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JNAProductions
2019-06-13, 11:58 AM
HIT POINTS
Hit Dice: 1d8
Hit Points at 1st Level: 8+Con mod
Hit Points at Higher Levels: 1d8 (5)+Con mod

PROFICIENCIES
Armor: Light Armor
Weapons: Simple Weapons and any weapons meldshaped
Tools: Any one artisan tool

Saving Throws: Constitution, and one determined by your subclass
Skills: Choose two from Athletics, Acrobatics, Stealth, History, Investigation, Nature, Animal Handling, Insight, Medicine, Perception, and Survival.

EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
-(a) Leather armor, (b) scale mail (if proficient), or (c) chain mail (if proficient).
-(a) Any two weapons you are proficient in or (b) any one weapon you are proficient with and a shield. Weapons with ammo come with 20 pieces, thrown weapons come with a total of three copies.
-Any one artisan tool you are proficient in.
-Any one pack.

Meldshaper


Level
Proficiency Bonus
Features
Soulmelds
Essentia
Chakra Binds


1st
+2
Subclass, Soulmelds
2
1
0


2nd
+2
Chakra Binding
3
2
1


3rd
+2
Soulmeld Specialization
3
3
1


4th
+2
Ability Score Improvement
3
4
1


5th
+3
Subclass Feature
4
6
1


6th
+3
Short Meldshaping
4
7
2


7th
+3
Soulmeld Specialization
4
8
2


8th
+3
Ability Score Improvement
5
9
2


9th
+4
Subclass Feature
5
11
2


10th
+4
Rapid Meldshaping
5
12
3


11th
+4
Soulmeld Specialization
6
13
3


12th
+4
Ability Score Improvement
6
14
3


13th
+5
Subclass Feature
6
16
3


14th
+5
Improved Rapid Meldshaping
7
17
4


15th
+5
Soulmeld Specialization
7
18
4


16th
+5
Ability Score Improvement
7
19
4


17th
+6
Subclass Feature
8
21
4


18th
+6
Soulmeld Specialization
8
22
5


19th
+6
Ability Score Improvement
8
23
5


20th
+6
Perfect Meldshaper
9
24
5



Subclass
At level one, you must choose to be an Incarnate, a Soulborn, or a Totemist. This gives you features at levels one, five, nine, thirteen, and seventeen.

Soulmelds
At level one, you also gain the ability to shape Soulmelds-pieces of essentia bound to yourself to enact various effects. You can have a number bound at a time equal to the number on the table. Forming a Soulmeld is a long process-you can change which Soulmelds you have shaped over any long rest. You automatically know all Soulmelds you have access to.

The save DC for any abilities provoked by your Soulmelds is equal to 8+your proficiency modifier+your Constitution modifier.

Finally, Soulmelds can be enhanced by adding your own personal Essentia to them. You have a pool of Essentia equal to the number shown on the table plus your Constitution modifier. Note that no Soulmeld can have more Essentia invested in it than your proficiency modifier.

Chakra Binding
At level two, you can bind a Soulmeld to a Chakra. Doing so increases the effect of the Soulmeld, but also cuts you off from outside magic. You lose one attunement slot for every two bound Chakras, rounding up. (These attunement slots are not permanently lost-you can get them back simply by unbinding your Chakra.) You bind Chakras at the same time you shape your Soulmelds for the day.

Soulmeld Specialization
At levels three, seven, eleven, fifteen, and eighteen, you gain a certain specialization into your Soulmelding abilities.

Ability Score Improvement
At levels four, eight, twelve, sixteen, and nineteen, you improve any one stat by 2, or any two stats by 1. As usual, you cannot increase an ability above 20 in this fashion.

Short Meldshaping
At level six, you can now shape Soulmelds and bind Chakras over any rest, not just long rests.

Rapid Meldshaping
At level ten, you may, once per long rest, reshape your Soulmelds and bound Chakras as an action.

Improved Rapid Meldshaping
At level fourteen, Rapid Meldshaping now only takes a bonus action.

Perfect Meldshaper
At level twenty, you may, once per long rest as a bonus action, flood your body with Essentia. All shaped Soulmelds you possess are treated as having the maximum possible Essentia invested in them for one minute.


Incarnate

Bonus Proficiencies
At level one, you gain proficiency in Intelligence saves, medium armor, and shields.

Incarnum Radiance
At level five, you can, once per short rest, infuse your very soul with Incarnum power. As a bonus action, choose one of the following abilities for one minute:

Silver
You add your proficiency modifier to your AC.

Gray
You add your proficiency modifier to damage rolls.

Red
You add half your proficiency modifier to your hit rolls in addition to whatever you'd normally add.

Green
You add five times your proficiency modifier to your speed.

Melding Master
Also at level five, you may shape up to two additional Soulmelds than what it says on the table.

Imperfect Incarnation
At level nine, you begin to become an avatar of Incarnum. You may invest Essentia into your Soulmelds equal to your proficiency plus 1, instead of merely equal to your proficiency. You also gain additional Essentia equal to your proficiency modifier.

Share Incarnum Radiance
At level thirteen, your Incarnum Radiance now affects yourself and all allies within 10' of you.

True Incarnation
At level seventeen, you became an avatar of Incarnum. You may now invest Essentia into your Soulmelds equal to your proficiency plus 2, for a total of 8.


Soulborn

Bonus Proficiencies
At level one, you gain proficiency in Strength saves, medium armor, heavy armor, shields, and martial weapons.

Martial Meldshaper
At level one and every subsequent level in this class, you gain an additional hit point.

Extra Attack
At level five, you gain Extra Attack.

Brave Warrior
At level nine, you gain advantage on saves against becoming Frightened.

Warrior Leader
At level thirteen, you become immune to Frightened, and all allies within 30' have advantage on saves against it.

Extra Attack II
At level seventeen, you gain Extra Attack II.


Totemist

Bonus Proficiencies
At level one, you gain proficiency in Charisma saves.

Tough Meldshaper
At level one and every subsequent level in this class, you gain two extra hit points.

Extra Attack
At level five, you gain Extra Attack.

Wild Empathy
At level nine, you may communicate with animals freely.

Totem's Protection
At level thirteen, you may, once per short rest as a bonus action, gain advantage on saves against effects caused by a specific class of creature for one minute, such as Fiends, Elementals, or Magical Beasts.

Additional Chakra Bind
At level seventeen, you may bind one additional Chakra.


Soulmeld Specialization

Esoteric Meldshaping
Requires Level 3
You may select a single Soulmeld that is not normally available to your subclass, and learn it. You may select this Specialization multiple times.

Offensive Meldshaping
Requires Level 3
You may choose to add twice your proficiency modifier to the damage a Soulmeld attack makes by subtracting your proficiency modifier from the attack roll.

Defensive Meldshaping
Requires Level 3
When you take the Dodge action, you may invest any free Essentia into your AC as a bonus action. For every point invested, your AC increases by 1. Any invested Essentia returns to you at the start of your next turn.

Natural Meldshaping
Requires Level 7
You are attuned to the natural world. Any animals you meet are considered Charmed by you if they fail a Wisdom save against your Soulmeld DC. This charm ends if you attack them, and cannot be restored until the animal has taken a rest.

Malevolent Meldshaping
Requires Level 7
You gain proficiency in Intimidation. If you already had proficiency, you gain Expertise instead.

Brute Meldshaping
Requires Level 11
You always add half your proficiency modifier to damage dealt with your Meldshapes.

Serene Meldshaping
Requires Level 11
You may cast Sanctuary at-will, using your Soulmeld DC. When cast in this fashion, the duration is one hour. If a creature successfully attacks you (whether by saving against the Sanctuary effect or you breaking it and being attacked normally) they automatically pass any saves against this effect until they take a rest.

Extraplanar Meldshaping
Requires Level 15
Once per long rest, you may cast Plane Shift. You can only target willing creatures when casting the spell in this manner.

Intraplanar Meldshaping
Requires Level 15
Once per long rest, you may cast Teleport.

Prophetic Meldhsaping
Requires Level 18
Once per long rest, you may cast Foresight targeting only yourself.

Indestructible Meldshaping
Requires Level 18
Once per long rest, you may cast Invulnerability on yourself.

JNAProductions
2019-06-13, 12:00 PM
Acrobat Boots
While this soulmeld is shaped, you gain a bonus to Acrobatics equal to the number of Essentia invested, to a maximum bonus of twice your proficient bonus total.

Bound
When bound, Acrobat Boots grant you resistance to fall damage, and reduces the number of dice you take from a fall by a number equal to Essentia invested.

Adamant Pauldrons
Incarnate and Soulborn Only
While this soulmeld is shaped, you reduce damage taken from non-magical bludgeoning, piercing, and slashing equal to the number of Essentia invested.

Bound
When bound, Adamant Pauldrons grant resistance to damage from critical hits.

Airstep Sandals
While this soulmeld is shaped, you may fly with a speed equal to 5' times the number of invested Essentia. If you end your turn in the air, you fall.

Bound
When bound, you may stay aloft for a number of turns equal to the Essentia invested, instead of only till the end of your turn.

Ankheg Breastplate
While this soulmeld is shaped, your AC may equal 10+your Dexterity modifier+the number of Essentia invested into this soulmeld.

Bound
As an action, you may use the Acid Splash cantrip.

Bound (Totemist Only)
You gain a bite attack that deals 1d8 piercing and 1d6 acid damage. For every two Essentia invested, the acid damage increases by 1d6.

Apparition Ribbon
Incarnate And Soulborn Only
You may affect incorporeal creatures as normal while this soulmeld is shaped. At three Essentia invested, your attacks also count as magical. At six Essentia invested, they also gain a +1 to attack and damage rolls.

Bound
You can pass through solid objects, with difficulty. If you pass through without spending an action, you take 1d6 points of force damage per 5' traveled through solid objects (rounded up). If you spend a bonus action, the damage is reduced to 1d4, and if you spend your action, you take no damage. However, if you end your movement inside an object, you are immediately shunted to the nearest open spot, taking 1d8 damage per 5' traveled through solid objects in this fashion.

Basilisk Mask
Totemist Only
You gain Darkvision out to 30' per point of Essentia invested in this soulmeld. If four or more Essentia are invested, you gain blindsense out to 10' as well.

Bound
As an action, you may temporarily turn a creature to stone. Choose a target you can see and that can see you within 60'. They must make a Constitution save against your Soulmeld DC, or become restrained. If you spend a bonus action and maintain Concentration on this ability, they must make another save when you spend the bonus action. On a failure, they are petrified. This petrification lasts for as long as you concentrate, plus a number of rounds equal to the number of essentia invested in this soulmeld (to a max of one minute).

Beast Tamer Circlet
While this soulmeld is shaped, you gain a bonus to Animal Handling equal to the number of Essentia invested, to a maximum bonus of twice your proficient bonus total.

Bound
You are under a constant Speak With Animals effect.

Bound (Totemist Only)
You may cast Beast Sense as a ritual.

Behir Gorget
You gain advantage on saves against forced movement while this soulmeld is shaped. In addition, you can reduce any damage you take from lightning by a number equal to the Essentia invested.

Bound
You may use the Shocking Grasp cantrip.

Bound (Totemist Only)
You gain a bite attack that deals 1d8 piercing and 1d6 lightning damage. For every two Essentia invested, the lightning damage increases by 1d6.

Blink Shirt
As an action, you can teleport as if using Dimension Door, but the maximum distance is equal to 10' times the Essentia invested and you cannot take other creatures along with you.

Bound
You may bring another creature along with.

Bloodtalons
Totemist and Soulborn only
You may continue to act at 0 HP, though you accrue death saves as normal. You also gain advantage on death saves. Finally, you can suffer a number of additional death saves equal to the essentia invested before dying.

Bound
You gain two claws that are light and deal 1d4 slashing damage on a hit. For ever two points of invested Essentia, the damage increases by 1d4.

Bound (Totemist Only)
All natural weapons made by soulmelds gain the Finesse property.

Bloodwar Gauntlets
Incarnate and Soulborn Only
You gain the ability to Reckless Attack, though you may do so with anything that requires an attack roll, not merely strength-based weapons. In addition, for every point of Essentia invested, you ignore one point of damage from any source after Reckless Attacking, so long as the damage is made before the start of your next turn.

So, you have 4 Essentia invested. You Reckless Attack, hit something, deal damage. Then, they hit you back-you ignore the first 4 points of damage. It doesn't matter whether it comes from four attacks that deal 1 damage each, or one attack that deals 40-you ignore 4 points of damage TOTAL. If you haven't ignored all 4 by the start of your next turn, it's wasted.

Bound
You score a critical hit on a roll of 19-20, instead of just 20.

Bluesteel Bracers
You gain a bonus on initiative rolls equal to the number of Essentia invested.

Bound
When bound, you grant the initiative bonus to all allies within 30' that can see or hear you.

Brass Mane
While this soulmeld is shaped, you gain a bonus to Intimidate equal to the number of Essentia invested, to a maximum bonus of twice your proficient bonus total.

Bound
You can let loose a devastating roar as an action. All creatures that can hear you and are within 30' must make a Wisdom save against your Soulmeld DC. On a failure, they are frightened of you until the end of your next turn. Once the effect ends on a creature or is saved against, it cannot affect them again until they finish a rest.

Cerulean Sandals
While this soulmeld is shaped, you are under the effects of a Water Walk spell. In addition, you gain a swim speed equal to 5' times the number of Essentia invested.

Bound
You can teleport 10' by spending an action and invested Essentia. You can spend multiple points to teleport farther at once. Spent Essentia return on a long rest.

Crystal Helm
You gain advantage on saves against being Charmed. In addition, you may spend a point of Essentia invested in this meld to reroll the result of an Intelligence, Wisdom or Charisma save as a reaction. Once spent, the Essentia returns on a long rest.

Bound
Your attacks count as magical.

Diadem of Purelight
Incarnate Only
You may shed bright light as a bonus action, with a radius equal to 10' times the invested Essentia. It sheds dim light for twice that distance. Any Darkness spells with a level equal to or less than the amount of invested Essentia are automatically dispelled while in the area of bright light.

Bound
You may, as an action, attempt to dispel any invisibility effects in the radius of bright light. Make a check as if casting Dispel Magic against each invisibility effect in the area.

Disenchanter Mask
Totemist Only
You are under a Detect Magic effect. Its range is equal to 10' times the invested Essentia.

Bound
You may attempt to suppress a magic item as an action. Select an item within 10', and roll a check, adding your proficiency and Constitution modifiers. If you beat the DC (generally 10 for common items, 12 for uncommon, 14 for rare, so on and so forth) the item is suppressed for one minute. It retains any magical resilience it may possess, but any other qualities are suppressed.

Displacer Mantle
While this soulmeld is shaped, you gain a bonus to Stealth equal to the number of Essentia invested, to a maximum bonus of twice your proficient bonus total.

Bound
You may, as a bonus action, displace yourself, granting you light concealment against anything visual except Truesight or similar abilities.

Bound (Totemist Only)
You gain two tentacles that are Reach weapons dealing 1d4 bludgeoning damage. For every two points of invested Essentia, you increase the damage by 1d4.

Dread Carapace
Totemist Only
You may Reckless Attack with any of your natural weapons or weapons made by Soulmelds. In addition, for each point of Essentia invested, you increase the damage these weapons deal by one point, but only when Reckless Attacking.

Bound
You may, as a reaction, gain advantage on a save against a magical effect.

Enigma Helm
You gain advantage on saves against any Divination effects. In addition, for each point of Essentia invested, you may spend one as a reaction to gain advantage on a save against a Charm effect. Any Essentia spent returns on a long rest.

Bound
You may spend a point of Essentia as a reaction to automatically pass a save against a Charm or Divination effect.

Flame Cincture
You gain resistance to Fire damage, and reduce the damage taken by Fire by the amount of Essentia invested.

Bound
You may cast Firebolt.

Frost Helm
You gain resistance to Cold damage, and reduce the damage taken by Cold by the amount of Essentia invested.

Bound
You may cast Ray of Frost.

Girallon Arms
Totemist Only
While this soulmeld is shaped, you gain a bonus to Athletics equal to the number of Essentia invested, to a maximum bonus of twice your proficient bonus total.

Bound
You gain four extra arms. These arms may be used to interact with objects, such as opening doors, drinking potions, or similar things, but cannot hold weapons or shields.

Gloves Of The Poisoned Soul
Soulborn Only
You may cast Hex as a first level spell once per long rest for each point of invested Essentia.

Bound
You may target two attributes to have disadvantage, instead of just one, when casting Hex.

Gorgon Mask
Totemist Only
You gain advantage on saves against poison. In addition, you may spend an invested Essentia to reroll a save against a Strength or Constitution save. Spent Essentia return on a long rest.

Bound
You can trample your foes as an action. For the duration of the turn when you spend this action, you can pass through foes' spaces (though not end in them). Any foe who's space you pass through must make a Dexterity save or take 1d12 points of damage per two points of invested Essentia, plus your Strength modifier, in bludgeoning damage. They may choose to have disadvantage on the save to immediately make an attack of opportunity against you.

Great Raptor Mask
While this soulmeld is shaped, you gain a bonus to Perception equal to the number of Essentia invested, to a maximum bonus of twice your proficient bonus total.

Bound
You can see in dim light without any penalties.

Bound (Totemist Only)
You gain the Evasion feature, taking no damage on a successful save on Dexterity save for half abilities, and half damage on a failure.

Hunter's Circlet
While this soulmeld is shaped, you gain a bonus to Medicine and Survival equal to the number of Essentia invested, to a maximum bonus of twice your proficient bonus total.

Bound
You can track creatures or forage for food without any penalty to your overland move speed.

Kraken Mantle
You gain a swim speed equal to half your land speed, rounding up to the nearest 5'. For each point of Essentia invested, this speed increases by 5'.

Bound
You are under the effects of Water Breathing.

Krenshar Mask
While this soulmeld is shaped, you gain a bonus to Stealth equal to the number of Essentia invested, to a maximum bonus of twice your proficient bonus total.

Bound
You can let loose a massive shriek of primal terror. Select one foe within 60' that can hear you-they must make a Wisdom save or become Frightened of you for one minute, with a new save at the end of each of their turns to shake off the effect. Once someone passes a save against this effect, they are immune to it until they take a rest.

Lamia Belt
While this soulmeld is shaped, you gain a bonus to Deception equal to the number of Essentia invested, to a maximum bonus of twice your proficient bonus total.

Bound
Your land speed increases by 10'.

Lammasu Mantle
You gain a bonus on saves against effects made by fiends and undead equal to the points of Essentia invested in this meld.

Bound
Your bonus on saves applies to you and all allies within 10'.

Landshark Boots
Your jumping distance is multiplied by the number of Essentia invested in this soulmeld.

Bound
You can, as a bonus action, gain tremorsense out to 5' times the number of Essentia invested. This ends immediately if you move from your spot.

Bound (Totemist Only)
You gain a claw attack that deals 1d6 points of slashing damage. If you jump at least 5' in a straight line before making an attack with this weapon, you gain +1 to your damage roll per 5' moved, to a max of the number of Essentia invested.

Lifebond Vestments
Incarnate And Soulborn Only
You can transfer your own life force to others. As an action, you can lay hands on an adjacent ally, healing them for up to 5 HP times the number of Essentia invested. You lose the same amount of HP.

Bound
You can use the ability of Lifebond Vestments from up to 30' away, or as a bonus action if adjacent to your target.

Mage's Spectacles
Incarnate Only
While this soulmeld is shaped, you gain a bonus to Arcana equal to the number of Essentia invested, to a maximum bonus of twice your proficient bonus total.

Bound
You can read any writing, regardless of language.

Manticore Belt
Soulborn And Totemist Only
You gain a tail spine ranged attack, dealing 1d6 points of piercing damage with a range of 60'/240'. For every three points of Essentia invested, the damage increases by 1d6.

Bound
You may use your Strength modifier for attacks made with your tail spines.

Mauling Gauntlets
Soulborn And Totemist Only
While this soulmeld is shaped, you gain a bonus to Strength checks (except Athletics checks) equal to the number of Essentia invested, to a maximum bonus of twice your proficient bonus total.

Bound
Your unarmed strikes deal 1d6 points of bludgeoning damage, rather than 1.

Necrocarnum Circlet
Incarnate And Soulborn Only
Undead within 5' of you per point of Essentia invested gain advantage on saves against being Turned or Destroyed.

Bound
You can, once per long rest, cast Animate Dead at its lowest level. If you've invested at least four Essentia, you may cast it at 4th level instead.

Necrocarnum Shroud
Incarnate And Soulborn Only
When a living creature takes damage within 5' of you per Essentia invested, you gain a +1 to attack and damage rolls until the end of your next turn. If a creature dies within the radius, you instead gain +2.

Bound
Living creatures within range of your Shroud aura have disadvantage on saves against becoming Frightened.

Necrocarnum Touch
Incarnate And Soulborn Only
Your unarmed strikes deal 1d6 necrotic damage in addition to their 1 bludgeoning damage. This increases by 1d6 for every two points of Essentia invested.

Bound
You may cast the Chill Touch cantrip.

Pauldrons Of Health
You are immune to diseases while this meld is shaped, and reduce poison damage taken by the amount of Essentia invested.

Bound
You gain resistance to poison damage and advantage on saves against the poisoned condition.

Pegasus Cloak
You are under the effects of a Feather Fall spell. In addition, for each point of Essentia invested, your jump distance increases by 2'.

Bound
You may, as a reaction or bonus action, extend your Feather Fall to any number of creatures within 5' per invested Essentia.

Phoenix Belt
You can live comfortably in excessively hot or cold environments, and do not take saves against environmental conditions. You treat your Exhaustion levels as being one less per point of invested Essentia, to a minimum of zero levels.

Bound
As an action, you surround yourself in a ring of flames. All creatures adjacent to you when you perform this action take 1d4 points of fire damage per Essentia invested on a failed Dexterity save, or half on a success.

Grod_The_Giant
2019-06-15, 11:23 AM
I am eagerly watching to see where this goes. Meldshapers were probably my favorite subsystem in 3.5, and this is already looking really satisfying. I'll try to give more thorough feedback later, but for now I just wanted to chime in and voice my enthusiasm.

JNAProductions
2019-06-15, 12:13 PM
Working on it.

Feel free to critique what's there!

Morphic tide
2019-06-15, 12:53 PM
My general gripe of single-subsystem class design holds true, though it's less of an inherent issue in this case because of 5e's mechanics and there being so little first-party Meldshaping variety that needs covered. I'd rather Necrocarnate as a subclass to the core class than Soulborn, with Soulborn being perhaps mixed with Incarnum Blade for a Fighter subclass. Additionally, Incarnum Specialization unnecessarily removes the design space of the Incarnum feats by turning them solely into a class feature. As you retained the investment limit based on character level, I don't see why you couldn't have gone with feats making a return.

Incarnum has a good amount of subclasses fodder from its PRCs and edge-case Soulmelds. Confining everything to one "Meldshaper" class causes a lot of that to go away.

JNAProductions
2019-06-15, 01:01 PM
My general gripe of single-subsystem class design holds true, though it's less of an inherent issue in this case because of 5e's mechanics and there being so little first-party Meldshaping variety that needs covered. I'd rather Necrocarnate as a subclass to the core class than Soulborn, with Soulborn being perhaps mixed with Incarnum Blade for a Fighter subclass. Additionally, Incarnum Specialization unnecessarily removes the design space of the Incarnum feats by turning them solely into a class feature. As you retained the investment limit based on character level, I don't see why you couldn't have gone with feats making a return.

Incarnum has a good amount of subclasses fodder from its PRCs and edge-case Soulmelds. Confining everything to one "Meldshaper" class causes a lot of that to go away.

I'd rather stick away from feats being required for a class. Not 5E's style.

Morphic tide
2019-06-15, 02:09 PM
I'd rather stick away from feats being required for a class. Not 5E's style.

How hard is it to balance the class to not need the Essentia-to-X present in the feats without them breaking the game? If it's actually needed, you can stick it on a Soulmeld. There's a bit of an important note to them for being much less flexible, a Long Rest reset of investment, while giving a bit of extra Essentia to fund minor bonuses of their own.

JNAProductions
2019-06-15, 04:33 PM
I have not added EVERY Soulmeld, but I've got enough I feel comfortable labeling this "Done enough".

Critique away!

Kane0
2019-06-15, 04:43 PM
I am eagerly watching to see where this goes. Meldshapers were probably my favorite subsystem in 3.5, and this is already looking really satisfying. I'll try to give more thorough feedback later, but for now I just wanted to chime in and voice my enthusiasm.

Echoing this sentiment, I really enjoyed Incarnum and iím looking forward to seeing how this turns out. Looks like a very good start!

Grod_The_Giant
2019-06-17, 06:44 AM
My first thought is that the Incarnate looks significantly weaker than the other options. The Soulborn can do everything you can, but in heavy armor and with Extra Attack-- Incarnum Radiance 1/day really doesn't compare. Right now it's really lacking in its niche as the "caster" Meldshaper option. (Maybe +2 melds and essentia at 3rd, the investment boost and +1 bind at 5th, and move Incarnum Radiance to 9?)

JNAProductions
2019-06-17, 06:52 AM
My first thought is that the Incarnate looks significantly weaker than the other options. The Soulborn can do everything you can, but in heavy armor and with Extra Attack-- Incarnum Radiance 1/day really doesn't compare. Right now it's really lacking in its niche as the "caster" Meldshaper option. (Maybe +2 melds and essentia at 3rd, the investment boost and +1 bind at 5th, and move Incarnum Radiance to 9?)

Two minor tweaks-at level five, Incarnates gain two additional Soulmelds at once, and at level nine, they get bonus Essentia equal to their proficiency modifier.

Grod_The_Giant
2019-06-17, 07:50 AM
Two minor tweaks-at level five, Incarnates gain two additional Soulmelds at once, and at level nine, they get bonus Essentia equal to their proficiency modifier.
I'm not sure that's enough; my main concern is that they don't get enough of a tier upgrade. Maybe if Incarnum Radiance was 1/Short Rest?

JNAProductions
2019-06-17, 08:00 AM
I'm not sure that's enough; my main concern is that they don't get enough of a tier upgrade. Maybe if Incarnum Radiance was 1/Short Rest?

I can do that.

Done.

Potato_Priest
2019-06-17, 08:14 AM
So, I think I kind of get how this works now, but to someone who'd never played 3.5 this was a super confusing read. The section on soulmelds especially needs more elaboration on how they work. Explicitly state that they are effects that last until your next short rest, and that you can choose any soulmelds from the list to have active at a time, unless you don't meet the requirements.

It also seems like for certain soulmelds, investing essentia has no effect if you've chakra bound it (Necrcarnum Mantle reduces poison damage by 1 point/essentia, but using chakra makes you flat out immune), others have no effect at all without spending essentia (adamant pauldrons), and still others have effects for the soulmeld that are totally different for binding the chakra (dread carapace). Was this intentional?

Also, why would you ever use the pauldrons of health when Necrcarnum mantle does everything it does, but stronger?

JNAProductions
2019-06-17, 08:19 AM
So, I think I kind of get how this works now, but to someone who'd never played 3.5 this was a super confusing read. The section on soulmelds especially needs more elaboration on how they work. Explicitly state that they are effects that last until your next short rest, and that you can choose any soulmelds from the list to have active at a time, unless you don't meet the requirements.

It also seems like for certain soulmelds, investing essentia has no effect if you've chakra bound it (Necrcarnum Mantle reduces poison damage by 1 point/essentia, but using chakra makes you flat out immune), while others have no effect at all without spending essentia (adamant pauldrons). Was this intentional?

I did not intend to overwrite the Essentia investments by binding-any suggestions on how to fix that?

I am totally fine with some Melds doing nothing without invested Essentia, though.

And Soulmelds last until unshaped. So, if you shape the Behir Gorget and Krenshar Mask at level one, they will both last until you shape something else.

Potato_Priest
2019-06-17, 08:23 AM
I did not intend to overwrite the Essentia investments by binding-any suggestions on how to fix that?


Well, Necrcarnum mantle specifically has 100% mechanical overlap with pauldrons of health. I'd remove one or the other, and use pauldrons of health's mechanics for whichever you keep.

JNAProductions
2019-06-17, 08:25 AM
Well, Necrcarnum mantle specifically has 100% mechanical overlap with pauldrons of health. I'd remove one or the other, and use pauldrons of health's mechanics for whichever you keep.

Removed the Mantle.

Potato_Priest
2019-06-17, 08:31 AM
Removed the Mantle.

I also might specify that the damage reduction from essentia investment applies after the resistance from chakra binding- since otherwise you do still get reduced efficiency of investment if you bind it.

JNAProductions
2019-06-17, 08:34 AM
I also might specify that the damage reduction from essentia investment applies after the resistance from chakra binding- since otherwise you do still get reduced efficiency of investment if you bind it.

That I'm leaving up to the DM. By RAW, I believe you apply all reductions BEFORE resistance, but I wouldn't complain if a DM ruled the other way.

But, to put it in perspective, 6 Essentia (or 8, if you're an Incarnate) means you'd be immune to instances of 12 (16) damage or less of the right type. That could be too strong, so I don't want to force DMs to rule that way when using this.

Potato_Priest
2019-06-17, 08:37 AM
That I'm leaving up to the DM. By RAW, I believe you apply all reductions BEFORE resistance, but I wouldn't complain if a DM ruled the other way.

But, to put it in perspective, 6 Essentia (or 8, if you're an Incarnate) means you'd be immune to instances of 12 (16) damage or less of the right type. That could be too strong, so I don't want to force DMs to rule that way when using this.

To put that in perspective, that's investing all of a level 5 character's major build resources in negating poison damage. It ought to get you pretty far. Heck, you can't even invest 6 points in anything until level 17 due to the proficiency bonus restriction.

JNAProductions
2019-06-17, 08:40 AM
To put that in perspective, that's investing all of a level 5 character's major build resources in negating poison damage. It ought to get you pretty far.

No? You can't put that many points of Essentia into a Meld at level 5. Max is three points.

The issue is with making it rule that way, methinks, is that you can swap Soulmelds day to day. So if you're up against red dragons? Fire resist. Blue? Lightning. If it was set permanently, I wouldn't mind ruling that way, but since it's mutable, I don't want to nail that in.

Potato_Priest
2019-06-17, 08:44 AM
No? You can't put that many points of Essentia into a Meld at level 5. Max is three points.

The issue is with making it rule that way, methinks, is that you can swap Soulmelds day to day. So if you're up against red dragons? Fire resist. Blue? Lightning. If it was set permanently, I wouldn't mind ruling that way, but since it's mutable, I don't want to nail that in.

Yeah, that's fair. with the low number of essentia you get though, I think I'd be unlikely to spend anything but a chakra on those soulmelds, since they can be far more efficient elsewhere (for instance, against dragons using manticore belt and putting max points in dread carapace and adamant pauldrons for bonus ranged damage and damage reduction that applies on the dragon's multiple attacks instead of their one breath weapon.)

Grod_The_Giant
2019-06-17, 08:48 AM
I mean, flat immunity to one damage type of your choice at 17th is totally reasonable; I wouldn't worry.

JNAProductions
2019-06-17, 09:07 AM
I mean, flat immunity to one damage type of your choice at 17th is totally reasonable; I wouldn't worry.

Imma err on the side of caution. Not wholly (otherwise I'd state you apply reduction THEN resistance) but enough to let it be a table-to-table proposition.

Potato_Priest
2019-06-17, 09:18 AM
Imma err on the side of caution. Not wholly (otherwise I'd state you apply reduction THEN resistance) but enough to let it be a table-to-table proposition.

It's not really a table-to-table proposition when the rules say you always apply reduction then resistance.

Grod_The_Giant
2019-06-17, 09:21 AM
Imma err on the side of caution. Not wholly (otherwise I'd state you apply reduction THEN resistance) but enough to let it be a table-to-table proposition.
Fair.

A structural concern, reading through the list of melds... Dropping the location-specific chakras was a solid simplification, but you lost something significant as well-- namely, the ability to have level-gated Soulmelds/Binds. I think that's worth bringing back in some form or other (least/lesser/greater melds, "you must be 11th level or higher to bind this meld," etc). That'll give you a lot more room for scaling; right now, a 2nd level Meldshapers Anda 20th level one are doing pretty much the same thing, just with higher numbers.

JNAProductions
2019-06-17, 09:25 AM
Fair.

A structural concern, reading through the list of melds... Dropping the location-specific chakras was a solid simplification, but you lost something significant as well-- namely, the ability to have level-gated Soulmelds/Binds. I think that's worth bringing back in some form or other (least/lesser/greater melds, "you must be 11th level or higher to bind this meld," etc). That'll give you a lot more room for scaling; right now, a 2nd level Meldshapers Anda 20th level one are doing pretty much the same thing, just with higher numbers.

Any suggestions for what ones to gate, and how to make them more powerful?

Grod_The_Giant
2019-06-17, 10:30 AM
Any suggestions for what ones to gate, and how to make them more powerful?
I fully intent to take a look when I've got a chance. In the meantime, maybe look at the Belt, Shoulders, and Soul melds did in 3.5? So, like, let Pegasus Cloak grant fight but require level 11 to bind.

BerzerkerUnit
2019-06-17, 06:00 PM
I put one of these together myself. Necrocarnate was the 3rd Subclass, more versatile, more MAD for that one, the others were single stat.

Have a look when you get the chance, borrow anything you like!

Hereís the folder: documents need a lot editing (sorry)

https://drive.google.com/drive/folders/1Bp_gd4xX4D5yoMU5oUD9ISX5eGAHvzBi