is open, you can cast alter self at Third Eye. You can expend your Third Eye chakra
will, but only to change your appearance. to gain the ability to automatically detect any hidden
Crown. You can expend your Crown chakra to gain creature within 30 feet of you until you finish a long rest
immunity to being charmed until you finish a long rest or or unshape this soulmeld.
unshape this soulmeld
Incarnum Weapon
Exalted Mantle Incandescent
Necrocarnate When you shape this meld, you can choose to have it
As an action, you can touch a creature and grant is 5 take the form of any simple or martial melee weapon, or
temporary hit points. These hit points disappear if you use infuse a melee weapon you are holding with incarnum
this ability again. energy so long as this meld is shaped. In either case, the
Essentia. When you hit with a melee attack, you can weapon is magical, you are proficient with it, and you can
deal an additional 2d8 radiant damage to the target. You summon it to your hand as a bonus action so long as it is
cannot do so again until you finish a short rest. on the same plane as you.
If any of your chakras are open, this additional A weapon cannot be both an incarnum weapon and a
damage increases based on the chakra: 3d8 for Root, 4d8 necrocarnum weapon at the same time.
for Sacral, 5d8 for Solar Plexus, and 6d8 for Heart. The Essentia. When you hit a creature with your
damage further increases by 1d8 if the target is a fiend or incarnum weapon, you can force it to make a Constitution
undead, regardless of your open chakras. saving throw. On a failure, the creature is incapacitated
Throat. You can expend your Throat chakra to cast until the end of its next turn. You can do this only once
the destructive wave spell. before finishing a short or long rest.
If your Root chakra is open, the creature is stunned
instead. If your Sacral chakra is open, the creature is
stunned for 1 minute, and can make another saving throw cone must make a Dexterity saving throw, taking 8d8 fire
at the end of each of its turns, removing the effect on a damage on a failed save, and half as much on a successful
success. one.
If your Solar Plexus chakra is open, the creature is
paralyzed while stunned in this way. If your Heart chakra
is open, it is instead unconscious while stunned in this
Lifebond Vestments
way. Soulborn
Throat. You can expend your Throat chakra to As an action, you can heal a creature you touch a
improve your attacks until you finish a long rest. One number of hit point up to 5 plus your level. You lose hit
attack you make on each of your turns with your points equal to half the amount healed in this way,
incarnum weapon deals 1d8 extra damage of the same rounded up. You cannot use this ability on that creature
type the weapon normally deals. again until it has finished a short or long rest.
Crown. You can expend your Crown chakra to Essentia. You can cast sanctuary once before
further improve your attacks until you finish a long rest. finishing a short or long rest.
One attack you make on each of your turns with your If any of your chakras are open, you can instead cast
incarnum weapon deals 2d8 extra damage of the same a more powerful spell, or a previously available spell with
type the weapon normally deals. This bonus does not a higher level slot:
stack with the effect granted by expending your Throat
chakra. Chakra Spell Slot Level
Root warding bond 2nd
Sacral remove curse 3rd
Keeneye Lenses Solar Plexus aura of purity 4th
Incandescent, Soulborn Heart antilife shell 5th
You do not suffer disadvantage when making a
ranged weapon attack at long range, and you can never Throat. You can expend your throat chakra to no
suffer disadvantage on Wisdom (Perception) or longer lose hit points when you use this soulmeld’s
Intelligence (Investigation) checks for any reason, so long healing ability until you finish a long rest.
as you can still make the check at all.
Essentia. you can use the Search action, or make an
Intelligence (Investigation) check, as a bonus action or as
Lightning Gauntlets
part of the bonus action to invest essentia in this Soulborn
soulmeld. Your unarmed strikes are magical and use a d4 for
If your Root chakra is open, you are constantly under damage. You deal lightning damage instead of
the effect of a see invisibility spell. bludgeoning when you hit with an unarmed strike.
If your Sacral chakra is open, you have advantage on In addition, once before finishing a short or long rest,
ability checks and saving throws made against visual when you hit with an attack, you can cause it to deal an
illusions. If your Heart chakra is open, you instead additional 1d8 lightning damage.
automatically detect visual illusions and succeed on The damage improves to 2d8 at 5th level, 3d8 at 11th
saving throws against them. level, and 4d8 at 17th level.
Throat. You can expend your Throat chakra to cast Essentia. You have resistance to lightning damage.
the true seeing spell. If your Root chakra is open, allies within 5 feet of
you also have resistance to lightning damage. If your
Sacral chakra is open, this increases to 30 feet.
Lammasu Mantle If your Solar Plexus chakra is open, this improves to
Incandescent, Totemist immunity for you, but not your allies. If your Heart
You can cast the sacred flame, resistance, and chakra is open, it becomes immunity for your allies as
thaumaturgy cantrips. well.
Essentia. You can cast shield of faith once before Throat. You can expend your Throat chakra when
finishing a short or long rest. you deal additional lightning damage using this soulmeld.
If your Root chakra is open, you can instead cast If you do, the additional damage increases by 10d8.
magic circle, but you can affect only up to one type of
creature, the duration is 10 minutes, and you cannot cause
it to operate in the reverse direction.
Lucky Dice
If your Sacral chakra is open, you can cast magic Soulborn
circle with no restrictions. When you make an ability check, attack roll, or
If your Solar Plexus chakra is open, you can cast saving throw, after rolling but before determining the
magic circle with a casting time of 1 action. If your Heart result, you can roll your Lucky Dice: 2d6. On a result of
chakra is open, you can move the circle up to 20 feet as a 2, the ability check, attack roll, or saving throw gains a +7
bonus action. If a creature passes into or out of the circle bonus. On any other result, it gains a +2 bonus. If the
as a result of this movement, it becomes immune to the result is any number besides 2 or 7, your dice and
spell for the duration. expended and you cannot use them again until you finish
Throat. You can expend your throat chakra to a short or long rest.
breathe a cone of fire, 60 feet long. Each creature in the
Essentia. Once before finishing a short or long rest, If any of your chakras are open, you can instead cast
you can add a d4 to any one ability check, attack roll, or a more powerful spell, or a previously available spell with
saving throw. If your Root chakra is open, you can add a a higher level slot:
d6 instead. If your Sacral chakra is open, you can add a d8
instead. If your Solar Plexus chakra is open, you can add Chakra Spell Slot Level
a d10 instead. And if your Heart chakra is open ,you can Root protection from poison 2nd
add a d12. Sacral protection from energy 3rd
If you roll a 2 or 7 when rolling your Lucky Dice, Solar Plexus banishment 4th
this ability is also refreshed. Heart dispel good and evil 5th
Third Eye. You can expend your Third Eye chakra
to improve your luck with your dice until you finish a Third Eye. You can expend your Third Eye chakra
long rest. While improved, a result of 12 on your Lucky to cast the plane shift spell. You must provide the material
Dice changes the result of all d20s you rolled as part of component for this spell.
the ability check, attack roll, or saving throw to 20. Your Soul. You can expend your Soul chakra to cast the
Lucky Dice are not also expended on a result of 12, 8, or gate spell. You must provide the material component for
6. this spell.

Necrocarnum Weapon Riding Bracers


Necrocarnate Soulborn
When you shape this meld, you can choose to have it You have advantage on Wisdom (Animal Handling)
take the form of any simple or martial melee weapon, or checks, as well as any check or saving throw made to stay
infuse a melee weapon you are holding with necrocarnum on your mount.
energy so long as this meld is shaped. In either case, the Essentia. You can cast animal friendship or speak
weapon is magical, you are proficient with it, and you can with animals once before taking a short or long rest.
summon it to your hand as a bonus action so long as it is If your Root chakra is open, you can instead cast find
on the same plane as you. steed. The steed disappears when you finish a short or
A weapon cannot be both an incarnum weapon and a long rest, or if you unshape this soulmeld. The steed gains
necrocarnum weapon at the same time. the benefits of any soulmeld you shape that do not require
Essentia. You can do this once before finishing a any action to activate. When you spend an action, bonus
short or long rest, when you hit a creature with your action, or reaction to use a soulmeld, or you expend one
necrocarnum weapon, you can force the target to make a of your greater chakras, and target yourself with the
Constitution saving throw. On a failure, it takes 1d8 extra effect, your steed also gains the benefits of the ability.
necrotic damage, or half as much on a successful save. If your Sacral chakra is open, any mount you ride
You regain hit points equal to the extra damage dealt by gains a +10 bonus to its movement speed. If your Solar
this ability. Regained hit points in excess of your Plexus chakra is open, this increases to +20, and if your
maximum hit points become temporary hit points instead, Heart chakra is open, it increases to +30.
which last for 1 minute. Throat. You can expend your Throat chakra to gain
If your Root chakra is open, the damage improves to the ability to cast animal friendship and animal
2d8. If you Sacral chakra is open, it improves to 3d8. If messenger at will.
your Solar Plexus chakra is open, it improves to 4d8. And
if your Heart chakra is open, it increases to 5d8.
Throat. You can expend your Throat chakra to
Sailor’s Bracers
improve your attacks until you finish a long rest. One Necrocarnate, Soulborn
attack you make on each of your turns with your You gain swim and climbing speeds equal to your
incarnum weapon deals 1d8 extra necrotic damage. walking speed, as well as proficiency in navigator’s tools
Crown. You can expend your Crown chakra to and vehicles (water).
further improve your attacks until you finish a long rest. Essentia. You can cast create or destroy water
One attack you make on each of your turns with your or fog cloud once before finishing a short or long rest.
incarnum weapon deals 2d8 extra necrotic damage. This If any of your chakras are open, you can instead cast
bonus does not stack with the effect granted by expending a more powerful spell, or a previously available spell with
your Throat chakra. a higher level slot:

Chakra Spell Slot Level


Planar Ward Root warding wind* 2nd
Incandescent Sacral wall of water* 3rd
You are always considered a native to whatever plane Solar Plexus watery sphere* 4th
you are on, and you are never adversely affected by a Heart maelstrom* 5th
plane’s nature, or by extreme heat or cold, so long as they * see Elemental Evil Player’s Companion
do not deal damage to you.
Essentia. You can cast protection from evil and good Throat. You can expend your Throat chakra to gain
once before finishing a short or long rest. the effects of water breathing and freedom of movement
while you are submerged in water until you finish a long creature can understand you if it understands any
rest or unshape this soulmeld. language. If your Heart chakra is also open, creatures can
Crown. You can expend your Crown chakra to cast respond to your telepathy in kind, choosing to
the control weather spell. communicate either with only you, or you and every other
creature you just contacted.
Crown. You can expend your Crown chakra to cast
Silvertongue Mask the telepathy spell.
Incandescent, Necrocarnate
You gain proficiency in Deception and Persuasion.
Essentia. You can cast charm person once before Therapeutic Mantle
finishing a short or long rest. Incandescent
If any of your chakras are open, you can instead cast You regain the maximum number of hit points from
a more powerful spell, or a previously available spell with any healing, including hit dice.
a higher level slot: Essentia. You can cast cure wounds once before
finishing a short or long rest.
Chakra Spell Slot Level If any of your chakras are open, you can instead cast
Root suggestion 2nd a more powerful spell, or a previously available spell with
Sacral hypnotic pattern 3rd a higher level slot:
Solar Plexus compulsion 4th
Heart dominate person or 5th Chakra Spell Slot Level
modify memory Root lesser restoration 2nd
Sacral aura of vitality 3rd
Throat. You can expend your Throat chakra to cast Solar Plexus aura of life 4th
the mass suggestion spell. Heart greater restoration* or 5th
Soul. You can expend your Soul chakra to cast the raise dead*
glibness spell. *You must provide the material components

Third Eye. You can expend your Third Eye chakra


Soulspark Familiar to cast the regenerate spell. Alternatively, you can cast
Incandescent the resurrection spell, but you must provide the material
You conjure a mote of soul energy, called a components.
soulspark. The soulspark functions as if conjured by the Soul. You can expend your Soul chakra to cast the
find familiar spell. See the New Monsters section for its true resurrection spell. You must provide the material
statistics. The soulspark disappears if you unshape this components for this spell.
soulmeld.
Essentia. When you invest essentia into this
soulmeld, your soulspark familiar is empowered for up to Truthseeker Goggles
1 minute. While it is empowered in this way, as a bonus Incandescent
action or as part of the bonus action to invest essentia into You have advantage on Wisdom (Insight) checks.
this soulmeld, you can make a melee spell attack against a Essentia. You can cast detect thoughts once before
creature within 5 feet of the familiar, so long as the finishing a short rest, but you can only detect surface
familiar is within 100 feet of you. On a hit, the target thoughts, and not to probe deeper thoughts or detect the
takes radiant damage equal to 1d4 + your incarnum ability presence of minds, unless your Root chakra is open.
modifier. If your Sacral chakra is open, you can cast
The damage improves as you open chakras: 1d8 + clairvoyance instead. If your Solar plexus chakra is also
your incarnum ability modifier when you open your Root open, you can both see and hear from the sensor.
chakra, 2d8 + your incarnum ability modifier for opening If your Heart chakra is open, you can cast legend lore
Sacral, 3d8 + your incarnum ability modifier for Solar instead, but you must provide the material components.
Plexus, and 4d8 + your incarnum ability modifier for Throat. You can expend your Throat chakra to cast
Heart. the find the path spell.
Third Eye. You can expend your Third Eye chakra
to cast the conjure celestial spell.
Vitality Belt
Incandescent
Soulspeaker Circlet You have advantage on Constitution saving throws
Incandescent against poison and disease, and you have resistance to
You can understand any spoken language. poison damage.
Essentia. You can also read any written language. Essentia. You can cast aid, targeting only once
If your Root chakra is open, you can cast the tongues creature unless your Root chakra is open.
spell once before finishing a short rest. You can target As you unlock more chakras, the level at which you
only yourself unless your Sacral chakra is also open. cast this spell increases: 3rd for Sacral, 4th for Solar
If your Solar Plexus chakra is open, you can speak Plexus, and 5th for Heart. In addition, you can target an
telepathically with creatures within 60 feet of you. A additional creature for each spell level beyond 2nd.
Throat. You can expend your Throat chakra to gain
resistance to bludgeoning, piercing, and slashing damage
until you finish a long rest or unshape this soulmeld.
New Feats
Meldshaping Initiate
You learn to shape the power of incarnum into soulmelds.
Choose Incandescent, Necrocarnate, Soulborn, or
Totemist, then select four soulmelds from the list of those
available to that subclass.
Each time you finish a long rest, you can shape up to
two of the chosen soulmelds, spending five minutes
shaping each. You can have only two of them shaped at a
time, but you can unshape another (or the same one) as
part of this process.
You can also unshape one of these soulmelds any
other time as an action, but this does not allow you to
shape a new meld in its place until you complete another
long rest.
Your incarnum ability for these soulmelds is
Wisdom.
If you have the Essentia, Open Chakra, or Open
Greater Chakra class features, you cannot apply them to
the soulmelds you shape using this feat.

New Monsters
S OULSPARK
Tiny elemental, unaligned
Armor Class 12
Hit Points 3 (1d4 + 1)
Speed 0 ft., fly 50 ft. (hover)
----------------------------------------------------------------
STR DEX CON INT WIS CHA
1 (-5) 14 (+2) 12 (+1) 3 (-4) 12 (+1) 12 (+1)
----------------------------------------------------------------
Damage Immunities radiant
Senses darkvision 60 ft., passive Perception 11
Languages –
Challenge 0 (10 XP)

ACTIONS
----------------------------------------------------------------
Soul Blast. Melee Spell Attack: +4 to hit, reach 5 ft., or
range 5 ft., one creature. Hit: 1 radiant damage.

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