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INCARNATE

EXPANSION


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The Incarnate Expansion

The following document contains expanded options and additional content related to the Incarnate class for 5e.

Magic Items Wield ancient magical items from the age of primordials.

Character Options Pick the Hunted background to play as a tormented soul on the run, or choose feats that bring out the monster inside.

Additional Primordial Souls Choose from these additional Primordial Soul options to wield the fearsome power of famous monsters!

Magic Items

Ancient Token

Wondrous Item, varies (requires attunement by an Incarnate)

This object is as old as the material plane itself, and brims with echoes of ancient power. While attuned to this item, you gain a bonus to your Primordial save DC, as well as the attack and damage rolls of your Ferocious attacks with natural weapons. The bonus depends on the rarity of this item: +1 (uncommon), +2 (rare), or +3 (very rare).

In addition, you can use an action to regain a number of expended Primordial Dice equal to half of your Primordial Die maximum, rounded up. You can’t use this action again until the next dawn.

Cog of Ages

Wonderous item, legendary (requires attunement)

A cog that still vibrates softly with the residual mechanical energy of Mechanus. It rotates on its own when resting on a flat surface, and the faint ticking of the grand machine can be heard by any who put their ear to it.

This cog was pulled from the Grand Machine, which keeps time on schedule. It has the ability to turn time backwards and forwards.

While you are attuned to the cog, you can use your reaction when a creature you can see hits you with an attack to invoke disadvantage on the attack roll, potentially causing it to miss. You can also use your reaction to gain advantage on a Dexterity saving throw against an effect you can see.

The cog has 5 charges, which you can spend on the following features. It regains 1d4 + 1 expended charges daily at dawn. Spells cast from the cog have a save DC of 17.

Wind. When you roll for initiative, you can spend 1 charge to choose any number from 1 to 30 to be your initiative, instead of rolling. You can do so after you know the initiatives of your allies.

Clockwise. You can spend 1 charge to cast haste. The cog maintains concentration for you.

Counterclockwise. You can spend 2 charges to cast slow. The cog maintains concentration for you.

Jam. You can spend 3 charges to cast time stop. When cast this way, you only take 2 extra turns.

Mirror of Destruction

Wondrous Item, rare

This mirror is made of polished metal melded into a jagged rock frame. It has the following properties:

Record History. You can target this mirror with an attack roll that could normally target a creature. When you do, you automatically hit. That attack, including any spells, or other effects that would modify the attack and damage rolls, are copied into the mirror, which then displays a holographic image of the attacking creature. For example, a paladin could cast searing smite and attack the mirror, then use their Divine Smite feature to store all the damage that attack would deal in the mirror. The mirror takes no damage from the attack. You cannot use this property while the mirror has an attack copied.

Reflect Calamity. As an action, you can point the mirror at a target in range of the copied attack to release a mirror copy of that attack. You make the attack roll and use the attack modifier of the original. Any other modifiers applied to the attack roll at the time it was copied, such as a war domain cleric’s War God’s Blessing feature, are applied to the copy of the attack, and any effects that modified the damage roll or dealt additional damage on a hit are applied if the copy of the attack hits. Once you use this property, you can’t again until the next dawn.

Sharp-Rock, First Tool

Weapon (greatsword), legendary (requires attunement)

Less of a sword than a large hunk of sharpened stone, this enormous weapon is theorized to be the first tool used by the Primordial Giant.

You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit with it, the target takes an additional 1d8 damage of this weapon’s damage type, and you can choose for it to deal bludgeoning or piercing damage instead of slashing damage. Objects hit with this weapon take the maximum damage.

Tool of Giants. While holding Sharp-Rock, you can cast mending. When you do, you can target an object that fits within a 20-foot cube, such as a 10-foot wall panel, to restore 1d10 hit points to it. The object must have at least 1 hit point to be affected this way.

Shape Stone. While holding Sharp-Rock, you can cast stone shape or wall of stone. Once you cast either spell this way, you can’t cast that spell with Sharp-Rock again until the next dawn.

Mobile Fortress. You can plunge Sharp-Rock into the ground as an action to cast mighty fortress, with the fortress being centered on Sharp-Rock, so long as there is adequate space for the fortress to appear. The fortress constructs itself harmlessly around you, and it remains permanently, until Sharp-Rock is removed from the ground, after which it crumbles harmlessly to dust. As long as you are attuned to Sharp-Rock, only you can pull it from the ground. While this property is active, your attunement to Sharp-Rock does not end from being more than 100 feet away from it for 24 hours, and other creatures cannot attune to it while you are. While you are within 300 feet of the fortress, you can use Sharp-Rock’s Tool of Giants and Shape Stone properties as if you were holding it. Once you use this property, you can’t again until the next dawn.

MAGIC ITEMS | PLAYER OPTIONS | PRIMORDIAL SOULS | 23BLUENINJA HOMEBREW

 

 

The First Lotus

Weapon (varies), legendary (requires attunement by a druid, incarnate, or ranger)

A large lotus bloom, about the size of a dinner plate. To behold its petals is to stare into the soul of nature herself. Its scent carries with it the fragrance of ages.

This lotus was the first flower, the progenitor of all plant life that exists today. Whether a gift from the gods, or a manifestation of the material plane itself, its power to command that which it spawned has held fast through the eons.

You gain a +2 bonus to attack and damage rolls made with this magic weapon.

When you attune to The First Lotus, you can choose for it to become a longsword, rapier, staff, or whip. If you choose staff, the lotus is constantly under the effects of shillelagh, and a long shaft of gnarled wood sprouts from the bottom. Otherwise, enough wood to form a handle sprouts from the bottom, and a long thorny branch, a single long thorn, or a thorny vine extend from the central bud if you chose longsword, rapier, or whip respectively. While no one is attuned to it, the lotus reverts to its flower form.

One with Nature. While holding the lotus, you are constantly under the effect of speak with plants.

Forestation. While holding the lotus, you can cast control weather as an action, choosing warm, moderate wind, and rain as the conditions. You don’t need to maintain concentration on the spell, and you can’t change the conditions after casting it. Any plants underneath the rain for 8 hours become twice as large and gain the 8 hour effect of the plant growth spell. Trees also sprout all throughout the area underneath the rain, including up through buildings. A tree that grows through a building deals 6d6 damage to it. Once you use this property, you can’t again until the next dawn.

The lotus has 50 charges for the following properties. It regains 6d6 + 3 expended charges daily at dawn, and for each hour you spend in direct sunlight, it regains 1 expended charge. If you expend the last charge, roll a d20. On a 20, the lotus regains 1d12 + 1 charges.

Poison Sting. When you hit with a melee attack using the lotus, you can expend up to 3 charges to deal an extra 1d8 poison damage to the target for each charge expended. If you expended 3 charges, the target must also succeed on a DC 17 Constitution saving throw or become poisoned for 1 minute. A poisoned creature can repeat the saving throw at the end of each of its turns, ending this effect for itself on a success.

Nature’s Ally. As an action, you can expend 4 charges to summon a wood woad from the lotus. The wood woad is an ally to you and your companions. In combat, it shares your initiative count, but it takes its turn immediately after yours. While wielding The First Lotus, you control the wood woad and can percieve through its senses as long as your are on the same plane of existance. The wood woad uses your spell attack modifier for its attack rolls.

The wood woad remains until it dies. Once you have used this feature, you cannot use it again until the next dawn.

Nourishing Petals. You can use an action to expend 6 charges and pluck a single petal from the lotus. You can then consume the petal or feed it to another creature you can touch. A creature that consumes a petal from the lotus gains the effects of the heal spell. An uneaten petal withers to dust after 1 hour. Once you use this property, you can’t again until the next dawn.

Spells. While holding the lotus, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: commune with nature (5 charges), druid grove (6 charges), entangle (1 charge), goodberry (1 charge), grasping vine (4 charges), guardian of nature (Great Tree only, 4 charges), plant growth (1 action effect only, 3 charges), spike growth (2 charges), transport via plants (6 charges), tree stride (5 charges), wall of thorns (6 charges), or wrath of nature (5 charges).

You can also use an action to cast one of the following spells from the lotus without using any charges: detect magic, detect poison and disease, locate animals or plants (plants only), poison spray, protection from poison, or thorn whip.

MAGIC ITEMS | PLAYER OPTIONS | PRIMORDIAL SOULS | 23BLUENINJA HOMEBREW

 

 

War Horn of the Tarrasque

Wonderous item, legendary (requires attunement)

Found in the wreckage of a village unlucky enough to be in its way, this chipped tip of the Tarrasque’s horn has been fashioned into an instrument that fortells devastation. Blowing into the horn produces a sound similar to the Tarrasque’s roar, and summons a portion of its spirit.

This horn has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use an action to expend 1 charge and blow into the horn, rolling on the table below to determine what happens. Effects that target a single creature target a creature of your choice that you can see within 120 feet of you.

d100  Effect
1-20 Each hostile creature within 120 feet of you must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if you are within line of sight, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to this effect for the next 24 hours.
21-32 Phantasmal horns pierce a single creature. The target must succeed on a DC 20 Dexterity saving throw or take 4d10 + 10 piercing damage.
33-44 Two phantasmal claws slash a single creature. The target must make a DC 20 Dexterity saving throw, taking 8d8 + 20 slashing damage on a failed save, or half as much damage on a success.
45-56 A gaping phantasmal maw bites a single creature. The target must succeed on a DC 20 Dexterity saving throw or take 4d12 + 10 piercing damage and become grappled by the maw (escape DC 20) until the end of your next turn. While grappled this way, the target is also restrained.
57-68 A phantasmal tail swipes a single creature. The target must succeed on a DC 20 Strength saving throw or take 4d6 + 10 bludgeoning damage and be knocked prone.
69-80 A phantasmal tarrasque head flies toward a single creature. The target must make a DC 20 Dexterity saving throw or be swallowed by the phantasmal tarrasque head. That creature is transported into the stomach of the Tarrasque. At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space, and it takes 16d6 acid damage.
81-90 Thunderous force blasts from the horn in a 90-foot cone. Each creature in the affected area must make a DC 17 Constitution saving throw, taking 8d8 thunder damage and becoming deafened for one minute on failed save, or half as much damage on a success. objects in the effected area take the maximum possible damage.
91-94 A phantasmal Tarrasque appears in an unoccupied space within 120 feet of you, using the stat block of a Tarrasque. It shares your initiative, takes its turn immediately after yours, and uses its Multiattack action against creatures hostile to you. It disappears at the end of its turn.
95-97 You cast earthquake with a DC of 17
98-99 You cast meteor storm with a DC of 17.
100 The Tarrsque is summoned in an unoccupied space within 120 feet of you of the DM’s choosing.

Feats

Ferocious

Prerequisite: access to a natrual weapon

You strike with animalistic ferocity, granting you the following benefits:

  • Increase your Strength, Dexterity, or Wisdom by 1, to a maximum of 20.
  • The second time you hit a creature with an attack using a natural weapon on your turn, if both attack were against the same creature, add 1d4 to the damage roll.
  • When you score a critical hit with a natural weapon, the target has disadvantage on attack rolls against creatures other than you and cannot take reactions until the start of your next turn.

Mutant

A powerful force has mutated your body, giving you one Mutation of your choice from the incarnate class. If the mutation requires a saving throw, the DC equals 8 + your proficiency bonus + your Wisdom modifier. If the mutation has a prerequisite of any kind, you can choose that mutation only if you’re an incarnate who meets the prerequisite.

You also gain one Primordial Die, a d4, which you can expend if your mutation allows. You can also expend the Primordial die when you hit with a melee or thrown weapon attack using a simple or natural weapon to gain temporary hit points equal to the expended die + your Constitution modifier. You regain the expended die when you finish a short or long rest.

If you are an incarnate, your Primordial Die maximum increases by 1, rather than gaining a d4.

MAGIC ITEMS | PLAYER OPTIONS | PRIMORDIAL SOULS | 23BLUENINJA HOMEBREW

 

 

Primordial Conduit

You’ve become attuned to strands of ancient power, granting you the following benefits:

  • Increase your Wisdom or Constitution score by 1, to a maximum of 20.
  • When you spend hit dice during a short rest, you gain temporary hit points equal to twice your constitution modifier.
  • If you are medium or smaller, you can use a bonus action to gain the “enlarge” effect of the enlarge/reduce spell for 1 minute (no concentration required). Once you do, you must finish a long rest before you can do so again.

Background: Hunted

You’ve spent your life on the run, hunted for reasons you can’t control. Skipping from town to town, never allowed to settle, you had to teach yourself how to survive. You’ve felt what its like to starve, and you know what it means to be hated, but something inside just won’t let you give up.

Why were you hunted? You can choose for yourself or roll on the Hated Characteristic table below. Did you prefer the wilds, or would you attempt to blend into the city? Are there still people who would see you driven away, or does your new life as an adventurer stave off the bigotry you would otherwise endure?

Skill Proficiencies: Athletics, Survival

Tool Proficiencies: Disguise Kit, one type of gaming set

Equipment: A small knife, a staff, string, a sack, a mess kit, a tinderbox, a set of traveler’s clothes, and a pouch containing 10 gp

Hated Characteristic
d6 Hated Characteristic
1 My race is not welcome in the region I currently reside.
2 A hideous disfigurement makes those around me fiercely uncomfortable.
3 A visible curse mark signifies to others that I bring misfortune.
4 I am the only living heir of a royal bloodline that was overthrown and executed.
5 I am a wanted criminal, framed or otherwise.
6 There is a monster inside me that I struggle to control.
Feature: On the run

You wouldn’t have survived this long if you weren’t adept at escape. For the first 8 hours when traveling to move away from imminent danger, you and companions you lead can use stealth with a normal travel pace, or travel at a fast pace with no penalty to Passive Perception.

Suggested Characteristics

Hunted people can often only afford to think of survival. They live meal to meal and tend to have difficulty trusting others, though their tenacity helps them circumvents the need.

d8 Personality Trait
1 I rarely speak, often commenting on situations silently to myself.
2 I eat at every opportunity, with no regard for others getting a share.
3 I’ll go the long way around every time to avoid people.
4 I get antsy standing in the open for too long.
5 I keep my hands to myself, often in my pockets.
6 I’ll look over my should about every other minute.
7 I speak in a quiet tone at all times.
8 I’m only relaxed when in complete wilderness.
d6 Ideal
1 Survival. I will do whatever it takes to survive. (Neutral)
2 Anonymity. If I can remain hidden I can blend into society. (Neutral)
3 Mobility. Settling in one spot could be my end. (Any)
4 Independence. I’ve lived my entire life on my own, and I don’t plan on changing that. (Chaotic)
5 Retribution. The ones who hunt me will pay. (Evil)
6 Justice. I seek to end the suffering of those like me. (Good)
d6 Bond
1 An open flame under the night sky is the only place I can ever call home.
2 A person in a major city helps me out when I manage to pass through.
3 My persecution has given me great perspective and solidarity with the downtrodden everywhere.
4 I never knew a family. My only obligation is to myself.
5 I don’t care that I’m wanted, it was worth it.
6 While it may be the reason I am hunted, the burden I carry is what gives me purpose.
d6 Flaw
1 I will run away from the slightest confrontation.
2 I am incapable of trusting people.
3 I respond aggressively to simple inquiries.
4 I’m socially inept, failing to understand even basic mannerisms.
5 I lie compulsively.
6 I cannot take a joke, and lash out at the slightest insult.

MAGIC ITEMS | PLAYER OPTIONS | PRIMORDIAL SOULS | 23BLUENINJA HOMEBREW

 

 

Primordial Souls

Soul of the Avatar

At the dawn of creation, out of the swirling energy of the cosmos, the first warrior emerged. Forged from equal parts light and darkness, order and chaos, the primordial avatar is a balancing force of the universe itself. A tool used by the highest deities to maintain order in the fabric of reality.

Titanus Avatar

3rd-level Soul of the Avatar feature

Your Titanus Form takes on the likeness of an enormous celestial avatar. Its stat block is shown below.

Spirit Cloak

3rd-level Soul of the Avatar feature

A celestial brand appears on your body. As a bonus action, you can activate your Spirit Cloak, becoming enveloped in spirit energy. While your Spirit Cloak is active, you gain the following benefits (your Size modifier is 0):

  • You shed bright light in a radius of 15 feet and dim light for an additional 15 feet.
  • When you take the Attack action, you can use the Spirit Fist attack from your Titanus Form, which counts as a natural weapon.
  • You can touch, grab, and grapple creatures and objects in reach of your Spirit Fist.

You can dismiss your Spirit cloak at any time (no action required).

Yin-Yang Release

3rd-level Soul of the Avatar feature

You gain the Primordial Vigor 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 you have temporary hit points, you have advantage on Constitution saving throws.

You also gain Soul Spells at the incarnate levels listed.

Level Spells
3 compelled duel, protection from evil and good
5 lesser restoration
9 revivify
13 aura of purity
17 dispel good and evil

Connected Strings

6th-level Soul of the Avatar feature

As a bonus action, you can expend one Primordial Die to sense the location of every creature within 30 feet of you, including through total cover, except for undead and constructs.

Soul Shadow

6th-level Soul of the Avatar feature

You gain access to the Clone bonus action of your Titanus Form. When used this way, the clone uses your normal form’s statistics instead of your Titanus Form’s (their hit point maximum is still your incarnate level), they last for a number of hours equal to your incarnate level, and they have no uses of Titanus Form.

The clone spawns with a copy of any nonmagical gear you have equipped (this gear disappates when they do). If your Spirit Cloak is active when you use this feature, the clone spawns with its cloak active as well.

Spirits as One

10th-level Soul of the Avatar feature

As an action, you can give a number of creatures within your reach up to your proficiency bonus, excluding you and your clones, temporary hit points equal to your incarnate level + your Wisdom modifier.

While a creature other than you has temporary hit points from this feature or your Spirit Fist, they can add one roll of your Primordial Die to the first damage roll they make on each of their turns.

Once you use this feature, you can’t do so again until you finish a long rest, unless you expend one Primordial Die per target to use it again.

Warrior of Balance

14th-level Soul of the Avatar feature

When you enter your Titanus Form, you can choose to become overloaded with primordial power. When you do, you use Clone as part of the same action, creating three clones instead of one, and you gain access to the Overloaded traits of your Titanus Form. Clones you create during your overloaded Titanus Form (including those made from this action) are also overloaded.

Once you enter your overloaded Titanus Form, you must finish a long rest before you can do so again.

MAGIC ITEMS | PLAYER OPTIONS | PRIMORDIAL SOULS | 23BLUENINJA HOMEBREW

 

 

The Primordial Avatar

Large Celestial (Adaptable, Energized [force], Extraplanar)


Armor Class
13 + CM + SM
Speed
30 ft., fly 20 ft. times SM (hover)

STR, DEX, CHA
Equals your Wisdom score + SM
CON, INT, WIS
Use your scores

Saving Throws
STR, DEX, CHA: +(PB + WM + SM)
Damage Resistances
All (Overloaded only); Bludgeoning, Piercing, and Slashing
Senses
Darkvision 120 ft., Truesight 120 ft. (requires 14th level)
Languages
Your languages, Celestial, Telepathy 120 ft.

Illumination. You shed bright light in a radius of 30 feet times SM and dim light for an additional 30 feet times SM.

Extended Spirit. You can touch, grab, and grapple creatures and objects in reach of your Spirit Fist action.

Spirit Sense. You know the location of every creature within 30 feet times SM of you, including through total cover, except for undead and constructs.

Actions

Multiattack (requires 5th level). You make two melee attacks.

Spirit Fist. Melee Weapon Attack: +PM to hit, reach 15 ft. + 5 ft. times SM, one target. Hit: 1 Primordial Die + WM + SM force damage. In place of attacking, you can expend up to PB Primordial Dice to touch a creature within reach other than yourself or your clones. The target regains hit points equal to the expended dice. They also gain temporary hit points equal to half your incarnate level + WM.

Primordial Breath. Expend up to PB Primordial Dice to choose a creature you can see within 60 times SM feet of you. The target must make a Dexterity saving throw. On a failed save, it takes SM Primordial Die force damage + force damage equal to the expended dice and is knocked prone. On a success, the target takes half as much damage and is not knocked prone.

An explosion then erupts in a 5-foot-radius sphere centered on the target. Each creature in the affected area other than the target must also succeed on a Dexterity saving throw or take SM Primordial Die force damage. For each die expended beyond the first, the sphere’s radius increases by 5 feet.

You can choose to release this explosion on the border ethereal plane or the material plane. If released in the border etheral, only hostile creatures are affected. If released on the material plane, a creature that fails the saving throw is knocked prone, and objects in the area take double damage as if they had failed the saving throw.

Bonus Actions

Clone. You create a clone of yourself in an unoccupied space you can see within 30 feet of you. The clone uses your Titanus Form’s statistics and has all of your incarnate class features, except its hit point maximum equals your incarnate level and it does not gain Primordial Dice at the start of its turn. Your clone cannot have or gain Primordial Dice, but it can expend any that you have. You and your clone also share the uses of any limited-use features you have.

You control the clone, and in combat it shares your initiative count and takes its turn immediately after yours. Any damage dealt by the clone is halved. You can only have one clone at a time.

The clone dissipates when it drops to 0 hit points, when it deals damage, when your titanus form ends, or when you or the clone use a bonus action to dissipate it. When the clone dissipates, you learn all that it experienced.

Blitz (Overloaded Only). You magically teleport up to 60 feet to an unoccupied space you can see, and you have advantage on the next attack you make before the end of your turn. If the attack hits, it deals an extra 1 Primordial Die force damage.

MAGIC ITEMS | PLAYER OPTIONS | PRIMORDIAL SOULS | 23BLUENINJA HOMEBREW

 

 

Soul of the Desert Serpent

Made by Portergoth (@Reddit)


The Yuan-Ti have many gods: Dendar, the Night Serpent; Merrshaulk, Master of the Pit; and Sseth, the Sibilant Death. Some legends speak of a fourth; an unknown Primordial that bursts from the sands in the deepest reaches of deserts to hunt and spawn.

Primordial Serpent Form

3rd-level Soul of the Desert Serpent feature

Your Titanus Form takes on the likeness of either a massive desert serpent or a winged humanoid-serpentine hybrid form. You can choose either the Snake or Yuan-Ti versions of your Titanus Form when you transform. The shared statblock of both forms is shown below.

Ophidian Essence

3rd-level Soul of the Desert Serpent feature

Your hands become covered in the scales, and claws grow from your fingertips. While one of your hands are free, you can use the Claw attack from your Titanus Form (your Size modifier is 0 and your reach is 5 feet), which counts as a natural weapon.

Additionally, you are resistant to poison damage, and have advantage on any saving throws made to avoid or end the poisoned condition.

Devil of the Sands

3rd-level Soul of the Desert Serpent feature

You 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.

You are immune to the effects of extreme heat, and you require half as much food and water to gain the benefits of a long rest.

You also gain Soul Spells at the incarnate levels listed.

Level Spells
3 tasha’s caustic brew, zephyr strike
5 dust devil
9 wall of sand
13 conjure minor elementals (Dust Mephit only)
17 maelstrom (made of sand, not water)

Serpent Form

6th-level Soul of the Desert Serpent feature

As a bonus action, you can choose to transform yourself into a Flying Snake. This transformation lasts for one hour, or until you are reduced to 0 hit points. You can also end it early as a bonus action. When you transform, you gain temporary hit points equal to your Primordial Die + your Constitution modifier.

While in your Flying Snake form, the following rules apply:

  • Your game statistics are replaced by the statistics of the Flying Snake, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies.
  • You can’t cast spells not granted to you by an incarnate class feature, and your ability to speak or take any action that requires hands is limited to the capabilities of your serpentine form. Transforming doesn’t break your concentration on a spell you’ve already cast, or prevent you from taking actions that are a part of such a spell.
  • You retain the benefit of any incarnate class features, and can use them if your new form is physically capable of doing so. However, you can’t use any of your special senses unless your new form also has that sense.
  • Any gear you have merges into your new form, becoming unusable until it ends.
  • You can use the Bite attack of your Titanus form while in this form (your size modifier is 0 and your reach is 5 feet), which counts as a natural weapon.

Once you use this feature, you can’t do so again until you finish a short or long rest, unless you expend two Primordial Dice to use it again.

Mind-Scrambling Rattle

10th-level Soul of the Desert Serpent feature

When you use your Eminence feature, each creature within 30 feet of you that fails its saving throw by 5 or more becomes frenzied, regarding all creatures it can see as enemies for the duration of the effect.

When a frenzied creature would target another creature, it must choose the target at random from among the creatures it can see within range of the attack, spell, or feature it’s using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if able.

Heart of the Desert Storm

14th-level Soul of the Desert Serpent 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.

By Portergoth (@Reddit) | MAGIC ITEMS | PLAYER OPTIONS | PRIMORDIAL SOULS | 23BLUENINJA HOMEBREW

 

 

The Desert Serpent

Large Monstrosity (Adaptable, Aerial, Shapechanger)


Armor Class
12+CM+SM (Yuan-Ti Form), 14+CM+SM (Snake Form)
Speed
30 ft., Fly 30 ft. times SM (Yuan-Ti Form) 45 ft., Fly 40 ft. times SM (Snake Form)

STR, DEX
Equals your Wisdom score + SM
CON, INT, WIS, CHA
Use your scores

Saving Throws
STR, DEX: (PB+WM+SM)
Damage Resistances
Acid, Bludgeoning, Piercing, and Slashing
Damage Immunities
Poison
Senses
Blindsight 30ft. times SM, Darkvision 120 ft.
Languages
Your languages, Abyssal, Draconic

Magic Resistance. You have advantage on saving throws against spells and other magical effects.

Flyby (Snake Form only) You don’t provoke opportunity attacks when you fly out of an enemy’s reach.

Vicious Sandstorm (Overloaded Only) At the start of your turn, you may choose to expend a Primordial Die (no action needed) to encompass the area within 15 ft. of you with an intense sandstorm. The area is heavily obscured to any creature outside of the area, and lightly obscured for creatures inside the area. Creatures other than you that start their turn within the area take 1 Primordial Die bludgeoning damage. This effect lasts until the start of your next turn.

Actions

Multiattack (requires 5th level). You make two weapon attacks.

Bite (Snake Form only). Melee Weapon Attack: +PM to hit, reach 5 ft. times SM, one target. Hit: 2d4 + WM + SM piercing damage plus 2d4 poison damage, and you can expend one Primordial Die. If you do, the target must make a Constitution saving throw. On a failed save, the target takes SM + 1 Primordial Die poison damage and is poisoned until the end of its next turn. On a succes, it takes half as much damage and is not poisoned.

Claw (Yuan-Ti Form only). Melee Weapon Attack: +PM to hit, reach 5 ft. times SM, one target. Hit: 1 Primordial die + WM + SM slashing damage, and once per turn you can expend one Primordial Die to make another claw attack as part of the same action.

Constrict. Melee Weapon Attack: +PM to hit, reach 5ft., one target. Hit: 1d12 + WM + SM bludgeoning damage, and you can expend one Primordial Die to force the target to succeed on a Strength saving throw or become grappled by you (escape DC equals your Primordial save DC). Until this grapple ends, the target is restrained. You can only have one creature grappled this way at a time.

Venom Spray (Yuan-Ti Form only). Expend up to PB Primordial Dice to make the following attack:

Ranged Spell Attack +PM to hit, range 60ft. times SM, one target. Hit: 2 Primordial Die acid damage for each die expended, and the target must succeed on a Dexterity saving throw or take 1d4 acid damage for each die expended at the start of its next turn.

Desert Winds (SM/Titanus Form). Expend three Prmiordial Dice to churn up an acidic wind from your wings in a 60 ft. times SM long, 5 ft. times SM wide line, pointing in a direction of your choice. Each creature in the line must make a Constitution saving throw. On a failed save, a creature takes 3 Primordial Die bludgeoning damage plus SM Primordial Die acid damage and is blinded for one minute. On a success, a creature takes half as much damage and is not blinded.

A blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful.

Bonus Actions

Change Shape. Expend one Primordial Die to shift between your Yuan-Ti form or Snake form, gaining access to the traits of your chosen form and losing access to the traits of the previous form.

By Portergoth (@Reddit) | MAGIC ITEMS | PLAYER OPTIONS | PRIMORDIAL SOULS | 23BLUENINJA HOMEBREW

 

 

Soul of the Kraken

The kraken is a legendary beast, and sworn enemy of the gods themselves. It wields immeasurable power on the Material Plane, being able to summon storms and raise the oceans at will. Incarnates of a kraken may find themselves worshiped by the cults that form around them.

Titanus Kraken

3rd-level Soul of the Kraken feature

Your Titanus Form takes on the likeness of an ancient kraken. Its stat block is shown below.

Roiling Limbs

3rd-level Soul of the Kraken feature

Tentacles grow from your body. You can use the Tentacle attack from your Titanus Form (your size modifier is 0 and your reach is 10 feet), which counts as a natural weapon. When used this way, you can only have one creature grappled with it at a time.

Pact of the Kraken

3rd-level Soul of the Kraken feature

You gain the Amphibious mutation, or another mutation of your choice if you already have it, but it doesn’t count against the number of mutations you have.

You also have resistance to lightning damage, and when you make an ability check using Dexterity or Charisma, you can expend one Primordial die to add it to the roll.

Morever, you gain Soul Spells at the incarnate levels listed.

Level Spells
3 command, create or destroy water
5 suggestion
9 lightning bolt
13 freedom of movement
17 maelstrom

Uncontainable

6th-level Soul of the Kraken feature

You have advantage on saving throws against being paralyzed or restrained.

As a bonus action, you can expend one Primordial Die to gain one of the following benefits:

  • You can move through difficult terrain as though it were normal terrain for 1 hour.
  • You escape from a nonmagical restraint or a grapple.
  • You end one magical effect on yourself that is restraining you or reducing your speed.

Wrath of the Sea

10th-level Soul of the Kraken feature

As an action, or when you enter your Titanus Form, you can cast summon elemental without using a spell slot or any spell components. When cast this way, you must choose water, and you don’t need to maintain concentration on the spell. Use your Primordial attack modifier and save DC for the spell attack modifier and save DC.

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.

Torrential Invocation

14th-level Soul of the Kraken feature

When you enter your Titanus Form, you can choose to become overloaded with primordial power. When you do, you cast water breathing without using a spell slot or any spell components, and a cylinder of water with a height and radius of 60 feet is created on the ground at your location, spreading around corners and filling any rooms not sufficiently sealed. The cylinder does not move with you and lasts until your Titanus Form ends. Hostile creatures in the cylinder are vulnerable to lightning damage.

Once you enter your overloaded titanus form, you must finish a long rest before you can do so again.

 

 

The Primordial Kraken

Large Monstrosity (Aquatic, Energized[lightning], Extraplanar)


Armor Class
14 + CM + SM
Speed
20 ft., Swim 60 ft.

STR, INT
Equals your Wisdom score + SM
DEX, CON, WIS, CHA
Use your scores

Saving Throws
STR, DEX, INT: +(PB + WM + SM)
Damage Resistances
Bludgeoning, Piercing, and Slashing
Damage Immunities
Lightning
Condition Immunities
Paralyzed
Senses
Darkvision 120 ft., Truesight 120 ft. (requires 14th level)
Languages
Your languages, Abyssal, Celestial, Infernal, Primordial, Telepathy 120 ft. but can’t speak

Amphibious. You can breathe both air and water.

Crushing Tentacles. Creatures grappled by you are restrained until the grapple ends.

Freedom of Movement. You ignore difficult terrain, and magical effects can’t reduce your speed or cause you to be restrained. You can spend 5 feet of movement to escape from nonmagical restraints or being grappled.

Actions

Multiattack (requires 5th level). You make two melee attacks. You can replace one attack with a use of Fling

Bite. Melee Weapon Attack: +PM to hit, reach 5 ft. times SM, one target. Hit: 2d8 + WM + SM piercing damage, and if the target is grappled by you, you can expend one Primordial die to force a target that is at least two sizes smaller than you to make a Strength saving throw. On a failed save, the target is swallowed.

A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside you, and it takes PB 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 damage equal to or greater than 10 times PB on a single turn from a swallowed creature, you must succeed on a Constitution saving throw (DC 4 times PB) at the end of that turn or regurgitate it.

A regurgitated creature falls prone in an unoccupied space within 10 feet of you. If you are knocked unconscious, a swallowed 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.

Tentacle. Melee Weapon Attack: +PM to hit, reach 5 ft. + 5 ft. times SM, one target. Hit: 1 Primordial die + WM + SM slashing damage, and 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 than you, it must succeed on a Strength saving throw or become grappled by you (Escape DC is your Primordial save DC). You have ten tentacles, each of which can grapple one target.

Fling. One Large or smaller object held or creature grappled by you is thrown up to 60 feet in a direction of your choice and knocked prone. If a thrown target strikes a solid surface, the target takes 1d6 bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a Dexterity saving throw or take the same damage and be knocked prone.

Lightning Storm. Expend up to PB Primordial Dice to target one creature within 120 feet of you for each die expended. The chosen targets must make a Dexterity saving throw, taking 3 Primordial Die lightning damage on a failed save, or half as much damage on a success. A target chosen multiple times makes only one saving throw, taking 2 Primordial die lightning damage for each time it was chosen on a failed save, or half as much damage on a success.

Bonus Actions

Ink Cloud. While underwater, expend up to SM Primordial Dice to expel an ink cloud in a sphere with a radius of 20 feet times the number of dice expended. The cloud spreads around corners, and that area is heavily obscured to creatures other than you. Each creature other than you that ends its turn there must succeed on a Constitution saving throw, taking SM Primordial Die poison damage on a failed save, or half as much damage on a success. A strong current disperses the cloud, which otherwise disappears at the end of your next turn.

MAGIC ITEMS | PLAYER OPTIONS | PRIMORDIAL SOULS | 23BLUENINJA HOMEBREW

 

 

Soul of the Horror

In the blackest depths of the deepest void, a horror unmatched by the even the most depraved illithid terrors and beholderkin nightmares lurks. We pray it stays in slumber, as its waking is the end of us all.

Titanus Horror

3rd-level Soul of the Horror feature

Your Titanus Form takes becomes the aspect of an unspeakable horror. Its stat block is shown below.

Blasphemous Visage

3rd-level Soul of the Horror feature

Tentacles grow form your face. You can use the Maddening Tentacles attack from your Titanus Form (your Size modifier is 0), which counts as a natural weapon.

Additionally, when you take the Attack action on your turn, you can forgo making one of your attacks to use the Disturb Reality action from your Titanus Form.

Forbidden Knowledge

3rd-level Soul of the Horror feature

You gain the Burdened Soul Mutation or another Mutation of your choice if you already have it, but it doesn’t count against the number of Mutations you have.

You also learn to speak, read, and write Deep Speech, and you have resistance to psychic damage.

Additionally, you gain Soul Spells at the incarnate levels listed.

Level Spells
3 arms of hadar, cause fear
5 blindness/deafness
9 fear
13 confusion
17 hold monster

Spacial Extortion

6th-level Soul of the Horror feature

You can use the Warping Step bonus action of your Titanus Form.

Moreover, when you use Warping Step, you can roll the expended die twice and use eithe result.

Maddening Presence

10th-level Soul of the Horror feature

When you use Eminence, you can force creatures to make an Intelligence saving throw instead of Wisdom. When you do, creatures that fail the saving throw also become deafened and unable to speak while they are frightened.

Additionally, if a creature is immune to being frightened, you ignore that immunity unless the creature is immune or resistant to psychic damage.

Terror Unbound

14th-level Soul of the Horror feature

When you enter your Titanus Form, you can choose to become overloaded with primordial power. When you do, you use Eminence as part of the same action, and 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.

MAGIC ITEMS | PLAYER OPTIONS | PRIMORDIAL SOULS | 23BLUENINJA HOMEBREW

 

 

The Primordial Horror

Large Aberration (Aquatic, Aereal, Adaptable, Extraplanar, Unusual)


Armor Class
13 + CM + SM
Speed
30 ft., Fly 30 ft., Swim 30 ft.

STR, INT, CHA
Equals your Wisdom score + SM
DEX, CON, WIS
Use your scores

Saving Throws
STR, INT, CHA: +(PB + WM + SM)
Damage Resistances
Cold; Bludgeoning, Piercing, and Slashing
Damage Immunities
Psychic
Condition Immunities
Blinded
Senses
Darkvision 120 ft., Truesight 120 ft. (requires 14th level)
Languages
Your languages, Telepathy 120 ft.

Crushing Tentacles. Creatures grappled by you are restrained until the grapple ends.

Magic Resistance. You have advantage on saving throws against spells and other magical effects.

Mind Control. Your features and spells ignore a creature’s immunity to being charmed, frightened, paralyzed, and stunned unless they are resistant or immune to psychic damage.

Unusual Nature. You do not need to breathe.

Unspeakable Horror (Overloaded Only). Frightened creatures have disadvantage on all saving throws you force them to make.

Actions

Multiattack (requires 5th level). You make two melee attacks. You can replace one attack with a use of Disturb Reality.

Maddening Tentacles. Melee Weapon Attack: +PM to hit, reach 5 ft. times SM, one target. Hit: 1 Primordial die + WM + SM psychic damage, and 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 than you, it must succeed on an Intelligence saving throw or become grappled by you (Escape DC is your Primordial save DC). Until this grapple ends, the target is frightened of you. You can only have one creature grappled in this way at a time.

Mind Blast (SM/Titanus Form). Expend up to PB Primordial Dice to release a blast of psychic energy in a 30-foot times SM cone. Each creature in the affected area must make an Intelligence saving throw. On a failed save, a creature takes SM Primordial Die psychic damage + psychic damage equal to the expended dice and is stunned until the beginning of your next turn. On a success, it takes half as much damage and is not stunned.

If you expended at least four Primordial Dice, the duration a creature is stunned for on a failed save increases to 1 minute. A stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Disturb Reality. Expend up to SM + 1 Primordial Dice to choose a different creature you can see within 30 feet + 30 feet times SM of you for each die expended. For each target, you cause one of the following magical disturbances at random (roll your Primordial Die for each target):

1-2. Enthralling. The target must succeed on a Wisdom saving throw or be charmed by you for 1 minute, or until you or a creature allied to you harms the target.

3-4. Maddening. The target must succeed on an Intelligence saving throw or take 3 Primordial Die psychic damage.

5-6. Horrifying. The target must succeed on a Wisdom saving throw or be frightened of you 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

7-8. Shattering. The target and each creature within 5 feet of it must succeed on a Constitution saving throw or take 4 Primordial Die thunder damage.

9-10. Paralyzing The target must succeed on a Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

11-12. Annihilating. The targeted creature must succeed on a Charisma saving throw or take 5 Primordial Die force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust.

Bonus Actions

Warping Step. Expend one Primordial Die and roll it to magically teleport to an unoccupied space you can see within 30 feet + 10 feet times SM of you. On a 5 or higher, the area within a sphere centered on the space you left with a radius of 10 feet + 10 feet times SM becomes difficult terrain until the beginning of your next turn.

On a 9 or higher, you are heavily obscured by distorted space until the beginning of your next turn.

On an 11 or higher, each other creature within 30 feet of the space you left must succeed on a Strength saving throw or be pulled into that space or the closest unoccupied space available and take 4 Primordial Die force damage.

Disturb (Overloaded Only). You target a single creature with Disturb Reality, without expending a Primordial Die.

MAGIC ITEMS | PLAYER OPTIONS | PRIMORDIAL SOULS | 23BLUENINJA HOMEBREW

 

 

Soul of the Subterranean

Made by Elek

Long before the existence of the cities and nations of mortals, there was only the earth. And with only the earth, there were those who shaped and carved it. The Primordial Subterranean is a worldshaper, who works to protect the earth from those who seek to defile it.

Titanus Subterranean

3rd-level Soul of the Subterranean feature

Your Titanus Form takes on the likeness of a massive plated beast, with a hardened shell and lack of eyes. Its stat block is shown below.

Unsettled Ground

3rd-level Soul of the Subterranean feature

You fingertips become thick claws. While both of your hands are free, you can use the Digging Claw attack from your Titanus Form (your Size modifier is 0 and your reach is 5 feet), which counts as a natural weapon.

Also, while you do not have a burrow speed, you can expend one Primordial Die as a bonus action to gain a burrow speed of 30 feet until the beginning of your next turn. You can use this speed to move through ground made of sand, earth, mud, rock, or ice. If the ground is solid rock, it is difficult terrain, and you leave a 5-foot-diameter tunnel in your wake.

If you end your turn in solid ground without a burrow speed, you begin suffocating and you take 1d10 bludgeoning damage at the start of each turn that you remain in the ground without a burrow speed.

Mighty Stalagmite

3rd-level Soul of the Subterranean feature

You learn to speak, read, and write Dwarvish, and when you make an ability check related to digging or subterranean navigation, you gain a bonus to the role equal to your Primordial Die.

You also gain Soul Spells at the incarnate levels listed.

Level Spells
3 earth tremor, hunter’s mark
5 earthen grasp
9 erupting earth
13 summon elemental (earth only)
17 wall of stone

Subterranean Scourge

6th-level Soul of the Subterranean feature

You can use the Burrow and Unburrow actions of your Titanus Form (your Size modifier is 0).

Additionally, you gain tremorsense out to a range of 60 feet, which means you can detect and pinpoint the origin of vibrations within that range, provided you and the source of the vibrations are in contact with the same ground or substance.

Quaking Presence

10th-level Soul of the Subterranean feature

While on the ground, you can use your action to cause a large tremor. Each creature (other than you) that is on the ground within 30 feet + 30 feet times your Size modifier (0 in normal form) of you must make a Dexterity saving throw. On a failed save, a creature takes 6 Primordial Die bludgeoning damage and is knocked prone. On a success, a creature takes half as much damage and is not knocked prone.

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.

Terror From Below

14th-level Soul of the Subterranean feature

When you enter your Titanus Form, you can choose to become overloaded with primordial power. When you do, you gain one additional Primordial Die, and 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.

By Elek | MAGIC ITEMS | PLAYER OPTIONS | PRIMORDIAL SOULS | 23BLUENINJA HOMEBREW

 

 

The Primordial Subterranean

Large Monstrosity (Energized [bludgeoning])


Armor Class
13 + CM + SM
Speed
30 ft.

STR
Equals your Wisdom score + SM
DEX, CON, INT, WIS, CHA
Use your scores

Saving Throws
STR +(PB + WM + SM)
Damage Resistances
Bludgeoning, Piercing, and Slashing
Senses
Blightsight 60 ft. (blind beyond this radius), Tremorsense 120 ft.
Languages
Understands your languages but cannot speak

Sand Stalker. At the start of your turn, you can move up to your movement speed toward your Marked Prey.

Rocky Shell (Burrowed Only). Any bludgeoning, piercing, or slashing damage you take is reduced by 3 (before resistance is applied).

Earthshaker (Overloaded Only). Each creature that starts its turn within 5 times SM feet of you must succeed on a Dexterity saving throw or be knocked prone and take 1 Primoridal Die bludgeoning damage.

Gaia’s Grace (Overloaded Only). You can use Burrow and Unburrow as a bonus action.

Actions

Multiattack (requires 5th level). You make two melee attacks. You can replace one attack with a use of Burrow or Unburrow.

Grinding Bite (Unburrowed Only). Melee Weapon Attack: +PM to hit, reach 5 ft. times SM, one target. Hit: 2d8 + WM + SM bludgeoning damage, and if the target is Marked Prey you can expend one Primordial Die to add 2 Primordial Die to the damage roll.

Digging Claw. Melee Weapon Attack: +PM to hit, reach 5 ft. times SM, one target. Hit: 1 Primordial Die + WM + SM slashing damage. If you are burrowed or grappling the target, you can expend one Primoridal Die to deal 1 Primordial Die bludgeoning damage to the target and force them to succeed on a Strength saving throw or be pulled into the ground, ending the grapple and restraining them. A restrained creature can repeat the saving throw at the end of each of their turns, ending the effect on themselves a success.

Burrow (Unburrowed Only). If you are above ground and do not have a burrow speed, you submerge all but a portion of yourself into the ground, so long as it is made of sand, earth, mud, rock, or ice. While submerged in this way, you have a burrow speed of 15 feet, you can move through and stop in spaces occupied by hostile creatures, and you have three-quarters cover. You can only move along the ground with this burrow speed.

Unburrow (Burrowed Only). You emerge forecfully from the ground. Any creatures no more than one size larger than you that are in your space after emerging are pushed to the nearest unoccupied space, and any creature within 5 feet times SM of you must succeed on a Dexterity saving throw or take 1 Primordial Die + SM Primordial Die bludgeoning damage.

Shockwave (Burrowed Only). Expend up to PB Primordial Dice to send a shockwave through the ground, targeting a creature you can sense with your tremorsense. The shockwave erupts beneath the target, forcing them to make a Dexterity saving throw. On a failed save, the target takes 2 Primordial Die bludgeoning damage for each die expended and becomes your Marked Prey. On a success, the target takes half as much damage and is not marked.

Prey Seeker (Overloaded Only). Expend up to PB Primordial Dice if your Marked Prey is within 60 feet of you and on the same ground as you to burrow completely underground and appear in a space within 5 feet times SM of them. You then immediately use Unburrow, and creatures that fail the saving throw take an additional 2 Primordial Die slashing damage for each die expended, or half as much damage on a success. If this damage kills your Marked Prey, you regain half of the Primordial Dice expended (rounded down).

Bonus Actions

Bolstering Bedrock (Burrowed Only). Expend up to SM Primordial Dice to regain 1 Primordial Die + CM hit points for each die expended.

By Elek | MAGIC ITEMS | PLAYER OPTIONS | PRIMORDIAL SOULS | 23BLUENINJA HOMEBREW

 

 

Soul of the Tarrasque

Nothing on the Material Plane summons dread quite like the Tarrasque. The most well known and feared of all the primordials by mortals of today, the appearance of the Tarrasque spells calamity, and the end of an era.

Titanus Tarrasque

3rd-level Soul of the Tarrasque feature

Your titanus form takes on the likeness of a Tarrasque. Its stat block is shown below.

Manifested Ruin

3rd-level Soul of the Tarrasque feature

You grow a powerful tail and claws at your fingertips. While both of your hands are free, you can use the Claw attack from your Titanus Form (your Size modifier is 0 and your reach is 5 feet), which counts as a natural weapon.

You can also use the Tail attack from your Titanus Form (your Size modifier is 0 and your reach is 10 feet), which counts as a natural weapon.

Apex Predator

3rd-level Soul of the Tarrasque feature

You gain the Primordial Awareness Mutation or another Mutation of your choice if you already have it, but it doesn’t count against the number of Mutations you have. You also gain the following benefits:

  • You have resistance to fire and poison damage
  • You have advantage on saving throws to avoid or end the paralyzed or poisoned conditions.
  • You can use the Terrorize bonus action from your Titanus Form.

Furious Rampage

6th-level Soul of the Tarrasque feature

You gain the following benefits:

  • Two horns grow from your head. You can use the Horns attack from your Titanus Form (your Size modifier is 0 and your reach is 5 feet), which counts as a natural weapon.
  • You can use the Rampage bonus action from your Titanus Form.
  • When you use Rampage, you don’t have to expend a Primordial Die if you make the attack against a creature you have not attacked that turn.

Terrifying Presence

10th-level Soul of the Tarrasque feature

You can use Eminence when you enter your Titanus Form as part of the same action.

Also, the range of your blindsight is increased to 30 feet

Legendary Destruction

14th-level Soul of the Tarrasque feature

When you enter your Titanus Form, you can choose to attune yourself to the Material Plane. 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.

MAGIC ITEMS | PLAYER OPTIONS | PRIMORDIAL SOULS | 23BLUENINJA HOMEBREW

 

 

The Primordial Tarrasque

Large Monstrosity (Adaptable, Unusual)


Armor Class
16 + CM + SM
Speed
40 ft.

STR
Equals your Wisdom score + SM
DEX, CON, INT, WIS, CHA
Use your scores

Saving Throws
STR, INT, CHA: +(PB + WM + SM)
Damage Resistances
Bludgeoning, Piercing, and Slashing
Damage Immunities
Fire, Poison
Condition Immunities
Charmed, Frightened, Paralyzed, Poisoned
Senses
Blindsight 120 ft.
Languages
Understands your languages but cannot speak

Magic Resistance. You have advantage on saving throws against spells and other magical effects.

Omen of Terror. Creatures have disadvantage on saving throws to end the frightened condition while they can see you.

Reflective Carapace. Any time you are targeted by a magic missile spell, a line spell, or a ranged spell attack, roll a d6. On a 4-5, any damage you take from it is halved. On a 6, you are unaffected, and the effect is reflected back at the caster as though it originated from you, turning the caster into the target.

Obliterating Fury (Attuned Only). You can make three attacks instead of two when you use Multiattack, and your weapon attacks score a critical hit on a roll of 18-20

Actions

Multiattack (requires 5th level). You make two melee attacks, each with a different weapon.

Bite. Melee Weapon Attack: +PM to hit, reach 10 ft., one target. Hit: SM d12 + WM + SM piercing damage, and 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 than you, it must succeed on a Strength saving throw or become grappled by you (Escape DC is your Primordial save DC). Until this grapple ends, the target is restrained, and you can’t attack other creatures with your bite.

Claw. Melee Weapon Attack: +PM to hit, reach 5 ft. times SM, one target. Hit: 1 Primordial Die + WM + SM slashing damage, and once each turn you can expend one Primordial Die to make another claw attack as part of the same action.

Horns. Melee Weapon Attack: +PM to hit, reach 10 ft., one target. Hit: 1d10 + WM + SM slashing damage. If you move at least 20 feet straight towards a creature and then attack it with this weapon, the target takes an additional 1d10 piercing damage on a hit.

Tail. Melee Weapon Attack: +PM to hit, reach 5 ft. + 5 ft. times SM, one target. Hit: 2d6 + WM + SM bludgeoning damage, and you can expend one Primordial Die. If you do, add it to the damage roll, and the target must succeed on a Strength saving throw or be knocked prone.

Swallow. Expend one Primordial Die to force a target at least two sizes smaller than you that is grappled with your bite to make a Strength saving throw. On a failed save, the target is swallowed.

A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside you, and it takes PB 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 damage equal to or greater than 10 times PB on a single turn from a swallowed creature, you must succeed on a Constitution saving throw (DC 4 times PB) at the end of that turn or regurgitate it.

A regurgitated creature falls prone in an unoccupied space within 10 feet of you. If you are knocked unconscious, a swallowed 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.

Bonus Actions

Rampage. Expend one Primordial Die after taking the Attack action to make a melee attack with a weapon you have not used this turn.

Terrorize. Expend one Primordial Die to choose up to PB creatures within 60 feet of you that are aware of you. Those creatures must succeed on a Wisdom saving or become frightened of you for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on the saving throw is immune to your Terrorize for the next 24 hours.

MAGIC ITEMS | PLAYER OPTIONS | PRIMORDIAL SOULS | 23BLUENINJA HOMEBREW

 

 

Soul of the Witness

Made by Portergoth (@Reddit)


Each Beholder thinks itself the pinnacle of perfection, but did these reality warping nightmares always look the way they do? Some Far Realm scholars belive they found inspiration from a creature so powerful, beholderkin shaped themselves in its image. This primordial yearns to see all of reality undone under its gaze.

Primordial Witness Form

3rd-level Soul of the Witness feature

Your Titanus Form takes on the likeness of a single massive eye with fleshy eyestalks protruding from its back. Its stat block is shown below.

Ever-Present Eyes

3rd-level Soul of the Witness feature

As an action, you can expend one Primordial Die to dream a gazer into existance that resembles your primordial. Its statistics are shown in the Witness Gazer stat block below. You can only have one witness gazer at a time. Your gazer dies when it drops to 0 hit points or when you use this feature while you already have one.

You control the gazer, and in combat, it shares your initiative and takes its turn immediately after yours. You can perceive through the gazer’s senses as long as you are on the same plane of existence.

Perfect Vision

3rd-level Soul of the Witness feature

Eye stalks grow from your head. You can use the Eye Ray attack from your Titanus Form (your Size modifier is 0), which counts as a natural weapon. Ranged attacks you make with it are considered Ferocious attacks.

You gain the Eyes of the Apex Mutation or another Mutation of your choice if you already have it, but it doesn’t count against the number of Mutations you have. You also gain the following benefits:

  • You gain proficiency in the Perception skill or another incarnate skill of your choice if already proficient

  • You have advantage on Perception and Investigation checks that rely on sight.

  • You can see up to 1 mile away with no difficulty, and can discern even fine details as though looking at something no more than 100 feet away from you.

Eyes on the Inside

6th-level Soul of the Witness feature

As an action, you can expend one Primordial Die to force a creature you can see to make a Charisma saving throw. On a failed a save, you can see through that creatures vision for up to 10 minutes. When you use this feature, you can expend additional Primordial Dice up to your proficiency bonus to increase the length of time to 1 hour per die expended.

A creature that fails the saving throw is unaware of this effect, while a creature that succeeds feels a sensation of being watched. A creature can choose to fail this saving throw.

Additionally, you can attack with your Eye Ray as if you were in the space of your gazer.

Warping Gaze

10th-level Soul of the Witness feature

As an action, you can force a creature you can see within 60 feet of you to make a Wisdom saving throw. On a failed save, a creature takes 4 Primordial Die psychic damage and is blinded, deafened, and cannot speak for 1 minute, as its head is turns into a giant eyeball. On a success, a creature takes half as much damage but suffers no other effects.

When you use this feature, you can expend Primordial Dice up to your Size modifier (0 in normal form) to target another creature for each die expended. You can perceive through a blinded creature’s vision as if it wasn’t blinded, and you can use your bonus action to roll on the Eye Ray table without expending a Primordial Die, targeting the blinded creature or a creature within 60 feet of it that it can see.

A blinded creature can repeat saving throw at the end of each of its turns, ending the effect on itself 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 use it again.

Visions of the Far Realm

14th-level Soul of the Witness 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.

Witness Gazer

Tiny Aberration, Your alignment


Armor Class
12 + WM
Hit Points
Twice your incarnate level + CM (the gazer has a number of Hit Dice [d4s] equal to your incarnate level)
Speed
0 ft., fly 30 ft.

STR, INT, CHA
3
DEX, CON, WIS
Use your scores

Saving Throws
DEX, CON, WIS: +(PB + WM)
Skills
Perception, Stealth: +(WM + PB)
Senses
Darkvision 60 ft.
Languages
Challenge
1/2

Magic Resistance. You have advantage on saving throws against spells and other magical effects.

Actions

Snap. Melee Weapon Attack: +PM to hit, reach 5 ft., one target. Hit: 1d4 piercing damage.

Force Ray. Ranged Spell Attack: +PM to hit, range 60/90 ft., one target. Hit: 1 Primordial Die force damage.

Gazer Eye Ray (requires 6th level). roll 1d4 on the Eye Ray table. A creature within 60 feet of the gazer that it can see must succeed on the rolled saving throw or suffer the rolled effect.

By Portergoth (@Reddit) | MAGIC ITEMS | PLAYER OPTIONS | PRIMORDIAL SOULS | 23BLUENINJA HOMEBREW

 

 

Eye Ray
Primordial die Save Effect
1 WIS The target is charmed by you for 1 minute, or until it is harmed by you or a creature allied to you.
2 WIS The target is frightened by you until the end of your next turn.
3 DEX The target’s movement speed is halved, it cannot take reactions, and it must choose between using either an action or a bonus actiion on its next turn.
4 CON The target takes 2 Primordial Die necrotic damage, or half as much damage on a successful save.
5 CHA The target falls unconscious until the end of your next turn, or until it takes any damage or a creature takes an action to wake it. Constructs and undead are unaffected.
6 CON The target is paralyzed until the end of your next turn.
7 STR You move the target up to 30 feet in any direction. It is then restrained and telekinetically held in place until the end of your next turn or until you are incapacitated.
8 DEX The target is shunted into a harmless demiplane until the start of your next turn.
9 DEX The target takes 6 Primordial Die force damage. If this reduces the target to 0 hit points, it is reduced to a fine grey dust.
10 CHA The target is restrained and starts to turn to stone. At the end of it’s next turn, it must repeat the saving throw or be petrified for one minute.
11 INT The target’s Intelligence and Charisma scores are reduced by 8, to a minimum of 4, until it finishes a long rest. It also takes 2 Primordial Die psychic damage even on a successful save.
12 WIS The target is affected by your Warping Gaze feature as if it failed the saving throw.

The Primordial Witness

Large Aberration (Adaptable, Extraplanar)


Armor Class
13 + CM + SM
Speed
0 ft., Fly 20 ft. (hover)

STR, INT, CHA
Equals your Wisdom score + SM
DEX, CON, WIS
Use your scores

Saving Throws
INT, CHA: +(PB + WM + SM)
Damage Resistances
Bludgeoning, Piercing, and Slashing
Condition Immunities
Prone
Senses
Darkvision 120 ft., Truesight 120 ft. (requires 14th level)
Languages
Your languages, Deep Speech

Magic Resistance. You have advantage on saving throws against spells and other magical effects.

Eyes of Destruction (Overloaded Only) You can make three attacks instead of two when you use multiattack, and when you roll on the Eye Ray table, you can roll twice and use either result.

Sundering Gaze (Overloaded Only) The cone of your Antimagic Pulse creates an area of antimagic, as in the antimagic field spell.

Actions

Multiattack (requires 5th level). You make two attacks.

Snapping Stalks. Melee Weapon Attack: +PM to hit, reach 5 ft. times SM, one target. Hit: 1 Primordial Die + WM + SM piercing damage, and once each turn you can expend one Primordial Die to make another snapping stalks attack as part of the same action.

Eye Ray. Ranged Spell Attack: +PM to hit, range 120 ft., one target. Hit: 2 Primordial Die force damage, and you can expend one Primordial Die to roll on the Eye Ray table. The target must succeed on the rolled saving throw or suffer the rolled effect.

Antimagic Pulse (SM/Titanus Form). Expend three Prmiordial Dice to emit a pulse of force from your central eye that disrupts magic in a 30-foot times SM cone. Each creature in the cone must make a Constitution saving throw. A creature takes 3 Primordial Die + SM Primordial Die force damage on a failed save, or half as much damage on a success.

Until your Titanus Form ends, you use this feature again, or you lose concentration (as if concentrating on a spell), any spells affecting creatures or areas within the cone are suppressed if they were created by a spell of a level less than or equal to the number of dice expended. A creature that attempts to cast such a spell while inside the affected area, or attempts to place an area of affect from such a spell inside the cone, must make a Constitution saving throw. On a failed save, the spell dissipates with no effect, and the action, bonus action, or reaction used to cast it is wasted. If that spell was cast with a spell slot, the slot isn’t expended.

By Portergoth (@Reddit) | MAGIC ITEMS | PLAYER OPTIONS | PRIMORDIAL SOULS | 23BLUENINJA HOMEBREW

 

 

The Incarnate Expansion

By u/23BLUENINJA

Art Credits:

Grzegorz Rutkowski - Cover

Lindsey Look - pg 2

Véronique Meignaud - pg 6

Winona Nelson - pg 8

Dan Scott - pg 9

Chris Cold - pg 10

Xiaobotong - pg 11

Simon Dominic - pg 13

Filip Burburan - pg 15

Kekai Kotaki - pg 16

Sam Rowan - Back Cover


A martial class that wields ancient power to crush their foes underfoot.

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