The Incarnate v4.2

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INCARNATE

Battle for
Battle for your
your soul
soul against
against the
the primordial
primordial forces
forces of
of life
life and
and destruction
destruction
Battle
Battle for
for your
your soul
soul against
against the
the primordial
primordial forces
forces of
of life
life and
and destruction
destruction
Incarnate
look of panic in his eyes, the self-exiled human

A
clothed in rags runs as fast as he can from a
scene of smoldering devastation. He let his
guard down, let one too many insults from
mocking eyes get to him, and destruction was
the consequence of his lapse in focus.
Deep underground, in the lowest reaches of
the Underdark, bright eyes glow amid a gathering of
prostrated drow. Their heads are bowed in fear and respect
towards the manifestation of ancient power, whose wrath
could be unleashed at the barest slight.
As a rogue and riled frost giant approaches the gates of her
town, the elf closes her eyes and inhales deeply. She would
defend the life she built here, even if it meant she would owe
the tavern keeper a new roof.
The soul of an incarnate is inextricably linked with that of
an ancient primordial force. Some may learn to harness its
power, but for many, it is an incredible burden. Incarnates
are often hunted and executed. Fear, however, is a powerful
trigger, and should the primordial within them manifest more
acutely, entire cities could be laid to waste in their efforts to
escape with their life.
Soulbound to Primordial Beings
Long before all recorded history, when the crust of the world
was still molten, the first beings—primordials—arose from
the chaos of creation. Somewhere between gods and
mortals, these were the first living creatures. Precursors to
modern-day life, they stood, titanic against the backdrop of Creating an Incarnate
the newborn forests and mountains that they roamed. Still, When creating an incarnate, try to choose ahead of time
eons later, they live. Buried somewhere in slumber, in which primordial your soul is linked to. The nature of your
locations few know, and even fewer dare to venture. primordial will shape the behavior of your incarnate.
The will of a primordial is vast and inscrutable, much like Once this is done, think about your character’s
that of the gods. Very rarely, the subconscious of one of these motivations. How does your character view the primordial
great titans reaches out through The Weave, and takes hold inside them: as a force of terrible destruction or untapped
of a mortal’s soul the moment it comes into existence. This potential? Does your character feel they are cursed, or do
event binds the two souls together. An incarnate, two beings they perhaps feel blessed that they were chosen as the
sharing one body, is the result. conduit of a greater being? Has your character lived a life on
Outcasts from Birth the run, or did they manage to settle down somewhere,
The link between a mortal and a primordial is a source of feeling they have firm control of their own body? Has your
great power, often too great. If an incarnate’s will is weak, the character contemplated the nature of their combined souls,
primordial soul inside them will take control, morphing their or do they take their life as an incarnate one day at a time?
body to the primordial’s likeness and wreaking havoc on Are they perhaps barely even aware of their nature?
whatever it pleases. Not all primordials are so destructive,
but all demand the respect deserved to them as the first.
These destructive outbursts often lead to an incarnate’s exile Quick Build
or execution, as their peers now see a monster where once You can make an incarnate quickly by following these
they saw family or a friend. suggestions. First, put your highest ability score in Wisdom,
Those incarnates lucky enough to avoid being beheaded followed by Constitution. Second, choose the urchin
outright often spend the rest of their lives on the run. Aware background.
of the devastation that lies inside them, floating just beneath
the surface, they never stay tied down for too long and often
live in poverty. The burden of knowing what lurks within
hampers every aspect of their lives, but the will of those
incarnates who live long enough to see this lifestyle is
stronger than even the toughest soldiers. It is their will that
pushes them forward from one day to the next.
INTRODUCTION | CLASS FEATURES | PRIMORDIAL SOULS | MUTATIONS | 23BLUENINJA HOMEBREW
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The Incarnate
Level Proficiency Bonus Features Primordial Die Primordial Dice Mutations Titanus Uses
1st +2 Primeval Ferocity, Unarmored Defense d6 2 — —
2nd +2 Mutations, Savage Response d6 3 1 —
3rd +2 Primordial Soul, Titanus Form (Large) d6 3 1 1
4th +2 Ability Score Improvement d6 4 1 1
5th +3 Extra Attack, Primordial Passage d8 4 2 1
6th +3 Soul Feature, Superiority d8 4 2 1
7th +3 Bow to None d8 4 3 1
8th +3 Ability Score Improvement d8 5 3 2
9th +4 Eminence d8 5 4 2
10th +4 Soul Feature d8 5 4 2
11th +4 Let Them Fight, Titanus Form (Huge) d10 5 5 2
12th +4 Ability Score Improvement d10 6 5 2
13th +5 — d10 6 6 3
14th +5 Soul Feature d10 6 6 3
15th +5 Older than Death d10 6 7 3
16th +5 Ability Score Improvement d10 7 7 3
17th +6 Reflection, Titanus Form (Gargantuan) d12 7 7 3
18th +6 — d12 7 8 4
19th +6 Ability Score Improvement d12 7 8 4
20th +6 Acceptance d12 7 8 4

Class Features Primordial Dice


Your ferocity is represented by your Primordial Die, a d6.
Hit Points This die changes as you gain incarnate levels, as shown in
1d8 per incarnate level the Primordial Die column on the Incarnate table.
Hit Dice:
8 + your Constitution modifier Your maximum number of Primordial Dice is also shown
Hit Points at 1st Level:
1d8 (or 5) + your Constitution on the Incarnate table. You can expend these dice to use
Hit Points at Higher Levels:
modifier per incarnate level after 1st various features from this class, and you regain any expended
dice when you finish a short or long rest.
Proficiencies Ferocious Attacks
Armor: Shields For the purposes of this class, any melee or thrown weapon
Weapons: Simple weapons attack you make with a simple or natural weapon is
Tools:None considered a Ferocious attack.
Saving Throws: Strength, Constitution While you are not wearing any armor, you can use Wisdom
Choose two from Animal Handling, Athletics,
Skills: instead of Strength or Dexterity for the attack and damage
Deception, Insight, Nature, Perception, Stealth, and rolls of your Ferocious attacks, as well as Athletics checks. If
Survival the damage die of a Ferocious attack is smaller than your
Equipment Primordial Die, you can instead roll your Primordial Die.
You start with the following equipment, in addition to the Fury and Fortitude
equipment granted by your background: You gain the following features, which can only be used if you
(a) A light crossbow and 20 bolts or (b) any simple
are not wearing armor:
weapon Fury. Once on each of your turns when you hit with a
(a) A shield or (b) any simple weapon Ferocious attack, you can deal additional force damage equal
(a) An explorer’s pack or (b) an dungeoneer’s pack to your Constitution modifier.
Two daggers
Fortitude. When you hit with a Ferocious attack, you can
Primeval Ferocity expend one Primordial Die to gain temporary hit points equal
The struggle for your soul has strengthened your will and to the expended die + your Constitution modifier.
sharpened your senses, allowing you to channel the power Unarmored Defense
and ferocity of the primordials. At 1st level, while you are not wearing any armor, your AC
Language of the Ancients equals 10 + your Constitution modifier + your Wisdom
At 1st level, your connection to a primordial allows you to modifier. You can use a shield and still gain this benefit.
speak, read, and write Primordial.

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Mutations Size modifier = +1 for each size you are above medium.
At 2nd level, your primordial’s power has mutated your form, Your Titanus Form lasts for 1 minute. It ends early only if
bolstering your abilities and giving you new ways to channel you are knocked unconscious. The rules for your Titanus
its strength. Form are as follows:
Mutations Known Statistics. While in your Titanus Form, its game statistics
At 2nd level, you gain one Mutation of your choice. Your replace yours. Your Titanus Form uses your hit points,
Mutation options are detailed later in this document. The and you retain your personality, as well as any incarnate
Incarnate table shows when you gain more Mutations of your class features excluding Unarmored Defense. You also
choice. keep all your skill and saving throw proficiencies, in
When you gain a level in this class, you can choose one of addition to gaining those of your Titanus Form (if your
the Mutations you gained from this feature and replace it forms share a proficiency, use the higher bonus). You lose
with another mutation for which you meet the prerequisites. access to all your other features, including racial traits.
Mutation Powers Size. When you enter your Titanus Form, you can choose
Each Mutation has a passive effect, some of which only apply to increase your size beyond Large after reaching certain
in your normal form (meaning not in your Titanus Form, levels in this class; to Huge at 11th level and Gargantuan
gained at 3rd level). Each Mutation also grants a power that at 17th level. You cannot increase your size to the point
uses Primordial Dice, available in both of your forms. You where you would be required to squeeze in the space you
can only apply one Mutation Power to any single attack roll, currently occupy, and you cannot transform at all if you
attack hit, ability check, damage roll, or saving throw. cannot become Large without squeezing. If you become
Gargantuan, you deal double damage to objects and
Attack Rolls and Saving Throws structures.
Channeling your primordial’s strength requires immense Temporary Hit Points. When you enter your Titanus
willpower. When a Mutation or incarnate class feature calls Form, roll a number of your Primordial Dice equal to your
for a Primordial attack roll or a saving throw, the modifier Size modifier. You gain temporary hit points equal to the
and DC are calculated as follows: total rolled + twice your incarnate level. They vanish if any
Primordial save DC = 8 + your proficiency bonus +
of them are left when your Titanus Form ends.
your Wisdom modifier. Primordial Dice. When you enter your Titanus Form, and
at the start of each of your turns while in it, you gain a
Primordial attack modifier = your proficiency bonus + number of Primordial Dice equal to your Size modifier,
your Wisdom modifier. which can surpass your normal Primordial Die maximum.
Savage Response If you have more Primordial Dice than your maximum
when your Titanus Form ends, the extra dice disappear.
Primal instinct keeps you alert to danger. At 2nd level, while Gear. Any gear you are wearing or carrying merges into
you are not wearing any armor, you gain the following your new form, becoming unusable until your Titanus
benefits: Form ends. Your ability to handle objects is determined by
You gain a bonus to initiative rolls equal to your Wisdom the form’s limbs, rather than your own.
modifier. Attacks. Weapon attacks you make while in your Titanus
When you roll initiative and you are not incapacitated, you Form are considered attacks with a natural weapon.
can move up your speed. Ranged and spell attacks you make are also considered
Ferocious attacks.
As a reaction when you take damage, you can expend one Spells. If you are able to cast spells, you can’t cast or
Primordial Die to Shove or Grapple a creature within concentrate on them while in your Titanus Form, unless
reach, adding the expended die to your Athletics check. the spell was granted by an incarnate class feature
Titanus Form (excluding feats gained through this class).
At 3rd level, you manifest the form of your primordial. As a The number of times you can enter your Titanus Form is
bonus action, you can enter your Titanus Form, the statistics listed in the Incarnate table under the Titanus Uses column.
of which are determined by your Primordial Soul. Your You regain all expended uses when you finish a long rest.
Titanus Form’s stat block uses your proficiency bonus (PB), Primordial Soul
Primordial attack modifier (PM), Constitution modifier (CM),
and Wisdom modifier (WM). If your Titanus Form forces a By 3rd level, you’ve begun to resonate with the soul of your
creature to make a saving throw, you use your Primordial primordial, revealing its true identity. Choose one of the
save DC. Primordial Souls listed at the end of the class description.
Your Titanus Form’s statistics are also affected by your Your choice grants you features at 3rd level, and again at 6th,
size. This is represented by your Size modifier (SM), which is 10th, and 14th levels.
calculated as follows:
INTRODUCTION | CLASS FEATURES | PRIMORDIAL SOULS | MUTATIONS | 23BLUENINJA HOMEBREW
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Soul Spells success. Once a creature has succeeded on the saving throw,
Some souls have a list of associated spells. You learn each of it is immune to this effect for 24 hours.
these Soul Spells at the levels specified in the soul’s When you use this feature while in your Titanus Form,
description. You can cast them without using a spell slot or creatures smaller than you have disadvantage on the initial
any spell components, using your Primordial save DC and saving throw.
attack modifier for the spell save DC and attack modifier, and Let Them Fight
you can expend one Primordial Die when you do to increase
the spell’s level by your Size modifier (0 in normal form). Starting at 11th level, the pride of the primordials has
Once you cast a Soul Spell of 1st level or higher, you must become your own. Once on each of your turns when you
finish a long rest before you can cast that spell without a spell make an attack against a Large or bigger creature or force
slot again, unless you expend a number of Primordial Dice any number of creatures to make a saving throw, you can
equal to 1 + the spell’s base level to do so. expend one Primordial Die to either gain advantage on the
attack roll or cause the saving throw to be made at
Ability Score Improvement disadvantage for one target that is Large or bigger.
When you reach 4th level, and again at 8th, 12th, 16th, and Additionally, while in your Titanus Form, any attack rolls
19th level, you can increase one ability score of your choice you make against a Large or bigger creature score a critical
by 2, or you can increase two ability scores of your choice by hit on a roll of 19 or 20.
1. As normal, you can’t increase an ability score above 20 Older than Death
using this feature.
At 15th level, the will of kings has suffused your soul. You
Extra Attack gain the following benefits:
Beginning at 5th level, while in your normal form, you can You are immune to disease, and you age 1 year for every
attack twice, instead of once, whenever you take the Attack 10 years that pass.
action on your turn.
Primordial Passage
You add your Constitution modifier to death saving
throws, and when you roll a 19 or 20 on the d20 for a
At 5th level, you learn to traverse the world as the death saving throw, you regain hit points equal to your
primordials once did. You are always aware of the distance Constitution score.
and direction to the nearest subterranean entry point and can While in your Titanus Form, you may gain temporary hit
travel through subterranean environments (such as the points equal to 1 roll of your Primordial Die at the start of
Underdark) with up to six other creatures at a fast pace with each of your turns.
no penalty to Passive Perception.
In addition, you can sense the general direction of any Reflection
Huge or bigger creatures within 5 miles of you.
Superiority
By 17th level, the primordial within is reflected without. Your
Constitution and Wisdom scores, as well as your maximum
Starting at 6th level, any damage you deal with Ferocious for those scores, each increase by 2 (you can increase those
attacks counts as magical for the purpose of overcoming scores beyond 20 with the Ability Score Improvement
resistance and immunity to non-magical attacks and damage. feature).
Also, when you roll for initiative, you regain one expended Acceptance
Primordial Die.
Bow to None
When you reach 20th level, your body has become an avatar
of your primordial. While in your normal form, when you
At 7th level, you gain proficiency in Wisdom saving throws, start your turn with no Primordial Dice remaining, you
and you gain a bonus to saving throws against being charmed immediately regain an expended Primordial Die.
or frightened equal to your Primordial Die. Also, when you would roll a Primordial Die to gain
Moreover, while in your Titanus Form, you can’t be temporary hit points, use the maximum die value instead of
charmed or frightened. If you are charmed or frightened rolling.
when you enter your Titanus Form, the effects causing those
conditions end for you. Optional Rule: Multiclassing
Eminence If you use the optional multiclassing rule in the Player’s

By 9th level, the voice of titans has filled your throat. You can Handbook, here’s what you need to know if you choose
incarnate as one of your classes.
use your action to expend one Primordial Die and let out a
deafening roar. Each hostile creature within 120 feet of you Ability Score Minimum. As a multiclass character you must
that can hear and is your size or smaller must make a have a Constitution and Wisdom score of at least 13 to take
Wisdom saving throw. On a failed save, a target is deafened a level in this class, or to take a level in another class if you
and frightened by you for 1 minute. already are an incarnate.
A frightened creature can repeat the saving throw at the Proficiencies Gained. If incarnate is not your initial class, you
end of each of its turns, ending the effect on itself on a only gain proficiency with simple weapons.

INTRODUCTION | CLASS FEATURES | PRIMORDIAL SOULS | MUTATIONS | 23BLUENINJA HOMEBREW


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Primordial Souls
Each primordial is a precursor to the modern creatures we
know today. The abilities of the primordial bound to an
incarnate’s soul determine the powers they are able to
channel. The stronger an incarnate’s will, the more
primordial power they are able to wield, and the closer their
Titanus Form comes to a true manifestation of their
primordial.
Soul of the Aberration
The Primordial Aberration is a fearsome and prideful thing
from beyond the Material Plane. It struck down its rivals by
terraforming the battlefield with aberrant crystalline
structures that emit psychic energy to hamper its foes.
Titanus Aberration
3rd-level Soul of the Aberration feature
Your Titanus Form takes on the likeness of a giant alien
creature. Its stat block is shown below.
Crystalline Psionics
3rd-level Soul of the Aberration feature
Crystals protrude from your body. While one of your hands
is free, you can use the Crystal Shard attack from your
Titanus Form (your Size modifier is 0 and your reach is 5
feet), which counts as a natural weapon.
You also gain the Extraplanar Psionics Mutation or
another Mutation of your choice if you already have it, but it
doesn’t count against the number of Mutations you have.
Aberrant Mind
3rd-level Soul of the Aberration feature
You learn to speak, read, and write Deep Speech, and
when you make an ability check using Intelligence or
Charisma, you can expend one Primordial Die to add it to the
roll.
You also gain Soul Spells at the incarnate levels listed.
Level Spells Crushing Telekinetics
3 arms of hadar, dissonant whispers
10th-level Soul of the Aberration feature
5 mind whip
When a creature fails its saving throw against your Psychic
9 hunger of hadar
Interruptions, it is restrained while it remains within your
13 psychic lance giant crystals. A restrained creature can use its action to
17 synaptic static make an Intelligence saving throw, freeing itself on a
success.
Void Conduit Moreover, you learn the telekinesis spell and can cast it
6th-level Soul of the Aberration feature without using a spell slot or any spell components. When cast
You can use the Place Crystals and Psychic Interruptions this way, Wisdom is your spellcasting ability for it.
actions of your Titanus Form (your Size modifier is 0). When Once you cast the spell this way, you can’t do so again until
used in your normal form, your giant crystals last for 1 you finish a short or long rest, unless you expend three
minute, or until you lose concentration (as if concentrating on Primordial Dice to cast it again.
a spell).
Additionally, you gain proficiency in Intelligence saving Aberrant Invasion
throws. 14th-level Soul of the Aberration feature
When you enter your Titanus Form, you can choose to
become overloaded with primordial power. When you do, you
gain access to the Overloaded traits of your Titanus Form.
Once you enter your overloaded Titanus Form, you must
finish a long rest before you can do so again.

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The Primordial Aberration Crystal Shard. Melee or Thrown Weapon Attack +PM to hit, reach 5
Large Aberration (Energized [force, psychic], Extraplanar, Unusual) ft. times SM or range 20/60 ft. times SM, one target. Hit: 1
Primordial Die + WM + SM piercing damage, and you can
Armor Class 12 + CM + SM expend one Primordial Die. If you do, the target takes 1
Speed 30 ft., Fly 15 ft. (hover) Primordial Die psychic damage and it can’t take reactions until
the start of its next turn.
STR, INT Equals your Wisdom score + SM
DEX, CON, WIS, CHA Use your scores Tail. Melee Weapon Attack: +PM to hit, reach 5 ft. + 5 ft. times
SM, one target. Hit: 1d12 + WM + SM piercing damage, and you
Saving Throws STR, INT: +(PB + WM + SM) can expend one Primordial Die. If you do, add it to the damage
Damage Resistances Psychic; Bludgeoning, Piercing, and roll, and a target your size or smaller must succeed on a Strength
Slashing saving throw or be thrown 10 feet times SM away and fall prone
Senses Darkvision 120 ft. where it lands.
Languages Your languages, Telepathy 120 ft.
Place Crystals. Expend one Primordial Die to trigger your Giant
Crystals feature. The previous crystals dissipate when you use
Giant Crystals. When you enter your Titanus Form, choose a point this action.
on the ground that you can see within 60 feet of you. Giant
crystals erupt at that point, filling a cylinder on the ground with a Primordial Breath. Expend up to three Primordial Dice to create
radius of 15 feet + 15 feet times SM and a height of 10 feet + 10 one arc of energy for each die expended. Each arc hits a creature
feet times SM for the duration of your Titanus Form. of your choice that you can see within 120 feet of you. An arc
deals 1 Primordial Die + CM force damage to its target. The arcs
The crystals are difficult terrain for hostile creatures, and any all strike simultaneously, and you can direct them to hit one
hostile creatures inside the affected area when they appear must creature or several.
succeed on a Dexterity saving throw or take 2 Primordial Die
piercing damage. When you expend one or more Primordial Dice B onus A ctions
while within the affected area, roll a d20. You gain one Primordial
Die on a roll of 16-19, or two on a roll of 20. Psychic Interruptions. Expend one Primordial Die to force each
hostile creature in your giant crystals to make an Intelligence
Unusual Nature. You do not need to breathe. saving throw. On a failed save, a creature takes 1 Primordial Die
psychic damage, and until the beginning of your next turn, it
Crystalline Terraforming (Overloaded Only). The radius of your subtracts 1 roll of your Primordial Die from every attack roll and
Giant Crystals feature is doubled, and when you expend ability check it makes.
Primordial Dice while within their affected area, you gain a
Primordial Die on a roll of 10-19, instead of 16-19. You can also R eactions
expend up to four Primordial Dice for your Primordial Breath.
Shield. In response to being hit by an attack, expend and roll one
A ctions Primordial Die to add the number rolled to your AC until the
beginning of your next turn, including against the triggering
Multiattack (requires 5th level). You make two attacks. attack.

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Soul of the Beast Lord of the Hunt
The Primordial Beast is said to be the progenitor of all 6th-level Soul of the Beast feature
You gain the Breath of Destruction Mutation or another
natural fauna that came after it. It is nature’s greatest Mutation of your choice if you already have it, but it doesn’t
protector and typically wakes from its slumber only to count against the number of Mutations you have. When you
maintain balance among other primordials. hit with your Primordial Breath, you add 1 additional
Titanus Beast Primordial Die to the damage roll.
In addition, you gain tremorsense out to a range of 60 feet,
3rd-level Soul of the Beast feature
Your Titanus Form takes on the likeness of a massive which means you can detect and pinpoint the origin of
reptilian beast. Its stat block is shown below. vibrations within that range, provided you and the source of
the vibrations are in contact with the same ground or
Animalistic substance.
3rd-level Soul of the Beast feature Challenge to the Throne
You grow scales on your hands and claws at your
fingertips. While both of your hands are free, you can use the 10th-level Soul of the Beast feature
When you use Eminence, you can choose one creature
Claw attack from your Titanus Form (your Size modifier is 0 within 60 feet of you that is your size or bigger. Rather than
and your reach is 5 feet), which counts as a natural weapon. making a saving throw to avoid being frightened, that
You also gain the Amphibious Mutation or another creature must succeed on a Wisdom saving throw or have
Mutation of your choice if you already have it, but it doesn’t disadvantage on attack rolls against creatures other than you
count against the number of Mutations you have. for 1 minute. During that minute, it must succeed on a
King of Beasts Wisdom saving throw each time it attempts to move more
than 60 feet away from you or be unable to do so for the
3rd-level Soul of the Beast feature
You gain proficiency in Animal Handling or another remainder of its turn; if it succeeds, its movement is
incarnate skill of your choice if already proficient, and you unrestricted for that turn.
gain a bonus to Animal Handling checks equal to your This effect ends early if you drop to 0 hit points or end your
Primordial Die. When you would make a Charisma check to turn more than 60 feet from the creature. Creatures immune
interact with a beast, you can instead make a Wisdom check, to being charmed automatically succeed on the saving throw.
and you have advantage on the roll. Long Live the King
You also gain Soul Spells at the incarnate levels listed. 14th-level Soul of the Beast feature
Level Spells When you enter your Titanus Form, you can choose to
become overloaded with primordial power. When you do, you
3 animal friendship, beast bond
gain one additional Primordial Die, and you gain access to
5 beast sense
the Overloaded traits of your Titanus Form.
9 summon beast (3rd-level)
Once you enter your overloaded Titanus Form, you must
13
17
dominate beast
commune with nature
finish a long rest before you can do so again.
The Primordial Beast and if the target is no more than one size larger than you, it must
succeed on a Strength saving throw or become grappled by you
Large Beast (Aquatic, Energized [force])
(Escape DC is your Primordial save DC). You cannot attack other
creatures with your bite while a creature is grappled this way.
Armor Class 14 + CM + SM
Speed 40 ft., Swim 40 ft. Claw. Melee Weapon Attack: +PM to hit, reach 5 ft. times SM, one
target. Hit: 1 Primordial Die + WM + SM slashing damage, and
STR Equals your Wisdom score + SM once each turn you can expend one Primordial Die to make
DEX, CON, INT, WIS, CHA Use your scores another claw attack as part of the same action.

Saving Throws STR +(PB + WM + SM) Tail. Melee Weapon Attack: +PM to hit, reach 5 ft. + 5 ft. times
Damage Resistances Bludgeoning, Piercing, and Slashing SM, one target. Hit: 1d12 + WM + SM bludgeoning damage, and
Senses Darkvision 120 ft., Tremorsense 60 ft. (requires 6th level) you can expend one Primordial Die. If you do, add it to the
Languages Understands your languages but cannot speak damage roll, and the target must succeed on a Strength saving
throw or be knocked prone.
Amphibious. You can breathe both air and water. Primordial Breath. Expend up to PB Primordial Dice to make the
following attack:
Keen Senses. You have Advantage on Wisdom (Perception)
checks. Ranged Spell Attack +PM to hit, range 60 ft. times SM, one target.
Hit 2 Primordial Die force damage for each die expended, and for
Critical Overload (Overloaded Only). You gain one additional each die expended beyond the first, the target is pushed back 10
Primordial Die at the start of your turn. feet. If the target collides with a creature or solid object, both it
Molten Scales (Overloaded Only). Each creature that starts its turn and the object or creature take 1d6 bludgeoning damage for
every 10 feet the target was pushed.
within 5 feet times SM of you takes CM force damage.

A ctions Meltdown (Overloaded Only). Expend up to PB Primordial Dice to


release a blast of energy in your choice of a cone or a sphere
Multiattack (requires 5th level). You make two melee attacks. centered on you. The radius of the sphere or size of the cone
equals 30 feet times SM. Each creature excluding you in the
Bite. Melee Weapon Attack: +PM to hit, reach 5 ft. times SM, one affected area must make a Constitution saving throw. A creature
target. Hit: 2d8 + WM + SM piercing damage, and you can takes 2 Primordial Die force damage for each die expended on a
expend one Primordial Die. If you do, add it to the damage roll, failed save, or half as much damage on a success.

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Radiant Life
6th-level Soul of the Celestial feature
When you roll a die to restore hit points to a creature, you
can reroll any roll of a 1 or 2 on the die, but you must use the
new roll.
Also, casting sacred flame counts as a Ferocious attack for
you (treat a failed saving throw as a hit).
God Rays
10th-level Soul of the Celestial feature
As an action, you can release divine light from your body.
Each creature of your choice within 30 feet of you is cured of
one effect or condition of your choice that is afflicting them,
as if by the lesser restoration or greater restoration spell.
Each hostile creature within 30 feet of you must make a
Constitution saving throw. On a failed save, a creature is
blinded for 1 minute. A blinded creature can repeat the
saving throw at the end of each of its turns, ending the effect
on itself on a success. If a creature’s saving throw is
successful, they are immune to your God Rays for the next 24
hours.
Once you use this feature, you can’t do so again until you
finish a long rest, unless you expend four Primordial Dice to
use it again.
Soul of the Celestial Primordial Reincarnation
Among the celestial creatures of the upper planes, there 14th-level Soul of the Celestial feature
When you enter your Titanus Form, you can choose to
exists a being that predates all but the oldest gods. This become attuned to the upper planes. When you do, your
primordial looks fondly upon mortals and represents their Titanus Form lasts 10 minutes, during which your speed
natural and continuous cycle of life and death. drops to 0 while you lay an egg in your space. The egg is a
Titanus Celestial medium object with hit points equal to 5 times your incarnate
level, an AC of 20, resistance to all damage types, and
3rd-level Soul of the Celestial feature
Your Titanus Form takes on the likeness of a great immunity to psychic damage. You are always aware of the
insectoid creature. Its stat block is shown below. current status of the egg, and if you use this feature to lay
another one, the previous egg crumbles to dust.
Benevolent Touch When you die, if you were not killed by an effect that
specifically states the only way you can be revived, and the
3rd-level Soul of the Celestial feature
Your skin becomes flawless and colored like stone. You egg is still intact, your soul returns the egg, bolstering your
can use the Celestial Healing bonus action from your Titanus companions before doing so. Allied creatures within 300 feet
Form, but its range when used in your normal form is touch. of where you died regain hit points equal to twice your
You also gain Soul Spells at the incarnate levels listed. incarnate level and gain temporary hit points equal to your
incarnate level. They also have advantage on all ability
Level Spells checks, attack rolls, and saving throws for 1 minute.
3 bless, detect evil and good, sacred flame You emerge from the egg 3d4 days later with a new body,
5 lesser restoration as if with the true resurrection spell. Each dawn, you can
revivify make a DC 15 Constitution check to reduce the remaining
9
days by 1, emerging on a success if the days remaining drop
13 aura of life
to 0.
17 mass cure wounds
Additionally, if you would drop to 0 hit points, you can use
Divine Prominence your reaction to target a creature within 120 feet of you that
has died within the last minute. That creature returns to life
3rd-level Soul of the Celestial feature
You gain the Extraplanar Psionics Mutation or another as if by the true resurrection spell, but with only half its
Mutation of your choice if you already have it, but it doesn’t maximum hit points. You then die instead of dropping to 0 hit
count against the number of Mutations you have. points.
Additionally, you learn to speak, read, and write Celestial,
and you gain proficiency in the Persuasion skill or another
incarnate skill of your choice if already proficient. When you
make a Charisma (Persuasion) check, you gain a bonus to
the roll equal to your Primordial Die.

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The Primordial Celestial damage, and once each turn you can expend one Primordial Die
to deal 2 Primordial Die radiant damage to the target.
Large Celestial (Aereal, Extraplanar, Unusual)
Stinger. Melee Weapon Attack: +PM to hit, reach 5 ft. times SM,
Armor Class 12 + CM + SM one target. Hit: 1d12 + WM + SM piercing damage. If you score a
Speed 30 ft., Fly 30 ft. times SM critical hit or roll a 12 on the damage die, you can expend one
Primordial Die to force the target to succeed on a Constitution
STR, INT, CHA Equals your Wisdom score + SM saving throw or take 2 Primordial Die piercing damage and be
DEX, CON, WIS Use your scores stunned until the end of your next turn.

Saving Throws STR, INT, CHA: +(PB + WM + SM) Web. Ranged Weapon Attack: +PM to hit, range 30/60 ft., one
Damage Resistances Radiant; Bludgeoning, Piercing, and target. Hit: the target is restrained if it is your size or smaller, and
Slashing you can expend one Primordial Die to automatically hit another
Senses Darkvision 120 ft., Truesight 120 ft. (requires 14th level) creature within 5 ft. of it.
Languages Your languages, Telepathy 120 ft.
A restrained creature can use its action to make a Strength check
against your Primordial save DC, bursting the webbing on a
Unusual Nature. You do not need to breathe. success. The webbing can also be attacked. It has an AC of 10 +
A ctions SM, and hit points equal to your incarnate level. The webbing is
vulnerable to fire damage and immune to bludgeoning, poison,
Multiattack (requires 5th level). You make two melee attacks, or and psychic damage.
you can use Web and make one melee attack. B onus A ctions
Raptorial Limbs. Melee Weapon Attack: +PM to hit, reach 5 ft. Celestial Healing. Expend up to PB Primordial Dice to choose a
times SM, one target. Hit: 1 Primordial Die + WM + SM slashing creature you can see within 60 feet of you. That creature regains
1 Primordial Die + CM hit points for each die expended.

Soul of the Construct Core Vent


The plane of Mechanus is home to many constructs, and one 6th-level Soul of the Construct feature
You can use the Arcane Dash bonus action from your
could argue about the existence of a soul in such creatures, Titanus Form.
but whatever it is, the energy of the Primordial Construct Also, your Primordial Die maximum increases by 1.
persists. It sleeps still, somewhere on Mechanus, waiting.
Calculated Destruction
Titanus Construct
10th-level Soul of the Construct feature
3rd-level Soul of the Construct feature
Your Titanus Form takes on the likeness of an enormous As an action, you can choose a point you can see within
mechanical creature. Its stat block is shown below. 150 feet of you. Each creature within a 20-foot-radius sphere
centered on that point must make a Dexterity saving throw.
Ballistic Arsenal On a failed save, a target takes 3 Primordial Die fire damage
and 3 Primordial Die thunder damage, or half as much
3rd-level Soul of the Construct feature
Hatches appear on your arms or shoulders. You can use damage on a success.
the Missile attack from your Titanus Form (your Size When you use this feature, you can expend additional
modifier is 0), which counts as a natural weapon. Ranged Primordial Dice up to your Size modifier (0 in normal form)
attacks you make with it are considered Ferocious attacks. to choose another point within range for each die expended,
You also gain Soul Spells at the incarnate levels listed. creating additional spheres centered on those points.
Creatures in more than one sphere make only one saving
Level Spells throw.
burning hands, magic missile Once you use this feature, you can’t do so again until you
3
finish a long rest, unless you expend four Primordial Dice to
5
9
shatter
haste
use it again.
13 locate creature Grand Calculus
17 skill empowerment 14th-level Soul of the Construct feature
When you enter your Titanus Form, you can choose to
Metal Hide attune yourself to the plane of Mechanus. When you do, you
3rd-level Soul of the Construct feature gain one additional Primordial Die, and you gain access to
Your skin becomes metal. You gain resistance to poison, the Attuned traits of your Titanus Form.
fire, and thunder damage, and any critical hit against you Once you enter your attuned Titanus Form, you must finish
becomes a normal hit. a long rest before you can do so again.
Moreover, you are immune to any spell or effect that would
alter your form, unless you allow yourself to be affected.
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The Primordial Construct Unerring Slam. Melee Weapon Attack: +PM to hit, reach 5 ft. times
SM, one target. Hit: 3d4 + WM + SM force damage. If you miss,
Large Construct (Energized [piercing, fire, force, thunder], Extraplanar,
you can expend and roll one Primordial Die. Add the number
Unusual)
rolled to the attack roll, and to the damage roll if it hits.
Armor Class 15 + CM + SM Piercing Tail. Melee Weapon Attack: +PM to hit, reach 5 ft. + 5 ft.
Speed 30 ft. times SM, one target. Hit: 1d12 + WM + SM piercing damage,
and you can expend one Primordial Die to force the target to
STR Equals your Wisdom score + SM succeed on a Strength saving throw or take 2 Primordial Die
DEX, CON, INT, WIS, CHA Use your scores piercing damage.

Saving Throws STR +(PB + WM + SM) Missile. Ranged Weapon Attack: + PM to hit, range 30/120 ft., one
Damage Resistances Fire, Thunder; Bludgeoning, Piercing, and target. Hit: 1 Primordial Die + WM + SM piercing damage. When
Slashing you attack with this weapon, you can expend one Primordial Die
Damage Immunities Poison, Psychic to attack from up to 120 feet without disadvantage, dealing an
Condition Immunities Charmed, Frightened, Paralyzed, Petrified, additional 1 Primordial Die fire damage on a hit.
Poisoned
Senses Blindsight 30 ft. times SM, Darkvision 120 ft. Gravity Bomb (SM/Titanus Form). Expend three Primordial Dice to
Languages Understands your languages but cannot speak choose a point on the ground that you can see within 60 feet of
you. Each creature within a 20-foot-radius sphere centered on
that point must make a Strength saving throw. On a failed save,
Machine Spirit. You ignore the effects of exhaustion. a creature takes 3 Primordial Die + SM Primordial Die force
Magic Resistance. You have advantage on saving throws against damage and is pulled up to 20 feet toward the center of the
sphere. On a success, a creature takes half as much damage and
spells and other magical effects.
is not pulled.
Unusual Nature. You do not need to breathe.
Primordial Breath. Expend up to PB Primordial Dice to make the
Overdrive (Attuned Only). You gain one additional Primordial Die following attack. You gain a +1 bonus to the attack roll for every
at the start of your turn. two dice expended.

Rapid Calculation (Attuned Only). When you would roll one or Ranged Spell Attack +PM to hit, range 60 ft. times SM, one target.
more Primordial Dice, you can forgo rolling to get a score equal Hit 2 Primordial Die force damage for each die expended.
to PB + 1 on each die.
B onus A ctions
A ctions Arcane Dash. Expend one Primordial Die to move up to your
Multiattack (requires 5th level). You make two weapon attacks. speed. Roll the expended die and add the number rolled to your
AC until the beginning of your next turn.

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Soul of the Dragon
Many creation myths surround the dragons and dragonborn
races, but the existence of the Primordial Dragon is far from
myth. However it may be that Tiamat and Bahamut came
into existence, there exists one older and more powerful than
either. One theory suggests they were the severed heads of
this primordial, who grew into their own dominion.
Titanus Dragon
3rd-level Soul of the Dragon feature
Your Titanus Form takes on the likeness of a titanic
dragon with three heads and no front legs. Its stat block is
shown below.
Draconic Power
3rd-level Soul of the Dragon feature
When you hit with a Ferocious attack, you can choose to
deal lightning damage instead of any other type. When you
do, the target can’t take reactions until the start of its next
turn.
Additionally, you learn to speak, read, and write Draconic,
and you gain proficiency in the Intimidation skill or another
incarnate skill of your choice if already proficient. When you
make a Charisma (Intimidation) check, you gain a bonus to
the roll equal to your Primordial Die.
Ruler of the Skies
3rd-level Soul of the Dragon feature
Your throat flares with electricity when you speak. You
have resistance to lightning damage, and when you take
lightning damage from another creature, you gain one
Primordial Die. This die disappears at the end of your next
turn.
You also gain Soul Spells at the incarnate levels listed.
Level Spells
3 cause fear, command
5 warding wind
9 call lightning
13 storm sphere
17 control winds

Draconic Manifestation
6th-level Soul of the Dragon feature
You can use the Lightning Blast action from your Titanus
Form (your Size modifier is 0). You must finish a short or
long rest before you can use Lightning Blast in normal form
agian.
You can also use Lightning Blast once per long rest (in Each time you deal damage to a charmed creature, it can
normal or Titanus Form) without expending any Primordial make a Wisdom saving throw. On a success, it is no longer
Dice. charmed by you.
Moreover, you gain an additional Mutation, but it doesn’t
count against the number of Mutations you have. Tyranny from the Stars
Bow Down 14th-level Soul of the Dragon feature
When you enter your Titanus Form, you can choose to
10th-level Soul of the Dragon feature
When you use Eminence, creatures that fail the saving become overloaded with primordial power. When you do, you
throw also fall prone if they are smaller than you, and Large gain access to the Overloaded traits of your Titanus Form.
or bigger creatures become charmed by you for the duration Once you enter your overloaded Titanus Form, you must
of the effect. finish a long rest before you can do so again.

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The Primordial Dragon Dragon’s Wrath (Overloaded Only) The DC of your Primal Storm
Large Dragon (Aereal, Adaptable, Energized [lightning], Extraplanar) increases by 1, and when a creature fails the saving throw, it
takes 1 Primordial Die lightning damage.
Armor Class 13 + CM + SM
Speed 30 ft., Fly 40 ft. times SM A ctions
STR, INT, CHA Equals your Wisdom score + SM Multiattack (requires 5th level). You make two melee attacks.
DEX, CON, WIS Use your scores
Bite. Melee Weapon Attack: +PM to hit, reach 5 ft. + 5 ft. times
SM, one target. Hit: 1 Primordial Die + WM + SM piercing
Saving Throws STR, DEX, CHA: +(PB + WM + SM) damage, and once each turn you can expend one Primordial Die
Damage Resistances Bludgeoning, Piercing, and Slashing
to make another bite attack as part of the same action.
Damage Immunities Lightning
Senses Blindsight 30 ft. times SM, Darkvision 120 ft., Truesight Lightning Blast (SM/Titanus Form). Expend three Primordial Dice
120 ft. (requires 14th level) to release a blast of lightning in a line from your mouths. The
Languages Your languages, Telepathy 120 ft. line has a length of 60 feet + 10 feet times SM, and a width of 5
feet + 5 feet times SM. Each creature in the line must make a
Primal Storm. You have a cylindrical storm centered on you with a Dexterity saving throw, taking 4 Primordial Die + SM Primordial
height and radius of 30 feet times SM. The storm’s height Die lightning damage on a failed save, or half as much damage
extends above and below you. When a hostile creature enters the on a success.
storm for the first time on a turn or starts its turn there, the
Primordial Breath. Expend up to three Primordial Dice to make
creature must make a Constitution saving throw. On a failed
save, the target suffers one of the following effects at random the following attack:
(roll your Primordial Die): Ranged Spell Attack +PM to hit, range 60 ft. times SM, one target.
Hit 2 Primordial Die lightning damage for each die expended. If
1-2. Lashing Wind The target falls prone.
three dice were expended, you have advantage on the attack roll
3-8. Lighting Strike The target takes lightning damage equal to and you add an additional Primordial Die to the damage roll on a
your Primordial Die. hit.

9-10. Blinding Rain The target is blinded until the beginning of its R eactions
next turn. Draconic Ward. In response to taking damage, you can expend
11-12. Thunderous Bolt The target is stunned until the beginning one Primordial Die to gain resistance to one type of that damage
until the beginning of your next turn.
of its next turn.

Soul of the Fire Internal Flame


The elemental planes are home to creatures older than even 3rd-level Soul of the Fire feature
Your hair turns to flame when you are angered. You have
the material planes. But buried within the Elemental Plane of resistance to fire damage and you are immune to the
Fire lies an especially anceint being, whose presence melts effects of extreme heat and cold.
the air itself. It seeks to dominate, as all fire wants to do. You also gain Soul Spells at the incarnate levels listed.
Titanus Fire
Level Spells
3rd-level Soul of the Fire feature
Your Titanus Form takes on the likeness of a gigantic bird- 3 control flames, burning hands, produce flame
like creature made of pure fire and molten rock. Its stat block 5 aganazzar’s scorcher
is shown below. 9
13
fireball
wall of fire
Inextinguishable 17 immolation
3rd-level Soul of the Fire feature
You gain the Conduit Mutation or another Mutation of your Soaring Eruption
choice if you already have it, but it doesn’t count against the 6th-level Soul of the Fire feature
number of Mutations you have. You gain the Skyborn Mutation or another Mutation of
Additionally, when you hit with a Ferocious attack, you can your choice if you already have it, but it doesn’t count against
choose to deal fire damage instead of any other type, and the number of Mutations you have. Also, you don’t provoke
when you use Fury, you can choose to deal fire damage opportunity attacks when you fly out of a hostile creature’s
instead of force. If you do, the additional damage is doubled. reach.
Additionally, spell attack rolls you make with produce
flame count as Ferocious attacks, and you add your Wisdom
modifier to the damage roll of spells you cast that deal fire
damage.
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Volcanic Overload
10th-level Soul of the Fire feature
As a bonus action, you can transform (along with your
gear) into pure fire for 1 minute. During that minute, you
cannot wield weapons or shields, use objects, or activate
magic items, and you gain the following benefits:
You become large (your Size modifier is 1).
You gain access to the Fire Form and Illumination traits
of your Titanus Form.
You are immune to fire and poison damage, as well as the
grappled, paralyzed, petrified, poisoned, prone, and
restrained conditions.
You gain a natural melee weapon that deals 1 Primordial
Die fire damage on a hit.
This feature ends early if you drop to 0 hit points or die.
Once you use this feature, you can’t do so again until you
finish a long rest, unless you expend three Primordial Dice to
use it again.
Progenitor of Fire
14th-level Soul of the Fire feature
When you enter your Titanus Form, you can choose to
attune yourself to the Elemental Plane of Fire. When you do,
you gain access to the Attuned traits of your Titanus Form.
Once you enter your attuned Titanus Form, you must finish
a long rest before you can do so again.
The Primordial Fire Fiery Retribution (Attuned Only). When you are reduced to 0 hit
Large Elemental (Aereal, Energized [fire], Extraplanar) points, you can choose to explode, forcing each creature in a 20-
foot times SM radius sphere to make a Dexterity saving throw,
Armor Class 12 + CM + SM taking 4 Primordial Die fire damage on a failed save, or half as
Speed 20 ft., Fly 40 ft. times SM much damage on a success. Whether or not you explode, your
normal form is then encased in a hardened cinder, giving you
STR, DEX, CHA Equals your Wisdom score + SM immunity to all damage and dealing 3 Primordial Die fire
CON, INT, WIS Use your scores damage to any creature that makes a melee attack against you.
The cinder crumbles away at the beginning of your next turn.
Saving Throws STR, DEX, CHA: +(PB + WM + SM)
Damage Resistances Bludgeoning, Piercing, and Slashing A ctions
Damage Immunities Fire, Poison Multiattack (requires 5th level). You make two melee attacks.
Condition Immunities Grappled, Paralyzed, Petrified, Poisoned,
Prone, Restrained Fiery Beak. Melee Weapon Attack: +PM to hit, reach 5 ft. times
Senses Darkvision 120 ft. SM, one target. Hit: 1d12 + WM + SM fire damage. If you are
Languages Understands your languages but cannot speak grappling the target, you can expend one Primordial Die to gain
advantage on the attack roll, adding the expended die to the
Elemental Spirit. You ignore the effects of exhaustion. damage roll on a hit.

Fire Form. You can move through spaces as narrow as 1 inch Molten Talons. Melee Weapon Attack: +PM to hit, reach 5 ft. times
wide without squeezing. SM, one target. Hit: 2d6 + WM + SM piercing damage, and you
can expend one Primordial Die. If you do, add it to the damage
Any creature that touches you or hits you with a melee attack roll, and if the target is no more than one size larger than you, it
while within 5 feet of you takes SM Primordial Die fire damage. must succeed on a Strength saving throw or become grappled by
In addition, you can enter a hostile creature’s space and stop you (Escape DC is your Primordial save DC) and pulled into your
there. The first time you share a space with a creature on a turn, space. You cannot attack other creatures with your talons while a
that creature takes 1 Primordial Die + SM fire damage. creature is grappled this way.

Flyby. You don’t provoke opportunity attacks when you fly out of Flaming Spiral (SM/Titanus Form). Expend three Primordial Dice
a hostile creature’s reach. to create a spiral of fire in a line with a width of 5 feet + 15 feet
times SM and a length up to your flying speed. You move to the
Illumination. You shed bright light in a 20-foot times SM radius end of this line (without expending movement), passing through
and dim light for an additional 20 times SM feet. the space of any creatures in your path, and each creature in the
line must make a Dexterity saving throw, taking 3 Primordial Die
Searing Inferno (Attuned Only). Your Weapon attacks and your Fire fire damage on a failed save, or half as much damage on a
Form deal an additional 1 Primordial Die fire damage. success.
Titanus Fey
3rd-level Soul of the Fey feature
Your Titanus Form takes on the likeness of a noble
creature of the Feywilds. Its stat block is shown below.
Form and Function
3rd-level Soul of the Fey feature
While both of your hands are free, you can use the Furious
Fist attack from your Titanus Form (your Size modifier is 0
and your reach is 5 feet), which counts as a natural weapon.
You also gain the Rabid Evasion Mutation or another
Mutation of your choice if you already have it, but it doesn’t
count against the number of Mutations you have.
Fey Magic
3rd-level Soul of the Fey feature
The scent in the air around you changes based on your
mood. You learn to speak, read, and write Sylvan, and when
you make an ability check using Dexterity or Charisma, you
can expend one Primordial Die to add it to the roll.
You also gain Soul Spells at the incarnate levels listed.
Level Spells
3 faerie fire, herosim
5 calm emotions
9 hypnotic pattern
13 confusion
17 hold monster

Tricky Steps
6th-level Soul of the Fey feature
You can use the Fey Step bonus action of your Titanus
Form.
Moreover, when you use Fey Step, roll the expended die
and add the number rolled to your AC until the beginning of
your next turn.
Vanishing Battalion
10th-level Soul of the Fey feature
You gain the Camouflage Mutation or another Mutation of
your choice if you already have it, but it doesn’t count against
the number of Mutations you have.
When you use the Disappear Mutation Power, you can
expend additional Primordial Dice up to your proficiency
bonus, choosing a creature within 30 feet of you for each die
expended. If you do, you and the chosen creatures each gain
the benefits of Disappear and can teleport up to 60 feet to
unoccupied locations each of you can see.
Additionally, the range of your Fey Step is doubled, and
when you use it, you become invisible until the beginning of
your next turn.
For the Kingdom
14th-level Soul of the Fey feature
Soul of the Fey When you enter your Titanus Form, you can choose to
Beneath the Feywilds, its great protector lies in slumber. attune yourself to the magic of the Feywild. When you do, you
Said to be the origin of monarchy itself, this primordial ruled gain access to the Attuned traits of your Titanus Form.
over and protected the Feywilds from any threat it deemed Once you enter your attuned Titanus Form, you must finish
worth addressing, and it did so with finesse and fury. a long rest before you can do so again.

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Furious Fist. Melee Weapon Attack: +PM to hit, reach 5 ft. times
The Primordial Fey SM, one target. Hit: 1 Primordial Die + WM + SM bludgeoning
Large Fey (Adaptabe, Extraplanar)
damage, and you can expend one Primordial die to make two
more Furious Fist attacks with your bonus action this turn.
Armor Class 14 + CM + SM
Speed 30 ft. + 10 ft. times SM Feinting Kick. Melee Weapon Attack: +PM to hit, reach 5 ft. times
SM, one target. Hit: 1d12 + WM + SM bludgeoning damage.
STR, DEX, CHA Equals your Wisdom score + SM When you attack with this weapon, you can expend one
CON, INT, WIS Use your scores Primordial die to add it to the attack roll. Add the number rolled
on the expended die to the damage roll on a hit.
Saving Throws STR, DEX, CHA: +(PB + WM + SM)
Damage Resistances Psychic, Raidant; Bludgeoning, Piercing, Solar Rays. Expend two Primordial Dice to make the following
and Slashing attack:
Senses Darkvision 120 ft.
Languages Your languages Ranged Spell Attack +PM to hit, range 60 ft. times SM, one target.
Hit 4 Primordial Die radiant damage. While in direct sunlight,
this attack scores a critical hit on a roll of 18-20.
Air of Nobility. When a hostile creature starts its turn within 10
feet times SM of you, it must succeed on a Wisdom saving throw B onus A ctions
or become charmed by you until the beginning of your next turn.
When a creature succeeds on the saving throw, it is immune to Fey Step. Expend one Primordial Die to magically teleport to an
this effect for 24 hours. unoccupied space you can see within 30 feet of you.

Ageless Skill (Attuned Only). You have advantage on all attack R eactions
rolls, ability checks, and saving throws. Other creatures have Energy Reflection. Expend one Primordial Die when you are hit by
disadvantage on attack rolls against you, and on saving throws a spell attack or forced to make a saving throw against a
against your Air of Nobility. damage-dealing spell that targets only you. Reduce the damage
A ctions you take by 2 Primordial Die + your incarnate level + CM. If you
reduce the damage to 0, the spell is negated and you can make a
Multiattack (requires 5th level). You make two melee attacks. Solar Rays attack against the caster if you can see them, without
expending Primordial Dice.

Soul of the Fiend You also learn to speak, read, and write Abyssal and Infernal,
and you gain resistance to fire and poison damage.
Among the lower planes exists all manner of evil and Finally, you gain Soul Spells at the incarnate levels listed.
debaucherous creatures, but the Primordial Fiend is a terror
unlike any other. Wanting nothing but destruction, it brings Level Spells
death with a speed few can match. It is said Asmodeus 3 expeditious retreat, zephyr strike
himself keeps it locked beneath the Nine Hells. 5 blur
9 haste
Titanus Fiend
13 dimension door
3rd-level Soul of the Fiend feature
Your Titanus Form takes on the likeness of a horrid 17 steel wind strike

dragonfly with four demonic wings. Its stat block is shown Execution Flourish
below. 6th-level Soul of the Fiend feature
Burning Gaze You can use the Blitz bonus action from your Titanus
Form (your Size modifier is 0).
3rd-level Soul of the Fiend feature
You can use the Eye Rays attack from your Titanus Form. Moreover, when you use Blitz, add 1 Primordial Die to the
Ranged attacks you make with it are considered Ferocious damage roll of the first attack you make before the end of
attacks. your turn, if it hits.
Fiendish Speed Sonic Boom
10th-level Soul of the Fiend feature
3rd-level Soul of the Fiend feature
Your flesh warps, creating aerodynamic holes in your As an action, you can teleport up to 90 feet to an
limbs. You gain the Call of the Hunt Mutation or another unoccupied space you can see. Immediately after you
Mutation of your choice if you already have it, but it doesn’t disappear, a sonic boom erupts, and each creature in a
count against the number of Mutations you have. sphere centered on the space you left with a radius of 20 feet
+ 10 feet times your Size modifier (0 in normal form) must
make a Constitution saving throw.

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On a failed save, a target takes 6 Primordial Die thunder Demonic Agility
damage and is knocked prone. On a success, a target takes
half as much damage and is not knocked prone. The thunder 14th-level Soul of the Fiend feature
When you enter your Titanus Form, you can choose to
can be heard from up to 300 feet away. attune yourself to the lower planes. When you do, you gain
Once you use this feature, you can’t do so again until you access to the Attuned traits of your Titanus Form.
finish a long rest, unless you expend four Primordial Dice to Once you enter your attuned Titanus Form, you must finish
use it again. a long rest before you can do so again.
Eye Rays. Ranged Spell Attack: +PM to hit, range 90 ft., one target.
The Primordial Fiend Hit: 2 Primordial Die fire damage, and you can expend one
Large Fiend (Aereal, Energized [fire, poison], Extraplanar, Unusual)
Primordial Die to force each creature in a sphere centered on the
target with a radius of 5 feet + 5 feet times SM to make a
Armor Class 12 + CM + SM Dexterity saving throw. A creature takes 2 Primordial Die fire
Speed 30 ft., Fly 50 ft. times SM damage on a failed save, or half as much damage on a success.
STR, DEX, CHA Equals your Wisdom score + SM Pincers. Melee Weapon Attack: +PM to hit, reach 5 ft. times SM,
CON, INT, WIS Use your scores one target. Hit: 2d6 + WM + SM piercing damage, and you can
expend one Primordial Die to add it to the damage roll and gain
Saving Throws STR, DEX, CHA: +(PB + WM + SM) advantage on your next attack roll against the target this turn.
Damage Resistances Cold; Bludgeoning, Piercing, and Slashing
Damage Immunities Fire, Poison Stinger. Melee Weapon Attack: +PM to hit, reach 5 ft. + 5 ft. times
Condition Immunities Poisoned SM, one target. Hit: 1d12 + WM + SM piercing damage, and you
Senses Darkvision 120 ft., Truesight 120 ft. (requires 14th level) can expend one Primordial Die to deal an additional 1 Primordial
Languages Your languages, Telepathy 120 ft. Die poison damage to the target. If you do, the target must also
succeed on a Constitution saving throw or become poisoned for
1 minute. The target can repeat the saving throw at the end of
Magic Resistance. You have advantage on saving throws against each of its turns, ending the effect on itself on a success.
spells and other magical effects.
Flaming Wings (SM/Titanus Form). Expend two Primordial Dice to
Unusual Nature. You do not need to breathe. fan flames in a line from your wings. The line has a length of 20
feet times SM and a width of 5 feet + 5 feet times SM. Each
Dark Winds (Attuned Only). Attack rolls against you have
creature in the line must make a Dexterity saving throw, taking 3
disadvantage, and when you teleport, the range is doubled.
Primordial Die + SM Primordial Die fire damage on a failed save,
Infernal Execution (Attuned Only). You can use Blitz without or half as much damage on a success.
expending a Primordial Die. B onus A ctions
A ctions Blitz. Expend one Primordial Die to teleport to an unoccupied
Multiattack (requires 5th level). You make two attacks. space you can see within 30 feet + 10 feet times SM of you. Add
1 Primordial Die to the first attack roll you make before the end
of your turn.
Soul of the Giant When you hit a creature with Runecarver, you can expend
one Primordial Die to invoke the Hill or Stone rune of your
Precursor to the giants that walk the world today, the Titanus Form.
Primordial Giant is an intelligent creature, beyond that of You will gain access to more of your Titanus Form’s runes
most other Primordials. This towering primate is whispered at later levels. You can only invoke one rune a turn, and once
to be the true eldest son of Annam, even above Stronmaus. you invoke a rune in normal form, you must finish a short or
long rest before you can invoke that rune in normal form
Titanus Giant again.
3rd-level Soul of the Giant feature
Your Titanus Form takes on the likeness of a titanic ape. Extreme Temperatures
Its stat block is shown below. 6th-level Soul of the Giant feature
When you hit a creature with Runecarver, you can expend
Giant’s Strength one Primordial Die to invoke the Fire rune of your Titanus
3rd-level Soul of the Giant feature Form. You can also invoke the Frost rune while wielding it.
You gain the Bulwark Mutation, or another Mutation of Additionally, you gain resistance to cold and fire damage,
your choice if you already have it, but it doesn’t count against and you have advantage on ability checks using Survival or
the number of Mutations you have. artisan’s tools.
You also gain proficiency in the Athletics skill, or another
incarnate skill of your choice if already proficient. Your Crown of Storm Clouds
proficiency bonus is doubled for any ability check you make 10th-level Soul of the Giant feature
using Athletics. While wielding Runecarver, you can invoke the Cloud and
Finally, you learn to speak, read, and write Giant, and you Storm runes of your Titanus Form.
gain a climbing speed equal to your walking speed. You also gain resistance to lightning and thunder damage,
and when you make an ability check using a skill or tool, you
Runecarver can expend one Primordial Die to add it to the roll.
3rd-level Soul of the Giant feature
You can call upon the ancient weapon of the Primordial Apex of the Ordening
Giant, Runecarver. Runecarver is a magic handaxe that 14th-level Soul of the Giant feature
grows to fit your hand no matter what size you are. On your When you enter your Titanus Form, you can choose to
turn, you can summon Runcarver in a free hand (no action become overloaded with primordial power. When you do, you
required). If you drop Runecarver or throw it, it disappears at gain access to the Overloaded traits of your Titanus Form.
the end of the turn. Once you enter your overloaded Titanus Form, you must
finish a long rest before you can do so again.
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Hill Rune (1/Titanus Form). Add 2 Primordial Die to the damage
The Primordial Giant roll, and the target must succeed on a Strength saving throw or
Large Giant (Aquatic)
be knocked prone
Armor Class 14 + CM + SM Stone Rune (1/Titanus Form). Add 1 Primordial Die to the damage
Speed 30 ft. roll, and the target must succeed on a Strength saving throw or
be pushed 10 feet + 10 feet times SM away from you in a straight
STR, CHA Equals your Wisdom score + SM line and fall prone.
DEX, CON, INT, WIS Use your scores
Fire Rune (1/Titanus Form). The target takes an additional 4
Saving Throws STR, CHA: +(PB + WM + SM) Primordial Die fire damage.
Damage Resistances Cold, Fire, Lighting, Thunder; Bludgeoning,
Piercing, and Slashing B onus A ctions
Senses Darkvision 120 ft.
Invoke Storm Rune (1/Titanus Form). Expend one Primordial Die
Languages Your languages to gain advantage on all ability checks, attack rolls, and saving
throws until the beginning of your next turn. Attack rolls against
Runic Magic. When you invoke a rune, you cannot invoke another you have disadvantage until the beginning of your next turn as
rune that turn. well.

First of Annam (Overloaded Only). You can invoke each of your R eactions
runes twice, and you can invoke up to two runes each turn.
Invoke Frost Rune (1/Titanus Form). Expend one Primordial Die
A ctions when a creature hits you with an attack to become coated in ice.
Roll the expended die and add the number rolled to your AC
Multiattack (requires 5th level). You make two melee attacks. against the attack. Hit or miss, if the attacker is within 5 feet + 5
feet times SM of you it must succeed on a Dexterity saving throw
Giant’s Fist. Melee Weapon Attack: +PM to hit, reach 5 ft. times or take 3 Primordial Die cold damage
SM, one target. Hit: 1d12 + WM + SM bludgeoning damage, and
once each turn you can expend one Primordial Die to make Invoke Cloud Rune (1/Titanus Form). Expend one Primordial Die
another giant’s fist attack as part of the same action. when you see a creature within 60 feet of you casting a spell to
make a Runecarver attack against that creature. On a hit, the
Runecarver. Melee Weapon Attack: +PM to hit, reach 5 ft. times target takes an additional 3 Primordial Die thunder damage and
SM or range 30/60 ft., one target. Hit: 1 Primordial Die + WM + must make a Consitution saving throw. On a failed save, the
SM slashing damage, and you can expend one Primordial Die to spell dissipates with no effect, and the action, bonus action, or
invoke one of the following runes: reaction used to cast it is wasted. If that spell was cast with a
spell slot, the slot isn’t expended.

Soul of the Monstrosity Mitosis


In the time of the primordials, the raw arcane energy that 3rd-level Soul of the Monstrosity feature
You gain an additional Mutation, but it doesn’t count
pulsed through the weave could cause unpredictable against the number of Mutations you have.
mutations in any lesser lifeforms that arose. The Primordial As an action, you can expend one Primordial Die to spawn
Monstrosity is one such mutation. A creature capable of rapid a tiny creature from your body that resembles the claw of
and constant evolution, able to adapt to any environment. Its your primordial, but with an eyeball and wings. Its statistics
biology runs antithetical to the natural evolution of fauna, and are shown in the Mitosis Claw stat block below. You can only
it seeks the destruction of such suboptimal existence. have one mitosis claw at a time. Your claw dies when it drops
Titanus Monstrosity to 0 hit points or when you use this feature while you already
have one.
3rd-level Soul of the Monstrosity feature
Your Titanus Form takes on the likeness of a monstrous You control the claw, and in combat, it shares your
winged creature with a large bladed horn. Its stat block is initiative and takes its turn immediately after yours. You can
shown below. perceive through the claw’s senses as long as you are on the
same plane of existence.
Fetid Claws When your claw uses a feature that requires expending
3rd-level Soul of the Monstrosity feature
Primordial Dice, it can expend your dice.
You grow claws at your fingertips. While both of your
hands are free, you can use the Deoxidizing Claw attack from
your Titanus Form (your Size modifier is 0 and your reach is
5 feet), which counts as a natural weapon.

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Evolve
6th-level Soul of the Monstrosity feature
You gain an additional Mutation, but it doesn’t count
against the number of Mutations you have. Each time you
finish a long rest, you can replace one of your chosen
mutations with another of which you meet the prerequisites.
Additionally, you can expend one Primordial Die as an
action to gain one of the following effects for 1 hour, or until
you use this feature again:
Your hands are covered with tiny spikes. You gain a
climbing speed equal to your walking speed.
You sprout fins. You gain a swimming speed equal to your
walking speed and can breathe underwater
Your feet lengthen and become narrow. You can move
through difficult terrain as though it were normal terrain.
Your biology adapts to your environment. You gain
resistance to one of the following damage types: acid,
cold, fire, lightning, or poison.
Perfect Life Form
10th-level Soul of the Monstrosity feature
You gain an additional Mutation, but it doesn’t count
against the number of Mutations you have. You can also
expend one Primordial Die as an action to replace one of
your chosen Mutations with another of which you meet the
prerequisites. You can’t do so agian until you finish a short or Mitosis Claw
long rest. Tiny Monstrosity, Your alignment
When you spawn a mitosis claw, you can increase its size
to Large. When you do, it gains the following benefits: Armor Class 12 + WM
Hit Points Twice your incarnate level + CM (the claw has a
Its hit point maximum becomes 5 times your incarnate number of Hit Dice [d4s] equal to your incarnate level)
level + your Constitution modifier. Speed 40 ft., climb 40 ft., and fly 40 ft.
You can grant it the benefits of any number of your
Mutations. STR 6
It can make two Claw Swipe attacks when it takes the DEX, CON, INT, WIS, CHA Use your scores
Attack action on its turn.
Saving Throws DEX, CON, WIS: +(PB + WM)
Once you increase the size of your mitosis claw, you can’t Skills Acrobatics, Perception, Stealth: +(WM + PB)
do so again until you finish a long rest, unless you expend Damage Resistances Your resistances
four Primordial Dice to do it again. Damage Immunities Your immunities
Senses Darkvision 60 ft.
Pinnacle of Devastation Languages Understands your languages but cannot speak
14th-level Soul of the Monstrosity feature Challenge 1/2
When you enter your Titanus Form, you can choose to
become overloaded with primordial power. When you do, you
you gain access to the Overloaded traits of your Titanus Amphibious. The claw can breathe both air and water.
Form. Camouflage. The claw has advantage on Stealth checks made to
Once you enter your overloaded Titanus Form, you must hide.
finish a long rest before you can do so again.
Hive Mind. The claw cannot concentrate on an effect at the same
time as you.
Primordials Across the Multiverse
The descriptions of the primordials in this document are Mutant. When you create the claw, choose up to PB of your
meant to be an example, based on common D&D lore. Mutations for it to benefit from, though you share the uses of
In your setting, the Primordial Beast may be more any limited-use Mutation Powers.
mammalian than reptilian, and the Primordial Celestial may
be a bird rather than an insect. Work with your DM to
A ctions
determine what fits into their setting for the soul you want to Claw Swipe. Melee Weapon Attack: +PM to hit, reach 5 ft. times
play and don’t be afraid to change the flavor of your abilities SM, one target. Hit: 1 Primordial Die + WM + SM slashing
to match! damage.

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The Primordial Monster cannot attack other creatures with your pincer tail while a
creature is grappled this way.
Large Monstrosity (Aquatic, Adaptable, Aereal, Energized [necrotic])
Horn Blade. Expend up to PB Primordial Dice to force a creature
Armor Class 13 + CM + SM within 5 feet times SM of you to make a Dexterity saving throw.
Speed 40 ft., Fly 40 ft., Swim 40 ft. On a failed save, the target takes SM Primordial Die + WM
slashing damage, as well as 2 Primordial Die necrotic damage
STR Equals your Wisdom score + SM for each die expended. On a successful save, the target takes half
DEX, CON, INT, WIS, CHA Use your scores as much damage.

Saving Throws STR +(PB + WM + SM) Primordial Breath. Expend up to PB Primordial Dice to make the
Damage Resistances Necrotic; Bludgeoning, Piercing, and following attack:
Slashing
Senses Darkvision 120 ft. Ranged Spell Attack +PM to hit, range 60 ft. times SM, one target.
Languages Understands your languages but cannot speak Hit 2 Primordial Die necrotic damage for each die expended, and
if more than one die was expended, the target must make a
Constitution saving throw.
Amphibious. You can breathe both air and water.
On a failed save, for every 2 dice expended, the target takes an
Anaerobic (Overloaded Only). When you hit a creature that is not a additional CM necrotic damage and becomes progressively
construct or undead with an attack, the target takes an additional poisoned, blinded, and then stunned for one minute, based on
1 Primordial Die necrotic damage. how many pairs of dice were expended. A creature can repeat the
A ctions saving throw at the end of each of its turns, ending these effects
on itself on a success.
Multiattack (requires 5th level). You make two melee attacks.
Annihilation (Overloaded Only). Expend up to PB Primordial Dice
Deoxidizing Claw. Melee Weapon Attack: +PM to hit, reach 5 ft. to release a blast of necrotic energy in line 5 feet times SM wide
times SM, one target. Hit: 1 Primordial Die + WM + SM slashing and 100 feet times SM long from your chest in a direction you
damage, and once each turn you can expend one Primordial Die choose. Each creature in the affected area must make a
to make another claw attack as part of the same action. Constitution saving throw. On a failed save, a creature takes 2
Primordial Die necrotic damage for each die expended and is
Pincer Tail. Melee Weapon Attack: +PM to hit, reach 5 ft. + 5 ft. poisoned for 1 minute. On a success, a creature takes half as
times SM, one target. Hit: 2d6 + WM + SM piercing damage, and much damage and is not poisoned.
you can expend one Primordial Die. If you do, add it to the
damage roll, and if the target is no more than one size larger A poisoned creature takes 1 Primordial Die necrotic damage at
than you, it must succeed on a Strength saving throw or become the start of each of its turns, and repeats the saving throw at the
grappled by you (Escape DC is your Primordial save DC). You end of each of its turns, ending the effect on itself on a success.

Soul of the Ooze If your ooze drops to 0 hit points, it withers to dust. You can
expend one Primordial Die as a bonus action to regenerate
Modern oozes are thought to be the spawn of the demon lord your ooze membrane, and it regenerates automatically when
Juiblex, which brings into question the exact nature of the you finish a short or long rest. You can only have one
Primordial Ooze. Regardless of its legacy, it is an unthinking membrane ooze at a time. If you use this feature while you
force of hunger, set on consuming everything in its path. No already have one, your previous ooze withers to dust.
one is sure what drives it, and those who have studied it In combat, it shares your initiative and takes its turn
believe it may likely be nothing at all. It seeks consumption immediately after yours. You can perceive through your
for consumption’s sake. ooze’s senses as long as you are on the same plane of
existence.
Titanus Ooze When you enter your Titanus Form while your membrane
3rd-level Soul of the Ooze feature ooze is separated from you, and when you command your
Your Titanus Form takes on the likeness of an enormous, ooze to separate from you while in Titanus Form, you can
corrosive ooze. Its stat block is shown below. reduce your size by one level to empower your ooze. Its game
Membrane statistics are replaced with those of your Titanus Form (it
does not gain any of your other features), though it lacks the
3rd-level Soul of the Ooze feature Multiattack action, it keeps its hit points, and its size is the
A thin membrane of ooze covers your entire body. This same as yours. It also gains the same amount of temporary
ooze membrane is a creature under your control, whose hit points that you have.
statistics are shown below in the Ooze Membrane stat block. When your ooze uses a feature that requires expending
As an action, you can mentally command your ooze to Primordial Dice, it can expend your dice.
separate from you, moving to a space within 5 feet of you. It
can use its action to reattach to you while it is within 5 feet of
you.
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Acidic Composition
3rd-level Soul of the Ooze feature
You gain the Acid Spit Mutation or another Mutation of
your choice if you already have it, but it doesn’t count against
the number of Mutations you have.
While covered in your membrane, you can use the
Pseudopod attack from your Titanus Form (your Size
modifier is 0 and your reach is 5 feet), which counts as a
natural weapon, and you gain the following benefits:
You have resistance to acid damage.
Creatures grappled by you take 1 Primordial Die acid
damage at the start of each of their turns.
You can climb difficult surfaces, including upside down on
ceilings, without needing to make an ability check.
Amorphous
6th-level Soul of the Ooze feature
Membrane Ooze As a bonus action, you can expend one Primordial Die to
Tiny Ooze, unaligned magically become amorphous and highly flexible, granting
Armor Class 8 + WM
you the following benefits for 1 minute:
Hit Points 5 times your Incarnate level + CM (the ooze has a You can move through spaces as narrow as 1 inch wide
number of Hit Dice [d4s] equal to your incarnate level) without squeezing.
Speed 10 ft., climb 10 ft., swim 10 ft. Your movement is unaffected by difficult terrain.
Spells and other magical effects can neither reduce your
STR, INT, CHA 6 speed nor cause you to be paralyzed or restrained.
DEX, CON, WIS Use your scores You can spend 5 feet of movement to automatically
Skills Stealth: +(WM + PB)
escape from nonmagical restraints.
Damage Resistances Cold, Fire, Lightning, Slashing Rupturing Ejection
Damage Immunities Acid 10th-level Soul of the Ooze feature
Condition Immunities Blinded, Charmed, Deafened, Exhaustion, When your membrane ooze separates from you, there is
Frightened, Prone enough left for you to still be covered with it.
Senses Blindsight 60 ft. (separated only, blind beyond this As an action, you can launch a glob of ooze, filling a 30-
radius) foot-radius circle on the ground centered on a point you can
Languages Understands your languages but cannot speak
see within 90 feet of you. The ooze is difficult terrain for
Challenge 1/2
hostile creatures, and when a hostile creature enters the
affected area for the first time on a turn or starts its turn
Amorphous. The ooze can move through a space as narrow as 1 there, it must succeed on a Dexterity saving throw or take 3
inch wide without squeezing. Primordial Die acid damage and be restrained by the ooze.
A restrained creature takes 3 Primordial Die acid damage
Membrane. While attached to you, the membrane cannot take at the start of each of its turns, and it can use its action to
actions or make opportunity attacks and it is immune to all make a Strength or Dexterity check (its choice) against your
damage and conditions. It can still take reactions. Primordial save DC. On a success, it frees itself.
The ooze lasts for 1 minute, or until you lose concentration
Spider Climb. The ooze can climb difficult surfaces, including
(as if concentrating on a spell). Once you use this feature, you
upside down on ceilings, without needing to make an ability
can’t do so again until you finish a long rest, unless you
check.
expend four Primordial Dice to use it again.
A ctions
Voracious Corrosion
Pseudopod. Melee Weapon Attack: +PM to hit, reach 5 ft. times 14th-level Soul of the Ooze feature
SM, one target. Hit: 1d4 + WM bludgeoning damage plus 1 When you enter your Titanus Form, you can choose to
Primordial Die acid damage. become overloaded with primordial power. When you do, you
R eactions gain access to the Overloaded traits of your Titanus Form.
Your membrane ooze also gains those traits if it is separated
Coalesce (Attached Only, requires 6th level). The ooze expends one from you.
Primordial Die when you take damage to coalesce at the point of Once you enter your overloaded Titanus Form, you must
impact, absorbing as much of the attack’s damage as possible finish a long rest before you can do so again.
up until the ooze has 1 hit point left (the ooze is not immune to
this damage).

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The Primordial Ooze A ctions
Large Ooze (Adaptable, Unusual)
Multiattack (requires 5th level). You make two melee attacks. You
can replace one attack with a use of Engulf.
Armor Class 12 + CM + SM
Speed 20 ft., climb 20 ft., swim 20 ft. Pseudopod. Melee Weapon Attack: +PM to hit, reach 5 ft. times
SM, one target. Hit: 1d6 + WM + SM bludgeoning damage plus 1
STR Equals your Wisdom score + SM Primordial Die acid damage, and you can expend on Primordial
DEX, CON, INT, WIS, CHA Use your scores Die. If you do, add it to the acid damage roll, and if the target is
no more than one size larger than you, it must succeed on a
Saving Throws STR +(PB + WM + SM) Strength saving throw or become grappled by you (Escape DC is
Damage Resistances Cold, Fire, Lightning; Bludgeoning, Piercing, your Primordial save DC). You can have up to SM + 1 creatures
and Slashing grappled this way.
Damage Immunities Acid
Condition Immunities Blinded, Charmed, Deafened, Frightened Engulf. Expend one Primordial Die and 5 feet of movement to
Prone force a creature you are grappling that is your size or smaller to
Senses Blindsight 60 ft. (blind beyond this radius) make a Strength saving throw. On a failed save, you engulf the
Languages Understands your languages but cannot speak target, moving into their space and dealing 3 Primordial Die acid
damage to them. On a success, you stay in your space and the
creature takes half as much damage but suffers no other effects.
Amorphous. You can move through a space as narrow as 1 inch
wide without squeezing. An engulfed creature can’t breathe, is restrained, and has total
cover against attacks and other effects outside you. It also takes
Corrosive Form. A creature that touches you or hits you with a
3 Primordial Die acid damage at the start of each of your turns.
melee attack while within 5 feet of you takes 1 Primordial Die
When you move, the engulfed creature moves with you. An
acid damage. A creature grappled by you takes 1 Primordial Die engulfed creature can try to escape by using its action to make a
acid damage at the start of its turn (this damage does not stack
Strength check against your Primordial save DC. On a success,
with your Acidic Composition feature). the creature escapes and enters a space of its choice within 5
Ooze Spirit. You ignore the effects of exhaustion. feet of you.

Spider Climb. You can climb difficult surfaces, including upside When an engulfed creature drops to 0 hit points, its flesh is
down on ceilings, without needing to make an ability check. dissolved and you gain one Primordial Die. You also regain 2
Primordial Die hit points. You release anything remaining from
Aerosolized Enzymes (Overloaded Only). When a creature comes the creature into an unoccupied space within 5 feet of you when
within 10 feet times SM of you for the first time on a turn or your Titanus Form ends.
starts its turn within that range, it must make a Constitution
saving throw. On a failed save, a creature takes 2 Primordial Die Aerogel. Expend one Primordial Die to become lighter than air,
acid damage and until the start of its next turn, it can’t breathe or gaining a flying speed of 40 feet. While you have this flying
speak, and its speed is halved. On a success, a creature takes speed, you are incapacitated. You can lose this flying speed at
half as much damage but suffers no other effects. any time (no action required).

Soul of the Plant Ancient Roots


The fauna of the world is not the only thing with primordial 3rd-level Soul of the Plant feature
You gain the Rapid Metabolism Mutation or another
origins. The flora as well has its roots connecting back to the Mutation of your choice if you already have it, but it doesn’t
primordial age. The Primordial Plant is an enormous and count against the number of Mutations you have.
fearsome thing, an extension of Nature’s own will, that seeks While in direct sunlight you gain the following benefits:
to spread its growth to every corner of existence.
Titanus Plant When you roll Hit Dice to regain hit points, use their
maximum value instead of rolling.
3rd-level Soul of the Plant feature
Your Titanus Form takes on the likeness of an immobile When you roll one or more Primordial Dice, you can reroll
plant monster. Its stat block is shown below. any roll of 1, but you must use the new roll.
You have advantage on Constitution saving throws.
Thorny Grasp You also gain Soul Spells at the incarnate levels listed.
Soul of the Plant
Your skin turns green and thorns grow from your limbs. Level Spells
While one of your hands is free, you can use the Tendril 3 ensnaring strike, entangle
attack from your Titanus Form (your Size modifier is 0), 5 spike growth
which counts as a natural weapon. When used this way, you 9 speak with plants
can only have one creature grappled with it at a time. 13 guardian of nature (great tree only)
17 wrath of nature

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Spore Cloud Enthralling Bloom
6th-level Soul of the Plant feature 10th-level Soul of the Plant feature
As a reaction when you take damage and are below half of As an action, you can cause a giant rose to bloom around
your maximum hit points, you can turn into a cloud of spores your head. The rose releases a mind-fogging scent. Each
and move up to 30 feet. If you have a creature swallowed hostile creature within 60 feet + 30 feet times your Size
when you take this reaction, it falls prone in the space you modifier (0 in normal form) of you must succeed on a
left. Wisdom saving throw or be charmed by you for 1 minute. A
Until the beginning of your next turn, you have resistance charmed creature must use all its movement speed on each
to all damage types except force and radiant, you do not of its turns to move directly toward you in as safe a path as
provoke attacks of opportunity, and you can move through possible.
the spaces of other creatures and objects (excluding solid A charmed creature can repeat the saving throw each time
walls) as if they were difficult terrain. You take 1d10 force you deal damage to it and at the end of each of its turns,
damage if you begin your turn inside an object or the space of ending the effect on itself on a success.
another creature, and are shunted into the nearest Once you use this feature, you can’t do so again until you
unoccupied space that you can fit into. These effects end finish a long rest, unless you expend four Primordial Dice to
early if you are knocked unconscious or you die. use it again.
Once you use this feature, you can’t do so again until you
finish a short or long rest, unless you expend two Primordial Verdant Overgrowth
Dice to use it again. 14th-level Soul of the Plant feature
When you enter your Titanus Form, you can choose to
become overloaded with primordial power. When you do, you
gain access to the Overloaded traits of your Titanus Form.
Once you enter your overloaded Titanus Form, you must
finish a long rest before you can do so again.
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The Primordial Plant make a Strength saving throw. On a failed save, the target is
swallowed.
Large Plant (Adaptable, Unusual)
A swallowed creature is blinded and restrained, it has total cover
Armor Class 13 + CM + SM against attacks and other effects outside you, and it takes PB
Speed 0 ft. Primordial Die acid damage at the start of each of your turns.
You can only have one creature swallowed at a time. If you take
STR Equals your Wisdom score + SM damage equal to or greater than 10 times PB on a single turn
DEX, CON, INT, WIS, CHA Use your scores from a swallowed creature, you must succeed on a Constitution
saving throw (DC 4 times PB) at the end of that turn or
Saving Throws STR +(PB + WM + SM) regurgitate it.
Damage Resistances Bludgeoning, Piercing, and Slashing
Condition Immunities Blinded, Deafened, Poisoned, Prone A regurgitated creature falls prone in an unoccupied space within
Senses Blindsight 120 ft. (blind beyond this radius) 10 feet of you. If you are knocked unconscious, a swallowed
Languages Understands your languages but cannot speak creature is regurgitated. If a swallowed creature drops to 0 hit
points, you release the creature’s gear into an unoccupied space
within 5 feet of you when your Titanus Form ends.
Regeneration. You regain 1 Primordial Die hit points at the start
of your turn if you have at least 1 hit point. If you are in direct Tendril. Melee Weapon Attack: +PM to hit, reach 10 ft. + 5 ft. times
sunlight, you gain 2 Primordial Die hit points instead. SM, one target. Hit: 2d6 + WM + SM slashing damage, and you
can expend one Primordial Die. If you do, add it to the damage
Snagging Thorns. Creatures grappled by you are restrained until roll, and if the target is no more than one size larger than you, it
the grapple ends. must succeed on a Strength saving throw or become grappled by
you (Escape DC is your Primordial save DC). You can have up to
Writhing Bramble. The ground within 10 feet times SM of you is
difficult terrain for hostile creatures. PB creatures grappled this way at a time.

Once on each of your turns, you can move a grappled creature


Overgrowth (Overloaded Only). The range of your Writhing
Bramble trait increases to 120 feet, and you can attack with your up to 10 feet + 5 feet times SM toward you.
Tendril as if you were in any space on the ground within that Corrosive Sap. Expend up to SM Primordial Dice to force each
range. On a hit, you can automatically pull a target no more than creature in a 5-foot times SM radius sphere centered on a point
one size larger than you up to 30 feet toward you (you cannot you can see within 120 feet of you to make a Dexterity saving
move them again that turn with your Tendril). throw. On a failed save, a creature takes 1 Primordial Die acid
Lashing Vines (Overloaded Only.) Hostile creatures that start their damage + acid damage equal to the expended dice. On a
successful save, a creature takes half as much damage.
turn on the ground within 120 feet of you or move into that range
take 1 Primordial Die slashing damage. Creeping Vines. Expend one Primordial Die to gain a walking
A ctions speed of 30 feet until the end of your turn. You can move through
the spaces of creatures smaller than you with this walking speed,
Multiattack (requires 5th level). You make two melee attacks. without expending additional movement, though you cannot end
your turn in another creature’s space. Creatures you pass
Maw. Melee Weapon Attack: +PM to hit, reach 5 ft., one target. through this way must succeed on a Dexterity saving throw or
Hit: 2d10 + WM + SM piercing damage, and if the target is take 2 Primordial Die slashing damage.
smaller than you, you can expend one Primordial die to force it to

Soul of the Undead from your Titanus Form (your Size modifier is 0 and your
reach is 5 feet), which counts as a natural weapon.
The Negative Plane holds a titan of its own. An immense
force of death that seeks to negate all life it encounters. It is Necrotize
theorized the Primordial Undead arises when necessary to 3rd-level Soul of the Undead feature
cull cosmic overpopulation. Or, perhaps we are simply lucky Your bond to the Negative plane grants you the following
to have avoided its approach in our lifetime. benefits:
Titanus Undead You have resistance to necrotic damage.
3rd-level Soul of the Undead feature When a creature hits you with a melee attack while you
Your Titanus Form takes on the likeness of a massive have temporary hit points, it takes 1 Primordial Die
undead reptilian creature with an endless tail. Its stat block is necrotic damage.
shown below. When you deal necrotic damage to a creature, it can’t
Withering Touch
regain hit points until the beginning of your next turn.
3rd-level Soul of the Undead feature
You also gain Soul Spells at the incarnate levels listed.
The flesh of your hands and arms appears withered. While
one of your hands are free, you can use the Life Drain attack
INTRODUCTION | CLASS FEATURES | PRIMORDIAL SOULS | MUTATIONS | 23BLUENINJA HOMEBREW
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Level Spells
3 hex, ray of sickness
5 blindness/deafness
9 summon undead
13 blight
17 negate energy flood

Nullify
6th-level Soul of the Undead feature
You gain the Persistent Evolution Mutation or another
Mutation of your choice if you already have it, but it doesn’t
count against the number of Mutations you have.
When you use Adapt to gain resistance to lightning,
necrotic, or force damage, you regain hit points equal to 1 roll
of your Primordial Die.
Necrotic Catastrophe
10th-level Soul of the Undead feature
As an action, you can choose a number of creatures up to
half your incarnate level that you can see within 150 feet of
you. Each of those creatures must make a Dexterity saving
throw, taking 6 Primordial Die necrotic damage on a failed
save, or half as much damage on a success.
Once you use this feature, you can’t do so again until you
finish a long rest, unless you expend four Primordial Dice to (d10s) equal to your incarnate level. The avatar has all your
use it again. Mutations, though you share the uses of any limited-use
Manifest Death Mutation Powers. When the avatar uses a feature that
requires expending Primordial Dice, it can expend your dice.
14th-level Soul of the Undead feature
When you would enter your Titanus Form, you can choose You control the avatar. In combat, it shares your initiative
to become attuned to the Negative Plane. If you do, rather count but takes its turn immediately after yours. You can
than entering your Titanus Form, you summon an avatar of perceive through your avatar’s senses as long as you are on
your primordial. the same plane of existence.
The avatar uses your ability scores, proficiency bonus, The avatar disappears when it drops to 0 hit points or
Primordial attack modifier and save DC, and your Titanus when you finish a long rest. If you would drop to 0 hit points,
Form’s stat block (its size is Large). Its hit points equal 6 you can sacrifice the avatar if it is within 120 feet of you,
times your incarnate level, and it has a number of hit dice killing it instantly. You then regain hit points equal to the hit
points the avatar had before it died.
Unusual Nature. You do not need to breathe.
The Primordial Undead
Large Undead (Adaptable, Energized [necrotic], Unusual) A ctions
Armor Class 14 + CM + SM Multiattack (requires 5th level). You make two melee attacks.
Speed 20 ft.
Life Drain. Melee Weapon Attack: +PM to hit, reach 5 ft. times SM,
STR Equals your Wisdom score + SM one target. Hit: 1 Primordial Die + WM + SM necrotic damage,
DEX, CON, INT, WIS, CHA Use your scores and you can expend one Primordial Die. If you do, add 1
Primordial Die + SM Primordial Die to the damage roll, and you
Saving Throws STR +(PB + WM + SM) regain hit points equal to half the necrotic damage dealt.
Damage Resistances Bludgeoning, Piercing, and Slashing Tail Swipe. Expend up to SM Primordial Dice to swing your tail in
Damage Immunities Necrotic, Poison
a cone with a size of 30 feet times SM. Each creature in the cone
Condition Immunities Poisoned must make a Dexterity saving throw. On a failed save, a creature
Senses Darkvision 120 ft.
takes 1 Primordial Die bludgeoning damage + bludgeoning
Languages Understands your languages but cannot speak damage equal to the expended dice and is knocked prone. On a
success, a creature takes half as much damage and is not
Creeping Doom. Hostile creatures that start their turn within 10 knocked prone.
feet times SM of you take 1 Primordial Die necrotic damage.
Primordial Breath. Expend up to PB Primordial Dice to target one
Death Incarnate. When you deal necrotic damage to a creature, creature within 150 feet of you for each die expended. The
its hit point maximum is reduced by an amount equal to the chosen targets must make a Dexterity saving throw, taking 3
necrotic damage taken. This reduction lasts until the creature Primordial Die necrotic damage on a failed save, or half as much
finishes a long rest. damage on a success. A target chosen multiple times makes only
one saving throw, taking 2 Primordial die necrotic damage for
Undead Spirit. You ignore the effects of exhaustion. each time it was chosen on a failed save, or half as much
damage on a success.
Mutations Explosive Leap
Your feet become elongated. While in your normal form, your
Below are the Mutations available to the Incarnate. Some jump distance is tripled, and if you are not prone or
Mutations have prerequisites you must meet to take them. A incapacitated, any fall damage you take is reduced by 5 times
level prerequisite refers to your level in this class, while your incarnate level.
others are based on your Titanus Form. Vault. As a bonus action, you can expend one Primordial
Each time you gain an incarnate level, you can replace one Die to jump up to 30 feet in any direction.
Mutation you have with another Mutation of your choice.
Approach of the Monster Primordial Awareness
Your skin and hair turn pale. You gain a bonus to Stealth Your ears or nose lengthen, or you grow a new sensory
checks equal to your Primordial Die. organ. You have blightsight out to 10 feet.
Perceive. When you make a Perception check, you can
Ambush. As an action, you can create a 30-foot-radius
sphere of fog centered on a point you can see within 60 feet expend one Primordial Die to add it to the roll. You can do so
of you. The sphere spreads around corners, and its area is after the initial roll, but before the roll’s effects occur.
heavily obscured. It lasts for 1 hour, until a wind of moderate Primordial Vigor
or greater speed (at least 10 miles per hour) disperses it, or Your muscles grow larger. You treat any levels of exhaustion
until you lose concentration (as if concentrating on a spell). you have as if they were one less. You still die if you reach 6
You can expend a number of Primordial Dice up to your levels of exhaustion.
proficiency bonus to increase the radius of the sphere by 10 Endure. As an action, you can gain temporary hit points
feet per die expended. equal to your Primordial Die + your Constitution modifier.
Once you use Ambush, you can’t again until you finish a
short or long rest. Rabid Evasion
Bulwark Your frame thins. You can take the Disengage action as a
You grow a thick layer of fat. Your hit point maximum gains a bonus action.
Escape. As a reaction when you take damage, you can
bonus equal to your incarnate level. This bonus increases as expend one Primordial Die to move up to your speed without
you gain levels in this class. provoking opportunity attacks.
Brace. As a reaction when you fail a Strength,
Constitution, or Charisma saving throw, you can expend one Rapid Metabolism
Primordial Die to add it to the roll, potentially turning the Your body fat decreases. When you roll a Hit Die to regain hit
failure into a success. points and the number rolled is less than your Constitution
Burdened Soul modifier, treat that number as your Constitution modifier.
Heal. When you regain hit points from a source other than
Small and tiny beasts instinctually avoid you. You gain a Hit Dice, you can expend one Primordial Die to regain
bonus to Wisdom saving throws equal to your Primordial additional hit points equal to the expended die + your
Die. Constitution modifier.
Reflected Fear. As a reaction when you succeed on a
Wisdom saving throw from a creature you can see, you can Thick Hide
expend one Primordial Die to force that creature to make a Your skin becomes thick hide, or you grow scales. While not
Wisdom saving throw. The creature must subtract the wearing armor, you gain a +1 bonus to your AC.
expended die from their saving throw total. On a failure, the Cushion. As a reaction when you take bludgeoning,
creature is frightened of you for 1 minute. It can repeat the piercing, or slashing damage, you can expend one Primordial
saving throw at the end of each of its turns, ending this effect Die to reduce that instance of damage by the expended die +
on itself on a success. your incarnate level + your Constitution modifier.
Call of the Hunt Acid Spit
Your legs lengthen. While in your normal form, your walking
speed is increased by 10 feet if you aren’t wearing any armor. 3rd-level incarnate, Adaptable
Your saliva becomes dangerously acidic. You learn the acid
Hunt. As a bonus action, you can expend one Primordial
Die to move up to your speed toward a hostile creature you splash cantrip. You can cast it without spell components, and
can see or hear. the DC when you do is your Primordial save DC.
Spit. When you cast acid splash, you can expend one
Eyes of the Apex Primordial Die to increase the size of the damage dice from
Your eyes morph to match the eyes of your primordial. You d6s to your Primordial Die. For example, at 5th level, you
have darkvision out to 120 feet. would roll 2d8 instead of 2d6.
Focus. As a bonus action, you can expend one Primordial
Die to sharpen your vision. For the next minute, your
darkvision is unimpeded by magical darkness, and dim light
doesn’t impose disadvantage on your Perception checks. The
first Perception check you make that relies on sight during
that minute gains a bonus equal to your Primordial Die.
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Amphibious Anchor. If you would be forcibly moved or knocked prone,
you can expend one Primordial Die to prevent it, unless the
3rd-level incarnate, Aquatic
You grow gills. While in your normal form, you gain a effect is being physically applied by a creature two or more
swimming speed equal to your walking speed and can sizes larger than you.
breathe underwater. If you already have a swimming speed, it Persistent Evolution
increases by 10 feet.
Blood Rush. While completely submerged in water, you
5th-level incarnate, Adaptable
can expend one Primordial Die as a bonus action to move up Your features are constantly shifting to match your
to your swimming speed. You must remain in the water environment. You have advantage on saving throws to avoid
during this movement. You can then make a weapon attack the effects of extreme heat, cold, and environmental hazards
at advantage. such as freezing water or quicksand.
Adapt. As a reaction when you take damage, you can
Conduit expend one Primordial Die to gain resistance to one damage
3rd-level incarnate, Energized type that hit you.
Energy roils beneath your skin. When you roll a 1 or 2 on a Primal Intuition
damage die for your Energized damage, you can reroll that
die, but you must use the new roll. 5th-level incarnate
Your eyes grow larger. You can’t be surprised while you
Sear. When you deal your Energized damage, you can
expend one Primordial Die to add it to the damage roll. are conscious.
Intuit. When you make a Wisdom (Insight) check, you can
Extraplanar Psionics expend one Primordial Die to add it to the roll. You can do so
3rd-level incarnate, Extraplanar after the initial roll, but before the roll’s effects occur.
Your head grows larger or grows antennae. You can Primordial Fortitude
telepathically speak to any creature you can see within 60
feet of you. You don’t need to share a language with the 5th-level incarnate
You grow a foot taller. When you enter your Titanus Form,
creature for it to understand your telepathic utterances, but roll a number of Primordial Dice equal to your Constitution
the creature must be able to understand at least one modifier. You regain hit points equal to the total rolled.
language. If the creature does share a language with you, it Renew. When you use Fortitude to gain temporary hit
can respond telepathically to you, if you allow it. points, you can also expend and roll one Hit Die to regain hit
Telepath. You can expend one Primordial Die to cast
detect thoughts, without using a spell slot or any
points equal to the number rolled + your Consitution
components. The DC is your Primordial save DC. You can modifier.
use Telepath a number of times equal to your proficiency Soul Mote
bonus, and you regain all expended uses when you finish a
long rest. 5th-level incarnate, Extraplanar
You can partition part of your soul into a gemstone. When
Passive Sustentation you finish a long rest while in contact with a gem worth at
least 100 gp, you can store one Primordial Die in the gem for
3rd-level incarnate, Unusual
You do not need to eat, drink, breathe, or sleep, and you each 100 gp the gem is worth (a gem worth 500 gp can hold
can’t be forced to sleep by any means. To gain the benefits of 5 dice), up to a maximum of 10 dice. You can only have one
a long rest, you can spend all 8 hours doing light activity, of these gems at a time, but you can add more dice to it while
such as keeping watch. it’s in your possession each time you finish a long rest, up to
Inure. As a bonus action, you can expend one Primordial
its maximum.
Release. As a bonus action, you can release the energy
Die to end the poisoned condition on yourself. inside the gem, transferring any number of Primordial Dice
Breath of Destruction inside it to you, up to your Primordial Die maximum. If you
transfer the last Primordial Die out of the gem, roll a d20. On
5th-level incarnate, Titanus Form with a Primordial Breath
action a 1, it shatters.
You develop a pulsing bioluminescence. When you roll a 1 Skyborn
or 2 on a damage die for your Primordial Breath, you can
reroll that die, and you must use the new roll. 5th-level incarnate, Aerial
You grow minor versions of your primordial’s flying
Exhale. You can use the Primordial Breath action of your
Titanus Form, though you may only expend up to two appendages. You can use your reaction when you fall to
Primordial Dice on it. It counts as a Ferocious attack, and reduce any falling damage you take by an amount equal to 5
you use 1 for your Size modifier. times your incarnate level.
Soar. As a bonus action, you can expend one Primordial
Immovable Die to gain a flying speed equal to your walking speed until
the start of your next turn. If you are airborne at the start of
5th-level incarnate
Your legs thicken. You have advantage on Athletics checks that turn, you fall unless you immediately use this bonus
made to prevent or escape a grapple. action again.

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Takedown Planar Subterfuge
5th-level incarnate 9th-level incarnate, Extraplanar
Your arms and fingers lengthen. Creatures you are You shimmer softly in bright light. You can cast disguise
grappling have disadvantage on the first ability check they self at will, without using a spell slot.
make to escape your grapple. Obfuscate. You learn the mirror image spell, and you can
Grip. When you attempt to grapple a creature on your turn, expend one Primordial Die to cast it as a reaction when you
you can expend one Primordial Die to add it to your Athletics roll initiative. When cast this way, the spell doesn’t require a
check. spell slot or any spell components.
Cold-Blooded Stability
7th-level incarnate, Aquatic 9th-level incarnate
You fingers web and you grow a layer of mucus-covered You can suppress the physical manifestations from your
scales. You have resistance to cold damage. other incarnate features at will. You gain proficiency in
Refract. While completely submerged in water, you can Charisma saving throws.
expend one Primordial Die as a bonus action to become Stabilize. While in your Titanus Form, you can expend any
invisible until you attack, cast a spell, or leave the water. number of Primordial Dice as a bonus action to extend the
Creatures with a swimming speed and darkvision can see time limit of your Titanus Form by one hour per die
you with a successful Perception check against your expended. When you do, you stop gaining Primordial Dice at
Primordial save DC. the start of your turn for the duration of this Titanus Form.
You can exit this Titanus Form as a bonus action. You cannot
Combat Instinct use Stabilize during an overloaded or attuned Titanus Form.
7th-level incarnate If you finish a short rest during a Stabilized Titanus Form,
Any hair, scales, or spines you have stand on end when you you regain all expended uses of any Size Modifier per
sense danger. You gain proficiency in Dexterity saving Titanus Form features you have.
throws.
React. When you roll initiative, you can expend one Winds of Wrath
Primordial Die to add it to the roll. 9th-level incarnate, Skyborn
Your flying appendages grow stronger. When you fall at
High Capacity least 10 feet, you can use your reaction to move horizontally
7th-level incarnate, Energized a number of feet equal to your walking speed, and you take 0
Your eyes glow. When you deal your Energized damage, damage from the fall. You determine the direction of the
you ignore resistance to that damage. glide.
Overwhelm. When you would deal your Energized damage Gust. You can expend one Primordial Die to cast gust of
to a creature with immunity to that damage type, you can wind, without using a spell slot or any components.
expend one Primordial Die to ignore that immunity and
instead deal half as much of that damage. Aquatic Dominance
11th-level incarnate, Amphibious
Simplified Cognizance You grow fins on your limbs. Your swimming speed is
7th-level incarnate, Unusual doubled, and you don’t provoke opportunity attacks when you
You grow clear eyelids that allow you to go long periods swim out of a hostile creature’s reach.
without blinking. You have resistance to psychic damage. Harpoon. While completely submerged in water, you can
Ignore. As a reaction when you fail an Intelligence or expend one Primordial Die when you hit a creature with a
Wisdom saving throw, you can expend one Primordial Die to Ferocious attack after moving at least 20 feet straight toward
add it to the roll, potentially turning the failure into a success. it on the same turn. If you do, the target takes additional
piercing damage equal to the expended die + your incarnate
Camouflage level.
9th-level incarnate, Adaptable
The color of your skin or scales shifts depending on your Aberrant Tenacity
environment. You can take the Hide action as a bonus action. 11th-level incarnate, Unusual
Disappear. As an action, you can expend one Primordial Your wounds heal significantly faster. You have advantage
Die to become invisible for 1 hour, or until you make an on death saving throws.
attack or cast a spell. Persist. When you would drop to 0 hit points as a result of
taking damage, you instead drop to 1 hit point and can
Primordial Rage expend any number of Primordial Dice up to your
9th-level incarnate Constitution modifier. If you do, roll the expended dice and
Boney spikes sprout across your body. When you roll a 1 or regain hit points equal to twice the total rolled + your
2 on a damage die for a Ferocious attack, you can reroll the Constitution modifier.
die and must use the new roll. Alternatively, if an effect would kill you instantaneously
Enrage. When you miss with an attack roll for a Ferocious without dealing damage, that effect is instead negated. Once
attack, you can expend one Primordial Die to gain advantage either effect has triggered, you must finish a long rest before
on your next attack roll against the same target that turn. Add Persist can trigger again.
the expended die to the damage roll on a hit.
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Arcing Emanation Primordial Fury
11th-level incarnate, Energized 11th-level incarnate
The air around you is charged with static electricity. When Your weapons emanate primordial energy when used. Add
you use Fury as part of a melee attack, each hostile creature your Primordial Die to the damage you deal with Fury.
other than the target within your reach takes the same Rend. Once per turn when you hit a creature with a
amount of damage from Fury as the target. Ferocious attack, you can expend one Primordial Die to force
Irradiate. You learn the sickening radiance spell and can the target to make a Constitution saving throw. On a failed
cast it without using a spell slot or any spell components. save, the target is stunned until the beginning of your next
When cast this way, the spell is centered on yourself, and it turn. On a success, the creature has disadvantage on the first
moves with you. You are unaffected by the spell and it deals attack roll it makes before the start of your next turn.
your energized damage instead of radiant (choose one if you
have multiple). Once you use Irradiate, you must finish a long Respect the Crown
rest before you can use it again, unless you expend four 11th-level incarnate
Primordial Dice to do so. Your head manifests a feature distinct to your primordial.
Creatures that share a creature type with your Titanus Form
Call to Arms have disadvantage on attack rolls against you.
11th-level incarnate, listed creature type Impose. When a creature targets you with an attack or a
You grow a crest or other flamboyant feature that signifies harmful spell, you can use your reaction to expend one
your authority. You can cast command at will. If the target Primordial Die and force it to make a Wisdom saving throw.
shares a creature type with your Titanus Form, you can do so On a failed save, the creature must choose a new target, or
telepathically, requiring no verbal component, and the the attack or spell is wasted. This mutation doesn’t protect
creature has disadvantage on the saving throw. you from area effects, such as the explosion of a fireball. If
Call. You learn a spell based on the creature type of your the creature shares a creature type with your Titanus Form,
Titanus Form, as shown in the table below, and you can cast you don’t need to expend a Primordial Die.
it at 6th level without requiring a spell slot or any spell
components. You must finish a long rest before you can cast Arcane Absorption
the spell in this way again, unless you expend four Primordial 13th-level incarnate, Extraplanar
Dice to do so. Creatures summoned with the spell can be Magical lights flicker when close to you. You have
commanded telepathically. advantage on saving throws against spells and other magical
effects.
Creature type Spell Absorb. When you take damage other than bludgeoning,
Aberration summon aberration piercing, or slashing from a spell or spell attack, you can use
Beast summon beast your reaction to reduce that damage by half and gain one
Celestial summon celestial Primordial Die. You can use this reaction a number of times
Construct summon construct equal to your Constitution modifier, and you regain all
Dragon summon draconic spirit expended uses when you finish a long rest.
Elemental summon elemental (aligned element only) Living Gate
Fey summon fey
13th-level incarnate, Titanus Form with Attuned traits
Fiend summon fiend
Your hands and feet become slightly translucent. Before
Monstrosity summon monstrosityK moving on your turn, you can expend all of your movement to
Ooze summon oozeK teleport up to half your walking speed to an unoccupied
Plant summon plantK space you can see (no action required).
Undead summon undead Travel. You learn the plane shift spell and can cast it
without using a spell slot or any spell components. When cast
Heat Siphon this way, you must target the plane associated with your
11th-level incarnate, Adaptable Titanus Form. If your Titanus Form references multiple
The air around you feels cold. As a reaction after taking planes, such as “the lower planes”, you can choose one.
fire, force, or lightning damage, you may gain temporary hit Once you use Travel, you can’t again until you finish a long
points equal to half the damage dealt. rest.
Siphon Once per turn when you hit a creature with a
Ferocious attack, if that creature can deal fire, force, or Resonance
lighting damage without casting a spell, you can force it to 13th-level incarnate
make a Consitution saving throw. On a failed save, the Glowing primordial runes appear on your body. Your
creature takes 1 Primordial Die force damage and you regain Primordial Die maximum increases by 1.
one expended Primordial Die. You can use Siphon a number Echo. At the end of your turn, if you expended any
of times equal to your proficiency bonus, and you regain all Primordial Dice during that turn, you can regain half of the
expended uses when you finish a long rest. dice you expended, rounded up. Once you use Echo, you
must finish a long rest before you can do so again.

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Winged Dominance
13th-level incarnate, Skyborn
Your flying appendages are now fully functional. You gain a
flying speed equal to your walking speed. If you already have
a flying speed, it increases by 10 feet.
Buffet. You can expend one Primordial Die as an action to
beat your wings, moving up to half your flying speed and
forcing each creature within 10 feet of the space you left to
make a Dexterity saving throw. On a failed save, a creature
takes 2 Primordial Die + your Wisdom modifier bludgeoning
damage and is knocked prone.
Ascendance
15th-level incarnate, Extraplanar
Gravity is softened around you. You gain a flying speed of
15 feet and can hover.
Awaken. As a bonus action, you can expend one
Primordial die to gain truesight out to 30 feet for 1 minute.
Critical Expulsion
15th-level incarnate, Energized
An aura of energy surrounds you when threatened. When a
creature hits you with a melee attack, that creature takes 1
Primordial Die of your Energized damage.
Overcharge. When you would deal your Energized
damage, you can expend one use of Titanus Form to deal the
maximum amount of damage instead of rolling. Once you use
Overcharge, you must finish a long rest before you can do so
again.
Unending Regeneration
15th-level incarnate, Unusual
Your body rapidly repairs even grievous wounds. At the
start of each of your turns, you regain hit points equal to 1
Primordial Die + your Constitution modifier if you have no
more than half of your hit points left. You don’t gain this
benefit if you have 0 hit points.
Regenerate. As a bonus action, you can expend and roll
any number of Primordial Dice to regain hit points equal to
twice the total rolled + your Constitution modifier.
Resilience
15th-level incarnate, Adaptable
Your body becomes dense, doubling your weight. Any acid,
cold, fire, lightning, poison, or thunder damage you take is
reduced by your Constitution modifier (before resistance is Spells from KibblesTasty
applied). Spells marked with a K are from Kibbles’ Casting
Resist. As a reaction when you take damage, you can Compendium 2.0 by KibblesTasty Homebrew LLC and are
expend and roll any number of Primordial Dice to reduce available at https://www.kthomebrew.com/krd.
that damage by the total rolled + your Constitution modifier. The Kibbles’ Casting Compendium 2.0 is licensed under the
Creative Commons Attribution 4.0 International License
available at
https://creativecommons.org/licenses/by/4.0/legalcode.

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31
The Incarnate
By u/23BLUENINJA

Art Credits:
Jenn Ravenna - Cover
Antonio José Manzanedo - pg 1
Zezhou Chen - pg 5
Svetlin Velinov - pg 6
Antonio Jose Manzanedo - pg 7
Chase Stone - pg 8
Nick Southam - pg 9
Kotakan - pg 11
Nicholas Gregory - pg 12
Johann Bodin - pg 14
Slawomir Maniak - pg 15
Hayama Kohei - pg 17
Chris Rahn - pg 18
Joz - pg 20
Lucas Graciano - pg 22
Torstein Nordstrand - pg 24
Yigit Koroglu - pg 26
Lius Lasahido - pg 31
Jonas De Ro - Back Cover

A martial class that wields ancient power to crush


their foes underfoot.

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