Artificer
Base Class: Artificer

Artificers are naturally curious and inquisitive. These are the qualities that drive forward their desire to learn the many facets of magic. Using logic, they catalog it, and using innovation they recreate it to serve their ambitions. While hours of studying in a laboratory suit some, the wide world is full of magic greater than enchanted items. Monsters and their kin are perhaps the most peculiar branch of magic. Although their anatomy can be studied, precise conclusions made concerning the execution of their magical abilities and observed for days without end, their true nature could still allude to you.

Totemists are a small branch of Artificers that attempt to reach a true understanding of monsters and their many wondrous abilities. They trade their time in workshops, preferring instead to explore the wilderness. Tracking monsters across plains and silently observing them in forests. Totemists dedicate their lives to appreciating monsters, aspirating to one day unravel their magical mysteries. Totemist who has done their due diligence find they can infuse totems with a fraction of power. They carve wood and stone, steal teeth, scales, and claws, all to create items that dig deeper than objective physics. The totems created are not just enchanted items. They are vessels connected to the true essence of a monster and a focus from which a Totemist can channel their soul.

Totemists are committed to their pursuit of magic. They do not stop with the use of their elementary totems. Totemists wish to walk in the footstep of beasts and monstrosities, they wish to learn through reenactment. By using their totems as gateways, Totemists allow a monster’s spirit to penetrate their bodies. This short window of perfect insight allows them to use wonderous magics previously out of their reach.

Tools of the Trade

Choosing to make their home in the wilderness Totemist are knowledgeable of the natural world around them. When you adopt this specialization at the 3rd level, you become proficient with the Nature skill. If you are already proficient in Nature skills, you may choose to become proficient in Handle Animal skills or Survival skills instead.

Totemist Spells

Starting at the 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Totemist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Totemist Spells

Artificer Level                                     Totemist Spells

3                                                        Absorb Elements, Beast Bond

5                                                        Healing Spirit, Beast Sense

9                                                        Conjure Animals, Plant Growth

13                                                      Guardian of Nature, Locate Creature

17                                                      Awaken, Commune with Nature

Bestial Incarnum

Starting at the 3rd level, you learn to access the spirits of beasts through your totems. Your ability to tap into this power is represented by your Bestial Incarnum dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various Bestial Incarnum powers you have, which are detailed below.

Some of your powers expend the Bestial Incarnum die they use, as specified in a power’s description, and you can’t use power if it requires you to use a die when your dice are all expended. You regain all your expended Bestial Incarnum dice when you finish a long rest. In addition, as a bonus action, you can regain one expended Beast Incarnum die, but you can’t do so again until you finish a short or long rest.

When you reach certain levels in this class, the size of your Bestial Incarnum dice increases: at level 5th (d8), 11th level (d10), and 17th level (d12)

The powers below use your Bestial Incarnum dice.

Totems of the Naturalist: Dedication to your studies of magical beasts have given you insight into the resources extraordinaire creatures use to survive. By collecting and creating totems, you are able to assume their qualities. At the 3rd level, you gain access to special infusions exclusive to the Totemist. Totemist infusions still count towards the total number of infusions you know and items you can have infused. When you pick this specialization, you are able to forget one infusion known and replace it with an infusion from the Totemist list. Totemists rely on their instincts to guide them; you use your Wisdom modifier when you set the saving throw DC for a Totemist infusion.  All Totemist infusions are below. 

Totemist Infusion save DC = 8+ your proficiency bonus + your Wisdom modifier

The items required for Totemist infusions are more specific than the traditional Artificer infusions. This shouldn’t prevent you from obtaining the infusion your character would know or use, but rather is there to start a conversation with your DM to determine which infusion you can learn and embody; you may gain access to new infusions after studying a particular beast for weeks or even after defeating one in battle.  There are many different ways to get the items needed for creating your infusions.

Feral Instincts: Delving into the untamed intuition of beasts you can unleash their wild impulses as if they were natural to yourself. As an action, you may choose to expend a Bestial Incarnum die to activate one Feral instinct ability from an infusion you have made and are wearing. Each infusion has its own effects, see Totemist infusions below. Like the totemist infusions, you use your Wisdom modifier when setting the save DC for Feral Instincts abilities.

Your Feral Instincts will increase in powers as you level up. At higher levels, your abilities will increase in range, duration, and damage depending on which level of Bestial Incarnum die was used to activate the ability.

Soul Meld: Giving in to the fierce spirit of monsters, you allow yourself to be taken over by those feral instincts. For a short amount of time, you are able to project the physical qualities of monsters onto your body.

During combat, on a turn in which you have activated a Feral Instincts ability, you can expend a bonus action and a Bestial Incarnum die to activate that infusion’s Soul Meld feature. Each infusion has its own effects and duration, see Totemist infusions below. You may be under the effects of one Soul Meld at a time and may only use the Feral Instincts ability of that infusion. If you become unconscious your Soul Meld ends. You may choose to end the effects of Soul Meld early with the use of your bonus action. Hosting a spirit takes a toll on your body, after you exit a Soul Meld you gain 1 point of exhaustion.  Outside of combat, you can activate the Soul Meld of an infusion by expending two Bestial Incarnum dice.

At 17th level your Soul Melds will become more powerful, granting better or additional effects while you are channeling them. These effects will differ for each Soul Meld, see Totemist infusions below.

Bestial Claws

The process of attuning yourself to beasts leaves a physical residue, at 5th Level, you manifest this residue as beastly claws. Whenever you take the Attack action, you can manifest your claws on free hands and make the attacks with them. These claws are considered simple melee weapons with light propertiy. You are considered proficient with these claws. On a hit, it deals 1d6 slashing damage.

Chakra Totem

At 9th level, through meditation, you learn to focus on the flow of energy within your body. You are able to open your chakras, enabling quicker and effortless Soul Melds. While in combat you are now able to enter a Soul Meld without activating Feral Instincts first. You are still unable to use Feral Instincts of other Infusions while in a Soul Meld. The toll a Soul Meld induces on your body is minimized; you no longer gain a point of exhaustion when you exit a Soul Meld. Outside of combat, you are able to enter a Soul Meld by expending one Bestial Incarnum die.  

True Incarnation

At the 15th level, your body becomes a vessel, no longer inhibited by your physical limitation. You are now able to activate the Feral Instincts of any Infusion you know and are wearing while under the effects of a Soul Meld. In addition, you are able to have two Soul Melds activated at the same time.

Totemist Infusions

Constant careful study and reckless battle experience have given you the tools necessary to deconstruct and reconstruct the amazing abilities of monsters. You can create totems by plucking bits of surrounding nature or by carving souvenirs from deadly monsters.  Totemist infusions follow the same rules as Artificer’s infusions, with the exception that only you may gain the effect of Totemist infusions. All other creatures are unable to tap into the energy require to activate their abilities. 

Below is a list of the infusions.

Armbands of the Salamander

Item: A spine from a Salamander, Mephit, Demon, Red Dragon, or another creature with a strong affinity with fire.

While wearing these armbands you can comfortably exist in extreme heat. As long as you wear this infusion you automatically succeed on saving throws against the effects of extreme heat.

Feral Instincts: The liquid flame builds up in your throat and you spit forth a bolt of fire. One creature you can see within 120ft must make a Dexterity saving throw against your Totemist DC (8+ Your Proficiency Bonus + Wisdom Modifier). A creature takes 1d10 fire damage on a failed save, or half as much damage on a successful one.

When you use this action at higher levels the damage increase by 1d10 for each level of die above a d6 (2d10 if you expend a d8, 3d10 if you expend a d10, and 4d10 if you expend a d12)

Soul Meld

Duration: (Your expended Bestial Incarnum die + your wisdom)

By expending a Bestial Incarnum die you gain Resistance to Fire.

If the die expended to activate this Soul Meld was a d12, then you gain Immunity to Fire instead.

Armor of Predatory Endurance

Item: A suit of armor made out of animal hide (requires attunement).

You imbibe the hearty constitution of beasts giving you the ability to survive where others would not. The wear of this armor gains these benefits

  • The wearer can add their proficiency bonus to Survival checks.
  • When a creature that you can see within 60ft of you makes a successful attack roll against you, as a reaction, you may spend a Bestial Incarnum die to reduce incoming damage by that die roll.
  • As a bonus action, you may spend a Bestial Incarnum die to gain Tremor sense up to 30ft. This ability lasts a number of hours equal to the number rolled on the expended Bestial Incarnum die.

Armor of Savage Mutilation

Prerequisite: 14-level artificer

Item: A suit of armor decorated with at least 300 GP worth of flesh ripped from monsters (requires attunement).

The feeling of slashing and tearing the flesh of your enemies gives you joy. You embrace the ancient ways of beasts. The wear of this armor gains these benefits

  • The damage dealt by your Bestial Claws class ability increases to 1d10 and is considered magical
  • The armor can’t be removed against the wearer’s will
  • You can expend a Bestial Incarnum Die to gain advantages on Athletics and Acrobatics checks for a number of rounds equal to the number rolled on the expended die. If you are not proficient in athletics or acrobatics may also add your proficiency bonus to any check made to start, maintain, or escape a grapple during this effect.

So long as you are grappling a creature, you have an advantage on all attack rolls against that creature and all damage you deal is doubled.

Beholder Crown

Prerequisite: 14th level artificer

Item: The eyestalks from a beholder, and 10 different gems each worth at least 500gp. (requires attunement).

To some, the Beholder is the king of monsters. Its many magical powers and fervent ambition establish these monsters as some of the most dangerous monstrosities to be found in the world. To create the Beholder’s Crown is seen as a mark of mastery among Totemists, yet most crowns are incomplete, boasting of only a small collection of eyestalks. To craft a single eye on the crown a Totemist needs a perfectly preserved eyestalk. Many a master wander in search of Beholders so they may perfect their crown and many a foolish Totemist die before their time attempting to create one. Only a few complete crowns exist, their masters boasting of their skill and power from overcoming the kill of monsters.

While wearing this crown you gain the will of a Beholder, you have an advantage on saving throws made against being feared, charmed, paralyzed, slowed, sleep, and petrified.

Feral Instincts: You can connect your mind to the Eyestalks crystalized in the crown. You are able to wield powers similar to the dreaded beholder. When activated target creature you can see within 120ft is randomly affected by one of the following rays. Once a ray is used it cannot be used again until the next day. If you roll a ray that has already been used then roll again.

  1. Charm Ray. The targeted creature must succeed on a DC (8 + your proficiency bonus+ your Wisdom modifier) Wisdom Saving throw or be charmed by you for 1 hour, or until you or your companions harm the creature.
  2. Paralyzing Ray. The targeted creature must succeed on a DC (8 + your proficiency bonus+ your Wisdom modifier) Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  3. Fear Ray. The targeted creature must succeed on a DC (8 + your proficiency bonus+ your Wisdom modifier) Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  4. Slowing Ray. The targeted creature must succeed on a DC (8 + your proficiency bonus+ your Wisdom modifier) Dexterity saving throw. On a failed save, the target’s speed is halved for 1 minute. In addition, the creature can’t take reactions, and it can take either an action or a bonus action on its turn, not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  5. Enervation Ray. The targeted creature must succeed on a DC (8 + your proficiency bonus+ your Wisdom modifier) Constitution saving throw. Taking 6d8 necrotic damage on a failed save or half as much damage on a successful one.
  6. Telekinetic Ray. If the target is a creature, it must succeed on a DC (8 + your proficiency bonus+ your Wisdom modifier) Strength saving throw or you move it up to 30ft in any direction. It is restrained by the ray’s telekinetic grip until the start of your next turn or when you are incapacitated. This ray only affects creatures the same size category or smaller.
  7. Sleep Ray. The targeted creature must succeed on a DC (8 + your proficiency bonus+ your Wisdom modifier) Wisdom saving throw or fall asleep and remain unconscious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on constructs and undead.
  8. The targeted creature must succeed on a DC (8 + your proficiency bonus+ your Wisdom modifier) Dexterity saving throw. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic.
  9. Disintegration Ray. If the target is a creature, it must succeed on a DC (8 + your proficiency bonus+ your Wisdom modifier) Dexterity saving throw or take 6d8 force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust.
  10. Death Ray. The target creature must succeed on a DC (8 + your proficiency bonus+ your Wisdom modifier) Dexterity saving throw or take 6d8 necrotic damage. The target dies if the ray reduces it to 0 hit points.

Belt of the Hecatoncheires

Prerequisite: 6 level artificer

Item: Talons from the beasts with multiple arms like a basilisk, girallon, or thri-kreen. (requires attunement).

Famed as fearsome warriors, the Hecatoncheires scared even gods. Tales of their deeds inspire totemists to find and burgeon as kindred souls.  While wearing this belt if you move at least 20 feet straight toward a creature that is the same size category or smaller and then hits it with a claw attack on the same turn, that target must succeed on a DC (8+ your proficiency modifier + your Wisdom bonus) Strength saving throw or be knocked prone. If the target is prone, the user can make one attack against it as a bonus action.

Feral Instincts: Allowing the instincts of the raging beast to take over, you can charge a target you can see within 20ft and make an attack with both hands. Any attacks of opportunity made again you during this move deal half damage. Any attacks made this way must be done with your Bestial Claws class feature.

When using this at higher levels increase the distance you can charge by 10ft for each die expended above a d8 (30ft for a d10, and 40ft for a d12)

Soul Meld

Duration: (your expended Bestial Incarnum die + your wisdom)

The spirits of ambidextrous monsters allow you to grow an extra pair of arms. While you have these arms you may add your proficiency bonus to any skill check made to start, maintain, or escape a grapple. These arms are treated as simple melee weapons with the light property and deal 1d6 + your Wisdom modifier on a successful hit.  When you take the attack action you are able to make an attack with each of these extra arms as part of the action.

If the die you expended to activate this Soul Meld was a d12, then these arms deal 2d12 instead.

Boots of Rolling Thunder

Prerequisite: 6-level artificer

Item: A helm set with a claw of a behir, harpy, quickling, or another agile creature (requires attunement).

All adventurers are familiar with the primal conflict of fight or flight, while wearing these boots you flaunt the fact you don’t need to choose. Whenever you take the dash action you can move up to twice your regular speed. 

Feral Instincts: You have learned how to make your body move as swift as thunder. As an action, you may teleport up to 10ft in a line to an unoccupied space you can see. You may make this teleport up to 3 times as part of your action, but you cannot cross over a space you have already passed and each unoccupied space you finish a teleport in cannot be a space you have already occupied on this turn. Any creature within your path of teleportation must make a Dexterity Saving throw (8+ Your Proficiency Bonus + Wisdom Modifier). On a failed throw those creatures take 3d8 Thunder damage and fall prone, or half as much on a Successful throw.

When you use this action at higher levels the number of times you can teleport increases by 2 for each level of die above a d8 (A total of 5 times if you expend a d10, a total of 7 times if you expend a d12).

Soul Meld

Duration: (your expended Bestial Incarnum die + your wisdom)

By expending a Bestial Incarnum die you gain the benefits of the spell Haste. Your speed is doubled, you gain a +2 bonus to AC, you have an advantage on Dexterity saving throws, and you gain an additional action on each of your turns. That action can be used only to take the Attack (One weapon attack only), Dash, Disengage, Hide, or Use an Object action.

If the die expended to activate this Soul Meld was a d12, then double the number of turns this effect is active.

Chwinga Servant

Item: A carved piece of bone, wood, or stone that you have spent at least 24 hours creating.

As an experienced veteran of the wilderness, you are familiar with the many elemental sprites, and despite their shy demeanor you know how to befriend them. Using your magical totem, you entice and bonds a Chwinga. Then bonded Chwinga needs to hold or carry the token to maintain the bond. The Chwinga is friendly to you and your companions, and it obeys your commands. See this creature’s game statistics in the Chwinga Servant stat block, which uses your proficiency bonus (PB) in several places.

In combat, the Chwinga shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the dodge action unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the Chwinga can take any action of its choice, not just dodge.

The Chwinga regains hit points as normal when a healing spell is cast on it. If you or the Chwinga dies, the token infused turns to dust.

 

Chwinga Servant

Tiny Elemental, Neutral

Armor Class: 15

Hit Points: equal the chwinga’s Constitution modifier + your Wisdom modifier + your artificer level

Speed: 20ft, climb 20ft, swim 20ft

STR

 

DEX

 

CON

 

INT

 

WIS

 

CHA

1 (-5)

 

20 (+5)

 

10 (+0)

 

14 (+2)

 

16 (+3)

 

16 (+3)

Saving Throws: Dex +4, Wis +4

Skills: Acrobatics +5, Perception +3, Stealth +5

Senses: Blindsight 60ft, Passive Perception 15

Languages: understands the languages you speak

 

Evasion. When the chwinga is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Innate Spellcasting. The chwinga’s innate spellcasting ability is Wisdom. It can innately cast the following spells, requiring no material or verbal components:

(Your proficiency bonus/Day): druidcraft, guidance, resistance

(Expended one Bestial Incarnum die): pass without trace

Unusual Nature. The chwinga doesn’t require air, food, or drink. When it dies, it turns into a handful of flower petals, a cloud of pollen, a stone statuette resembling its former self, a tiny sphere of smooth stone, or a puddle of freshwater (your choice).

Might of the Master. The following numbers increase by 1 when your proficiency bonus increases by 1: the chwinga’s skill and saving throw bonuses (above).

Natural Shelter. The chwinga magically takes shelter inside a rock, a living plant, or a natural source of fresh water in its space. The chwinga can’t be targeted by an attack, spell, or other effect while inside this shelter, and the shelter doesn’t impair the chwinga’s blindsight. The chwinga can use its action to emerge from a shelter. If its shelter is destroyed, the chwinga is forced out and appears in the shelter’s space, but is otherwise unharmed. The chwinga can bring its infused token with it when it magically takes shelter.

Circlet of the Storm’s Eye

Item: The eye of an animal struck by lightning.

Out of your forehead grows a long spiral horn similar to a Unicorn or Almiraj. While wearing this infusion your Bestial Claws class feature changes to a horn with which you can gore your enemies. On a Hit, it deals 1d10 points of piercing damage and is considered magical. If you move at least 10ft straight toward a target and then hit it with a gore attack on the same turn, the target takes an extra 2d8 piercing damage.

 Feral Instincts: Your horn conducts an electrical charge which you can release upon your enemies. Your horn emits a line of lighting 30ft long and 5ft wide. All creatures in the path of the bolt must make a Dexterity saving throw DC (8 + your proficiency bonus+ your Wisdom modifier). On a failed save, creatures take 2d6 points of damage or half as much on a successful saving throw.

When used at higher levels the line increases by 30ft and deals an additional 1d6 for each die used above a d6 (60ft and a total of 3d6 for a d8, 90ft and a total of 4d6 for a d10, and 120ft and a total of 5d6 for a d12)

Soul Meld

Duration: (your expended Bestial Incarnum die + your wisdom)

While melded to this infusion, you gain resistance to lightning damage.

If the die expended to activate this Soul Meld was a d12, then you gain Immunity to lightning instead.

Cloak of the Ethereal

Item: The hide of a displacer beast, wraith, shadow, or another creature with the natural ability to cast illusions.

While wearing this cloak your Bestial Claws ability changes, manifesting into long-reaching tentacles similar to the natural weapons of the Displacer Beast. They become natural weapons with the Light and Reach properties. On a successful hit, they deal 1d8 piercing damage.

Feral Instincts: Death is a natural part of the world around you, by channeling the energies of decay you are able to rob life from another. Make a touch attack (this can be made with your hands or tentacles) on a successful hit deal 1d12+ you Wisdom modifier of Necrotic damage and you gain temporary hit points equal to the amount of damage dealt this way.

 At higher levels the number of damage increases by 1d12 for each level of die above a d6 (2d12 if you expended a d8, 3d12 if you expended a d10, and 4d12 if you expended a d12).

Soul Meld

Duration: (your expended Bestial Incarnum die + your wisdom)

By expending a Bestial Incarnum die, all attacks on you have disadvantage. If you are hit by an attack, then this ability ceases to function until the start of your next turn. This property ceases to work if you are incapacitated or restrained.

If the die expended to active this Soul Meld was a d12, then the ability does not cease to function when you are hit by an attack, but still ceases to work if you are incapacitated or restrained.

Earring of Golden Splendor

Prerequisite: 14th level artificer

Item: A feather willingly given from a planetar, solar, ki-rin, couatl, or another celestial or Lawful Good entity.

While wearing this infusion you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30ft of you. You are also able to detect the alignment of any creature you are touching. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated. This ability can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Feral Instincts: Divine sunlight courses through your veins which you release into a single strike. Choose a target within melee range and make a melee attack against them. If you hit, you deal an additional 6d6 radiant damage. If the target is vulnerable to radiant damage, then divine radiance showers down upon it. The area of this attack is a 10ft radius and 100ft high cylinder focused on the target of your previous attack. All creatures, except you, within the area, must make a Charisma Saving throw equal to (8 + your Proficiency bonus +your Wisdom modifier). If a creature fails its saving throw, then it takes 6d6 radiant damage, or half as much on a successful saving throw.

When used at higher levels the dice for the first attack subsequent attack increase by 4d6 for each die used above a d10 (A total of 10d6 for a d12).

Soul Meld

Duration: (your expended Bestial Incarnum die + your wisdom)

Pure astral essence floods your body sprouting as pair of white wings. You gain a fly speed of 90ft, you have advantages on all saving throws against magical effects, and your melee weapon attacks deal an additional 2d6 radiant damage.

The power of the divine is a seductive force, whenever you enter a Soul Meld with the Earring of Golden Splendor make a DC 17 Charisma saving throw. If you fail the saving throw your alignment moves one step closer to Lawful Good.

If the die expended was a d12, then while in this Soul Meld you know if you hear a lie.

Gloves of Hording

Item: A scale, tooth, or claw of a dragon. 

While wearing these gloves you gain an uncanny knack for sniffing out treasure. When making perception skill checks to discover copper, silver, gold, gemstones, magical items, and other treasures you roll with advantage. While you are making a perception check to look for valuable items you are unable to notice anything else.

Feral Instincts: By expending your Bestial Incarnum die you become a conglomeration of dragon greed. You gain increased smell, hearing, and sight when looking for copper, silver, gold, gemstones, magical items, and other treasures. This increase in senses is so great you know whether or not these items are within 30ft of you. This ability can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. This ability last for one hour.

Mask of the Frost Worm

Item: A wooden mask set with the scale of a frost worm, slaads, devil, white dragon or another creature with natural resistance to cold.

While wearing this mask you can comfortably exist in extremely cold weather. As long as you wear this infusion you automatically succeed on saving throws against the effects of extreme cold.

Feral Instincts: You exhale the deep winds of winter. Each creature in a 15ft cone must make a Constitution saving throw with the DC (8+ Your Proficiency Bonus + Wisdom Modifier). A creature takes 2d6 cold damage on a failed save, or half as much damage on a successful one.

When you use this action at higher levels the damage increase by 1d6 for each level of die above a d6 (3d6 if you expend a d8, 4d6 if you expend a d10, and 5d6 if you expend a d12)

Soul Meld

Duration: (your expended Bestial Incarnum die + your wisdom)

By expending a Bestial Incarnum die you become one with the fury of winter. You gain resistance to cold.

If the die expended to activate this Soul Meld was a D12, then you gain Immunity to Cold instead.

Necklace of the Shepard

Item: A necklace set with a tooth, claw, piece of fur, or scale from a mundane animal with which you have formed a bond.

While wearing this necklace you grow empathetical to the animals around you, while you are wearing this infusion have an advantage on animal handling checks.  

Feral Instincts: Your time among animals has increased your compassing for the lesser beasts of the world. By expending a Bestial Incarnum die, target beast within 30ft of you must succeed on a Wisdom saving throw (8+ Your Proficiency Bonus + Wisdom Modifier). On a failed save, the target becomes charmed by you for 24 hours. This ability works as if you cast the spell Animal Friendship. If you or one of your companions harms the beast, the ability ends.

When you use this action at higher levels the number of creatures you can target increases by 1 for each level of die above a d6 (2 targets if you expend a d8, 3 targets if you expend a d10, and 4 targets if you expend a d12)

Soul Meld

Duration: (10min x your expended Bestial Incarnum die)

 By expending a Bestial Incarnum die you gain the ability to speak with animals. This ability works as if you cast the spell Speak with Animals.

If the die expended to activate this Soul Meld was a D12, then any Charisma check you make with the beast you roll with advantage.

Oni’s Osode of Trickery

Prerequisite: 6-level artificer

Item: A robe, cloak or piece of fabric stolen from a hag, djinni, lamia, rakshasa, or other creature known for its deception (requires attunement).

Not all monsters you face resort to brute force. Many prefer to hide in the shadows, revealing themselves only after they have cemented their final blow. While wearing this garment you may add your proficiency to your Stealth and Deception skills.

Feral Instincts: You are able to weave powerful magics which will put your enemies into a magical slumber. Choose a spot you can see within 90ft. Roll 5d8; the total is how many hit points of creatures this ability can affect. Creatures within 20ft of the point you choose are affected in ascending order of their current hit points. Starting with the creature that has the lowest current hit points, each creature effect by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected. Undead and creatures immune to being charmed aren’t affected by this ability.

When you use this action at higher levels the number of hit dice you can affect by 2d8 for each level of die above a d6 (A total of 7d8 hit dice if you expend a d8, a total of 9d8 hit dice if you expend a d10, and a total of 11d8 hit dice if you expend a d12).

Soul Meld

Duration: (20 minutes x your expended Bestial Incarnum die)

By expending a Bestial Incarnum die you are able to harness the cunning magic of trickers, becoming imperceptible to others. You become invisible as if you are under the effects of the spell Invisibility.

If the die expended to activate this Soul Meld was a D12, then treat the effects as if the spell was Greater Invisibility.

Ring of the Elementalist

Item: A flawless quartz gemstone worth at least 100gp or a gemstone worth at least 10gp from the Elemental plane of Fire, Water, Wind, or Earth.

When you create this infusion, choose one of the following damage types: acid, cold, fire, lightning, necrotic, or radiant. Whenever your deal damage with your Bestial Claws class ability, they deal additional damage equal Wisdom modifier of the selected energy type.

Feral Instincts: You unleash a devastating wave of elemental fury. Every creature with a 5ft radius makes a Dexterity saving throw. On a failed save creatures take 2d6 points of damage of your selected energy type, or half as much on a successful saving throw.

When you use this action at higher levels increase the radius by 5ft and damage by 1d6 for each level of die above a d6 (10ft radius and a total of 3d6 if you expend a d8, 15ft radius and a total of 4d6 if you expend a d10, 20ft radius and a total of 5d6 if you expend a d12).

Soul Meld

Duration: (your expended Bestial Incarnum die + your wisdom)

By expending a Bestial Incarnum die, you shift the composition of your body and send out spikes of retaliatory energy. Whenever you are the target of a melee attack from a creature within 15ft of yourself, you may use your reaction, to deal 1d6+ your Wisdom Modifier damage of your selected energy type.

If the die expended to activate this Soul Meld was a d12, your body becomes as resilient as an elemental. You gain Damage Resistance to Bludgeoning, Piercing, and Slashing from nonmagical sources and you gain Condition Immunities to Exhaustion, Grappled, Paralyzed, Poisoned, Prone, Restrained, and Unconscious. If you were to drop to 0 hit points while under the effects of this Soul Meld, you instead drop to 1 hit point, and the effects of this Soul Meld end.

Shield of the Virulent Flower

Item: A dried, pressed, or preserved flower from an awakened plant.

This shield of tangled vines acts like a normal shield giving you a +2 bonus to your AC. Additionally, you gain an advantage on all saving throws again being poisoned.

Feral Instincts: Spitting forth a spore pod, make a ranged attack against a target creature you can see within 30ft. If you hit you deal 1d8 bludgeoning damage. If you hit or miss the pod explodes and all creatures within a 5ft radius of the target creature need to make a Constitution saving throw (8 + your proficiency bonus+ your Wisdom modifier). On a failed save, creatures spend all their turn moving towards or away from you, which you must decide on which effect you want before the start of the attack. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

 When used at higher levels the DC for the Constitution saving throw increases by 1 for each level of die used above a d6 (+1 for a d8, +2 for a d10, +3 for a d12)

Soul Meld

Duration: (your expended Bestial Incarnum die + your wisdom)

Extending your soul downwards, you are able to manifest roots, vines, and branches which fasten you whatever you are touching. In order to activate this Soul Meld, you must be able to touch something to fasten your roots, such as the ground, a tree, the deck of a ship, or the side of a building. During the duration of this Soul Meld all of your speeds becomes 0ft, you cannot fall prone, and you automatically succeed on all saving throws against effects that would move you. Additionally, this shield becomes animated allowing you to use both hands.

If the die expended was a d12, then whenever you take damage from a melee attack, then the attacking creature must make a Constitution saving throw (8 + your proficiency bonus+ your Wisdom modifier). On a failed save the creature becomes Poisoned. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Vambraces of the Insect Lord

Item: Chitin of a large insect-like an ankheg, drider, ettercap, or chuul.

Like a spider, you learn to wait, unseen for your prey to come to you, while wearing these vambraces you gain Darkvision 60ft.

Feral Instincts: Familiar with the myriad of insect venoms you can alter your body's chemistry to create your own venom. You are able to spit a 5ft wide, 20ft feet long line of Acid. All creatures within the line must make an (8+ your proficiency bonus + your Wisdom modifier) Dexterity saving throw. Creatures who fail the save take 3d4 Acid damage and must make a Constitution saving throw (8+ your proficiency bonus + your Wisdom modifier) or become Poisoned for 1 minute The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Creatures who succeed on the saving throw take half damage and automatically succeed on their Constitution saving throw against being poisoned.

When used at higher levels, increases the range by 5ft both distances and deals an additional 1d4 for each die used above a d6 (10ft wide, 25ft long dealing 4d4 for a d8, 15ft wide, and 30ft long dealing 5d4 for a d10, and 20ft wide and 35ft long dealing 6d4 for a d12).

Soul Meld

Duration: (20 minutes x your expended Bestial Incarnum die)

As long as this Soul Meld is activated you gain a climbing speed equal to your regular speed. You also gain the spider climb trait which allows you to climb difficult surfaces, including upside down on ceilings, without making an ability check.

If the die expended was a d12, then you also gain Resistance to Acid.

Veil of the Hydra

Item: A teeth pulled from the skulls of monsters with multiple heads like an ettin, chimera, or hydra.

While you are wearing this helm your passive perception becomes 20. Your passive perception is not able to fall below 20 but may be increased. This ability ends should you become unconscious.

Feral Instincts: Focusing on the regenerative powers of a hydra you are able to heal your injuries. When you expand your Bestial Incarnum die you regain 4d6+your Wisdom modifier hit points.

When used at higher levels you heal an additional 4d6 for each die expended beyond a d10 (A total of 8d6 for a d12).

Soul Meld

Duration: (your expended Bestial Incarnum die + your wisdom)

By expending two Bestial Incarnum die, you are able to magically grow head equal to the number rolled on the extra Bestial Incarnum die plus your wisdom. In your turn when you chose to use the attack action you may attack with each head which uses the following stats.  

Hit: Your proficiency bonus + your Wisdom modifier.

Damage: 2d4+ your Wisdom modifier magical piercing damage.  

If the die expended was a d12 then on a successful hit each head does 4d4+ your wisdom modifier of piercing damage.

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