Trefferpunkte
Übungen
Incarnate
| Stufe | Übungsbonus | Eigenschaften | Spells Known |
|---|---|---|---|
| 1 | + 2 | Soul Shape Soul Barrier | 0 |
| 2 | + 2 | Soul Shape Soul Barrier | 2 |
| 3 | + 2 | Soul Shape Soul Barrier | 3 |
| 4 | + 2 | Soul Shape Soul Barrier | 3 |
| 5 | + 3 | Soul Shape Soul Barrier | 4 |
| 6 | + 3 | Soul Shape Soul Barrier | 4 |
| 7 | + 3 | Soul Shape Soul Barrier | 5 |
| 8 | + 3 | Soul Shape Soul Barrier | 5 |
| 9 | + 4 | Soul Shape Soul Barrier | 6 |
| 10 | + 4 | Soul Shape Soul Barrier | 6 |
| 11 | + 4 | Soul Shape Soul Barrier | 7 |
| 12 | + 4 | Soul Shape Soul Barrier | 7 |
| 13 | + 5 | Soul Shape Soul Barrier | 8 |
| 14 | + 5 | Soul Shape Soul Barrier | 8 |
| 15 | + 5 | Soul Shape Soul Barrier | 9 |
| 16 | + 5 | Soul Shape Soul Barrier | 9 |
| 17 | + 6 | Soul Shape Soul Barrier | 10 |
| 18 | + 6 | Soul Shape Soul Barrier | 10 |
| 19 | + 6 | Soul Shape Soul Barrier | 11 |
| 20 | + 6 | Soul Shape Soul Barrier | 11 |
Spell Slots per Spell Level
| Stufe | Übungsbonus | Eigenschaften | 1st | 2nd | 3rd | 4th | 5th |
|---|---|---|---|---|---|---|---|
| 1 | + 2 | Soul Shape Soul Barrier | 2 | 0 | 0 | 0 | 0 |
| 2 | + 2 | Soul Shape Soul Barrier | 2 | 0 | 0 | 0 | 0 |
| 3 | + 2 | Soul Shape Soul Barrier | 3 | 0 | 0 | 0 | 0 |
| 4 | + 2 | Soul Shape Soul Barrier | 3 | 0 | 0 | 0 | 0 |
| 5 | + 3 | Soul Shape Soul Barrier | 4 | 2 | 0 | 0 | 0 |
| 6 | + 3 | Soul Shape Soul Barrier | 4 | 2 | 0 | 0 | 0 |
| 7 | + 3 | Soul Shape Soul Barrier | 4 | 3 | 0 | 0 | 0 |
| 8 | + 3 | Soul Shape Soul Barrier | 4 | 3 | 0 | 0 | 0 |
| 9 | + 4 | Soul Shape Soul Barrier | 4 | 3 | 2 | 0 | 0 |
| 10 | + 4 | Soul Shape Soul Barrier | 4 | 3 | 2 | 0 | 0 |
| 11 | + 4 | Soul Shape Soul Barrier | 4 | 3 | 3 | 0 | 0 |
| 12 | + 4 | Soul Shape Soul Barrier | 4 | 3 | 3 | 0 | 0 |
| 13 | + 5 | Soul Shape Soul Barrier | 4 | 3 | 3 | 1 | 0 |
| 14 | + 5 | Soul Shape Soul Barrier | 4 | 3 | 3 | 1 | 0 |
| 15 | + 5 | Soul Shape Soul Barrier | 4 | 3 | 3 | 2 | 0 |
| 16 | + 5 | Soul Shape Soul Barrier | 4 | 3 | 3 | 2 | 0 |
| 17 | + 6 | Soul Shape Soul Barrier | 4 | 3 | 3 | 3 | 1 |
| 18 | + 6 | Soul Shape Soul Barrier | 4 | 3 | 3 | 3 | 1 |
| 19 | + 6 | Soul Shape Soul Barrier | 4 | 3 | 3 | 3 | 2 |
| 20 | + 6 | Soul Shape Soul Barrier | 4 | 3 | 3 | 3 | 2 |
Klassenzauber
Klasseneigenschaften
Stufe 1
Stufe 10
Stufe 11
Stufe 12
Stufe 14
Stufe 15
Stufe 16
Stufe 18
Stufe 19
Stufe 2
Stufe 20
Stufe 3
Stufe 4
Stufe 5
Stufe 6
Stufe 7
Stufe 8
Fortschritt bekannter Zauber
| Stufe | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Bekannte Zauber | 0 | 2 | 3 | 3 | 4 | 4 | 5 | 5 | 6 | 6 | 7 | 7 | 8 | 8 | 9 | 9 | 10 | 10 | 11 | 11 |
Zauberwirker-Fortschritt
Übungen
simple
Startausrüstung
Klasseneigenschaften
Soul Shape (Level 1)
When your body and spirit were first split, the true nature of your soul was revealed to you, imparting you with latent abilities. Choose one of the following: the Shape of the Warrior, the Shape of the Conduit, the Shape of the Guardian, or the Shape of the Beast, each of which are detailed later in this document. Your choice of shape will grant you features at 1st, 5th, 11th, and 15th level.
Soul Barrier (Level 1)
The most basic expression of your freer spirit is a ward of soulstuff that defends your mind and body. This barrier is a 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 remaining in this pool, to reduce the damage you take by that amount. Until the end of your next turn, any damage you take that is equal to or less than the amount you spent is reduced to 0.
This barrier regains all of its shielding power whenever you finish a long rest, and half of its shielding power when you finish a short rest.
Spellcasting (Level 2)
Starting at 2nd level, you learn to express the font of divine power in your soul through the enactment of spells
Spell Slots
The Incarnate table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these incarnate spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell cause fear and have a 1st-level and a 2nd-level spell slot available, you can cast cause fear using either slot.
Spells Known of 1st level and Higher
You know two 1st-level spells of your choice from the incarnate spell list.
The Spells Known column of the Incarnate table shows when you learn more incarnate spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 4th level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the incarnate spells you know and replace it with another spell from the incarnate spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
Charisma is your spellcasting ability for your incarnate spells, since the power of your magic relies on your ability to project your soul into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition. you use your Charisma modifier when setting the saving throw DC for an incarnate spell you cast and when making an attack roll with one.
Spell
Spell
Soul Focus
When you cast spells that require a material component, you can ignore that component unless it has an indicated cost, in which case you must have that specific component before you can cast the spell as normal
Soulburn (Level 2)
Also at 2nd level, your soul can burn through its vast reserves of latent magic in moments of great peril. As a bonus action, you can enter a soulburn, which lasts for 1 minute, until you are incapacitated, or until you choose to end it (no action required). When entering this state, choose an emotion to channel: determination, elation, fear, or fury. While in this state, you can't use your soul barrier, but you gain the following benefits:
You radiate bright light of a color of your choice in a 10-foot radius. This light ignores magical darkness.
As a bonus action on each of your turns, you can choose to lose a number of hit points equal to half your incarnate level. If you do, your soul barrier recovers an equal amount of any missing shielding power, and you gain an additional benefit based on your chosen emotion.
You can use this feature once, and regain any expended uses when you finish a long rest. You can use this feature twice between long rests starting at 6th level and three times between long rests starting at 18th level.
Determination
When you sacrifice hit points, your soul barrier regains additional shielding power equal to your Charisma modifier (minimum of 1), provided you have been taken damage from a hostile creature before the start of your previous turn.
Elation
When you sacrifice hit points, you have advantage on the next attack you make before the start of your next turn.
Fear
When you sacrifice hit points, your speed increases by 10 plus 5 times the number of hit points sacrificed until the start of your next turn.
Fury
When you sacrifice hit points, you deal bonus 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.
Cosmic Incarnation (Level 3)
Starting at 3rd level, you choose the archetypal cosmic force your soul has begun to mimic. Generally, an incarnate's soul seeks to mimic cosmic forces that embody the individual's views. Choose one of the following: Celestial Soul, Abyssal Soul, or Verdant Soul.
Your choice of incarnation grants you features at 3rd level, 6th level, 14th level, and 18th level.
Incarnation Selective Spell Lists
Each incarnation has a list of spells associated with it, detailed in the its description. When you reach certain levels in this class, you learn one spell of your choice from the two spells presented at that level. A spell learned this way counts as an incarnate spell for you, but it doesn't count against the number of incarnate spells you know.
If either spell is not in the incarnate spell list, it is added to the list for you.
Manifest Auras (Level 3)
Also at 3rd level, you learn how to make the essence of a creature's soul visible to you. As an action, you can activate this sight for the next minute. For the duration, every creature within 30 feet of you appears to radiate a colorful aura in your vision. Each creature's aura appears differently based on their cosmic significance and power. You can see this aura through cover, and even if the creature is invisible, allowing you to ignore the condition. You know the emotional state of every creature you see this way, and have advantage on Wisdom (Insight) and Charisma checks against them.
Once you use this feature, you can't use it again until you finish a long rest.
Ability Score Improvement (Level 4)
When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Proficiency Versatility (Level 4)
4th-level feature (enhances Ability Score Improvement)
When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class).
This change represents one of your skills atrophying as you focus on a different skill.
Soulshape feature (Level 5)
At 5th level, you gain a feature granted by your Soulshape choice.
Free Spirit (Level 6)
At 6th level, you can release yourself from pains of the body and mind in dire moments. When you first enter a soulburn you can choose to end one of the following conditions that may be affecting yourself: charmed, frightened, poisoned, deafened, or blinded.
Soulburn (2 uses) (Level 6)
You can use this feature twice between long rests starting at 6th level.
Incarnation feature (Level 7)
At 7th level, you gain a feature granted by your Cosmic Incarnation choice.
Ability Score Improvement (Level 8)
When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Proficiency Versatility (Level 8)
8th-level feature (enhances Ability Score Improvement)
When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class).
This change represents one of your skills atrophying as you focus on a different skill.
Elevated Being (Level 10)
At 10th level, your body and soul begin to merge into a singular entity sustained by the cosmos. You gain the following benefits:
You no longer need to eat, drink, or breathe.
You can choose to be immune to any spell or effect that would alter your form.
You no longer need to sleep and can't be forced to sleep 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.
Soulshape feature (Level 11)
At 11th level, you gain a feature granted by your Soulshape choice.
Ability Score Improvement (Level 12)
When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Proficiency Versatility (Level 12)
12th-level feature (enhances Ability Score Improvement)
When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class).
This change represents one of your skills atrophying as you focus on a different skill.
Incarnation feature (Level 14)
At 14th level, you gain a feature granted by your Cosmic Incarnation choice.
Soulshape feature (Level 15)
At 15th level, you gain a feature granted by your Soulshape choice.
Ascension (Level 15)
Starting at 15th level, your body has become attuned to the planes. You no longer age and can not die due to the passage of time, and you can ignore any effects caused by your environment or current plane of existence.
Additionally, you can cast plane shift without expending a spell slot. If you have been to a plane before, you do not need its tuning fork to plane shift to it. Once you cast a spell using this feature, you can't do so again until you finish a long rest.
Ability Score Improvement (Level 16)
When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Proficiency Versatility (Level 16)
16th-level feature (enhances Ability Score Improvement)
When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class).
This change represents one of your skills atrophying as you focus on a different skill.
Incarnation feature (Level 18)
At 18th level, you gain a feature granted by your Cosmic Incarnation choice.
Soulburn (3 uses) (Level 18)
You can use this feature three times between long rests starting at 18th level.
Ability Score Improvement (Level 19)
When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Proficiency Versatility (Level 19)
19th-level feature (enhances Ability Score Improvement)
When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class).
This change represents one of your skills atrophying as you focus on a different skill.
Immortal (Level 20)
At 20th level, you have become an outsider, a being at one energy of the multiverse. You can't be unwillingly possessed, teleported, or raised as an undead, nor can your soul be unwillingly stolen, eaten, or trapped.
You can spend a week designating an unoccupied 10 foot-cube as your anchor. A monument of your own design appears in that area. Only a deity or the wish spell can move or destroy this monument. If you die, a new dormant copy of your body appears on the monument. In 1d4 weeks, you awaken from this new body, retaining the same personality, memories, and abilities, as well any equipment you were attuned to, which are teleported to the monument when you awaken. Before you awaken, this body has 5 AC and 1HP. If it dies, a new one begins growing with the same roll of the d4. If a spell that has the sole effect of restoring you to life (but not undeath) is cast on this body, you instantly awaken.
Unterklassen
Unterklassen-Eigenschaften
Celestial Soul
. (Level 1)
Celestial Soul (Level 3)
Incarnates who have given themselves to the celestial radiance of the upper planes feel their essence take on a beautiful, divine warmth. They feel a deep connection to all natural life, which blooms into the capability to aid those around them, and the ability to smite those that threaten their peace.
Celestial Selective Spell List
| Incarnate Level | Spells |
|---|---|
3rd | |
5th | |
9th | |
13th | |
17th |
Light of the Favoured
At 3rd level, you can use your bonus action to conjure or dismiss a ring made of golden light that hovers over your head. While conjured, the ring emits bright light in a 30 foot radius around you.
Additionally, you can speak, read, and write Celestial while this ring is present.
Healing Touch
Also at 3rd level, the divine aspect of your aura lets you direct your energy to heal the wounds of others. As a bonus 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 Charisma modifier (minimum of once). You regain all expended uses of this feature when you finish a long rest.
Starting at 7th level, when you heal someone using this feature, you can free a creature from any curse, as well as end any disease, poisoned, blindness, or deafness afflicting it.
. (Level 5)
Divine Proclamation (Level 7)
At 7th level, you have learned an element of the language of divine creation. As an action, you utter one of the divine words listed below. Every creature within 30 feet of you is affected by the proclamation.
Peace
For the next minute, any time a creature under this effect is attacked, the attack is made at disadvantage. If the creature is forced to make a saving throw, the saving throw is made at advantage. If a creature attacks or forces another creature to make a saving throw, they lose this benefit.
Humilty
You can inflict 8d6 radiant damage to each creature. A creature can choose to kneel and become prone to avoid the damage.
Salvation
Each conscious creature with no more than half of their maximum hit points regains health equal to equal to 2d6 + your incarnate level.
Once you use this feature, you can't use it again until you finish a long rest.
. (Level 11)
Seraphic Form (Level 14)
Starting at 14th level, you can use a bonus action to manifest pairs of spectral wings from your back. While the wings are present, you have a flying speed of 30 feet. The wings last until you're incapacitated, you die, or you dismiss them as a bonus action. Additionally, you gain resistance to radiant damage.
. (Level 15)
Aura of Paradise (Level 18)
At 18th level, you can extend the influence of your heavenly soul into the very earth on which you stand. As an action, you can exude a powerful aura of positive energy that affect all creatures of your choice within 120 feet. An affected creature either regains 10d6 hit points or takes 10d6 radiant damage (your choice). As the aura extends from you, it turns the area within 120 feet of you into a heavenly version of itself for 1 hour, gaining the following properties:
Any magical darkness, curse, or disease within the area is suppressed.
Creatures within the area feel perfectly sated, as they do not need to eat, drink, or breathe.
Whenever a creature makes an attack against a creature with 0 hit points, it must succeed on a Charisma saving throw or the attack misses. On a success, it rolls the attack as normal.
Once you use this feature, you must finish a long rest before you can use it again.
Additionally, if you stay in this area for the entire hour, its duration extends to 24 hours. If you use this feature in the same place every day for 30 days it becomes permanent. This transformation can only be ended with the wish spell.
Shape of the Warrior
Shape of the Warrior (Level 1)
This soul shape opens the incarnate's eyes to the glory of battle, and bestows uncanny martial prowess, even if they had never once picked up a blade prior. These incarnates are found on the battlefield, compelled to achieve glory through victory on an essential level. They are the prisoners with fire in their eyes, held in chains at the end of a battle, those born under the crimson tide of war, the children of chosen of Ysgard or the cursed of Acheron. No matter their origin, this soul shape is defined by overcoming hardship.
Warrior Selective Spells
At 2nd, 5th, 9th, 13th and 17th level, you learn your choice of one of the two spells presented at that level in the Warrior Selective Spells table. A spell learned this way counts as an incarnate spell for you, but it doesn't count against the number of incarnate spells you know. When you replace an incarnate spell when you level up using your Spellcasting feature, you can instead choose to replace a spell learned this way with the other spell of its level.
| Incarnate Level | Spells |
|---|---|
3rd | |
5th | |
9th | |
13th | |
17th |
Warrior Embodied
At 1st level, you have an innate understanding of martial warfare. You are proficient with martial weapons, all armor, and shields.
Additionally, you have advantage on any Intelligence checks made to discern information related to wars, battles, or other forms of military action.
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 worth 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.
Unstopable 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.
. (Level 3)
Extra Attack (Level 5)
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
. (Level 7)
Inexorable Spirit (Level 11)
At 11th level, the soul of the warrior grants you an incredible resilience in the face of hardship. When you reduce an attack's damage to zero using your Soul Barrier, you can make an attack against the attacker as part of the same reaction.
. (Level 14)
Warborn (Level 15)
At 15th level, your soul burns brightest in the largest of battles. When you enter the state of soulburning, every hostile creature within 30 feet of you takes 1d10 necrotic damage. You gain temporary hit points equal to the sum of the damage dealt (maximum of three times your incarnate level). These temporary hit points last until your soulburn ends.