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Samsari Class

Incarnate: The Last of the Lacers

Samsari

Samsari try to be at peace with nature. Keep in mind their search for enlightenment and peace as you create your character. What type of lacer are you? What led you down a path of spirituality, as opposed to using lacing for ighting? Are you a protector of a community? Are you a loner, seeking your own answers to life's questions? Do you have a mentor who is guiding you, or is your journey a solitary one?   The biggest question for a samsari is typically how you will spread your knowledge and insight to others. Will you attempt to teach as you learn? Will you lead by example? Or will you put the needs of others before yourself to attempt to ind enlightenment through service?
hit dice: 1d6
hit points at 1st level: 6 + your Constitution modifier
hit points at higher levels: 1d6 (or 4) + your Constitution modi ier per samsari level after 1st
armor proficiencies: None
weapon proficiencies: Mace, quarterstaff, shanzi, spear
tools: One musical instrument of your choice
saving throws: Wisdom, Charisma
skills: Choose two from Animal Handling, Arcana, History, Insight, Medicine, Nature, Perception, and Religion
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:
  • (a) a spear or (b) a quarterstaff
  • (a) a mace or (b) two shanzi
  • (a) an explorer's pack or (b) a scholar's pack
  • A musical instrument of your choice

  • Alternately, you can purchase your own starting equipment. At level 1, a samsari begins with 3d4 x 10 gp.
    spellcasting:
    class features:

    Bonus Proficiencies

    You gain several bonus proficiencies, which vary depending on your element:  
    Element Weapons Skills
    Fire Scimitar, Shortsword Acrobatics
    Air Blowgun, Shanzi Acrobatics
    Water Rapier, Whip Athletics
    Earth Maul, Warhammer Athletics
      If you already have proficiency in the skill you gain for your lacer bonus proficiency, your proficiency bonus is doubled for any ability check you make that uses that proficiency.
    subclass options:

    Samsari Level Table

    Samsari Class


    LevelProficiency BonusKi PointsFeaturesForms KnownMaximum Form Level
    1st+22Chosen Element, Elemental Bolt, Basic Lacing, Ki21st
    2nd+23Spirit Guide, Synergy31st
    3rd+24Spiritual Empathy, Path to Enlightenment42nd
    4th+25Ability Score Improvement52nd
    5th+36Open Chakra (Root)63rd
    6th+37Path to Enlightenment Feature73rd
    7th+38Moment of Clarity, Open Chakra (Sacral)84th
    8th+39Ability Score Improvement94th
    9th+411Open Chakra (Navel)105th
    10th+412Path to Enlightenment Feature115th
    11th+413Ki Infusion (6th-Level), Open Chakra (Heart)125th
    12th+414Ability Score Improvement135th
    13th+516Ki Infusion (7th-Level), Open Chakra (Throat)145th
    14th+517Path to Enlightenment Feature155th
    15th+518Ki Infusion (8th-Level), Open Chakra (Third-Eye)165th
    16th+519Ability Score Improvement175th
    17th+621Ki Infusion (9th-Level), Open Chakra (Crown)185th
    18th+622Form Mastery195th
    19th+623Ability Score Improvement205th
    20th+624Spirit Manifestation205th

    1st Level

    Chosen Element

    1st Level - Elemental Bender Class

    As a bender, you have the supernatural ability to manipulate your element. When you take your 1 st level in this class, you must choose an element: fire, air, water, or earth. From that point on, you are a fire bender , air bender , water bender , or earth bender. You can't choose another element, even if you later get to choose again.

    Incarnate: The Last of the Lacers

    Elemental Bolt

    0-level (Cantrip) Transmutation

    Casting Time: 1 action
    Range/Area: 5ft
    Components: Somatic
    Duration: Instantaneous
    You hurl a bolt of your element. Make a ranged ki attack against one creature within range, or against two creatures within range that are within 5 feet of each other. On a hit, a target takes 1d6 bludgeoning damage.
    At higher levels: This form's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
    Available for: Samsari

    Basic Lacing

    1st Level - Elemental Bender Class

    You gain your element's Basic Lacing abilities (Firelacing, Airlacing, Waterlacing, Earthlacing).
     

    Ki

    1st Level - Elemental Bender Class

    Ki points represent the mystical energy that affords you power over your element. You begin with 1 ki point, and gain additional ki points as you gain lacer levels, as shown in the Ki Points column of the Lacer table.   You can spend these points to fuel various ki features. You start knowing three such features: Deflection, Power Blow, and Surprising Angle. You learn more ki features as you gain levels in this class.   When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest quietly meditating to regain your ki points.   Some of your ki features require an attack modifier, or require your target to make a saving throw to resist the feature's effects. The ability modifier you use is different depending on your element. Firelacers and earthlacers use their Charisma, since their ki is powered by their strength of spirit and force of will. Airlacers and waterlacers use Wisdom, as their power comes from intuition and insight.  

    Firelacers and Earthlacers

  • Ki Save DC = 8 + your proficiency bonus + your Charisma modifier
  • Ki attack modifier = your proficiency bonus + your Charisma modifier
  • Airlacers and Waterlacers

  • Ki Save DC = 8 + your proficiency bonus + your Wisdom modifier
  • Ki attack modifier = your proficiency bonus + your Wisdom modifier

  • Deflection
    You can spend 1 ki point as a reaction to deflect or dissipate an elemental strike, form attack, or spell attack that would deal damage to you. When you do so, the damage you take from the attack is reduced by 1 d 10 + your ki ability modifier + your lacer level.
    Power Blow
    When you hit an enemy with an elemental strike, you can spend 1 ki point to force the enemy to make a Strength saving throw. On a failed save, the enemy is pushed 10 feet away from you.
    Surprising Angle
    When you make an attack against a creature with an elemental strike, you can spend 1 ki point to hit the target from any angle, not simply in a straight line. This allows you to ignore the effects of any amount of cover except for total cover.

    Bending

    2nd Level - Elemental Bender Class

    At 2 nd level, you begin to wield absolute control and authority over your element. In addition to basic effects, you learn amazing powers to drive your foes before you.  

    Form Levels and Ki Points
    Every form costs as mani Ki Points as its level  
    Forms Known
    You know three 1 st-level forms of your choice from your element's form list. The Forms Known column of the Lacer table shows when you learn more forms of your choice.   Each of these forms must be of a level that you know. For instance, when you reach 5 th level in this class, you can learn one new form of 1 st or 2 nd level.   Additionally, when you gain a level in this class, you can choose one of the forms you know and replace it with another form from your element's form list, which also must be no higher than your maximum form level.  
    Initiating Forms
    Your forms are ki features, and so you must spend ki points to initiate these forms. You spend the number of ki points shown on the Form Levels table in order to initiate a form. Most forms have enhanced effects, which you can initiate by spending additional ki points when you initiate the form. Each additional ki point you spend increases the form's level by 1.   You cannot spend ki to initiate a form at a higher level than your maximum form level, as shown in the Maximum Form Level column of the Bender table.

    2nd Level

    Spirit Guide

    2nd Level - Samsari Class

    Beginning at 2nd level, you learn to feel the pull of spiritual energy around you, and can call for aid when necessary, as well as send these forces out to help others. Any time you take the Help action, you grant an ally advantage on the irst attack roll it makes against a target that you can see. You can spend 1 ki point to take the Help action as a bonus action on your turn.   Additionally, you can spend 1 ki point to gain the bene its of the Help action yourself as a bonus action on your turn, even if you are alone.

    Synergy

    2nd Level - Samsari Class

    At 2nd level, you begin to unlock the secret of working in tandem with fellow magical creatures. You can use this ability in two ways, depending on if the ally is a lacer or a spellcaster.   If a willing creature initiates a lacing form within 30 feet of you, you can spend a number of ki points as a reaction to enhance their form, exactly as you would spend ki points to enhance your own lacing forms. The number of ki points you spend cannot initiate the form higher than the maximum form level of either yourself or your ally, whichever is higher.   If a willing creature casts a spell within 30 feet of you, you can spend a number of ki points as a reaction to enhance their spell. You must spend 2 ki points for each level that you raise the spell. You cannot enhance the creature's spell higher than the maximum spell level the creature can cast.

    3rd Level

    Spiritual Empathy

    3rd Level - Samsari Class

    You know the ways of natural spirits and creatures, and can walk amongst them without worry. At 3rd level, you gain proficiency in Wisdom (Animal Handling) skill checks. You can use Charisma in place of Wisdom to make Animal Handling skill checks.   If you already have pro iciency in Animal Handling, your proficiency bonus is doubled when you make such a check.

    Path to Enlightenment

    3rd Level - Samsari Class

    At 3rd level, you begin to travel along a path to true enlightenment, in the hopes of bringing about a spiritual awakening in others as well as yourself. Samsari can choose the path of the Boatman, King, or Shepherd. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th level.   Path of the Boatman

    Path of the Boatman

    Boatman samsari practice their art in tandem with others. They attempt to lead both by example, and by learning as well. A boatman accepts all teachings, and does what they can to bring others along on their own spiritual journey together, as equals.  

    Expanded Spell List

    Those who follow the path of the boatman can choose from an expanded list of spells when choosing a chakra spell. The following spells are added to the chakra spell list for you.:
    Root
    Bless
    Sacral
    Aid
    Navel
    Protection From Energy
    Heart
    Feign Death
    Throat
    Telepathic Bond
    Third Eye
    True Seeing
    Crown
    Foresight
     

    Divine Blessing

    When you choose this path at 3rd level, you can spend 2 ki points as an action to cast warding bond without needing material components. The duration of the spell lasts until you finish a short or long rest, unless you choose to end it as a bonus action.  

    Spiritual Connection

    Beginning at 6th level, you can spend 2 additional ki points when you use your Spirit Guide feature to grant all willing allies within 30 feet (including yourself) advantage on their first attack roll against the targeted creature until the beginning of your next turn.  

    Aura of Serenity

    Starting at 10th level, you can spend Hit Dice to heal creatures which spend at least 30 minutes of a short rest in your presence, and those creatures can spend Hit Dice to heal you.  

    Inspiring Presence

    Beginning at 14th level, you and any ally that spends the entirity of a long rest within 30 feet of you has its hit point maximum and current hit points increased by an amount equal to 4 times your ki ability modifier for 8 hours.  
     

    Path of the King

    Path of the King

    King samsari seek their own enlightenment before that of others. A king's philosophy is that one cannot truly teach others until one knows the intricacies of life irsthand, and can only then guide others through their example and protect them with their power.  

    Expanded Spell List

    Those who follow the path of the king can choose from an expanded list of spells when choosing a chakra spell. The following spells are added to the chakra spell list for you:
    Root
    Bane
    Sacral
    Darkvision
    Navel
    Fear
    Heart
    Spirit Guardians
    Throat
    Dispell Evil and Good
    Third Eye
    Eyebite
    Crown
    Weird
     

    Unarmored Defense

    Beginning at 3rd level when you choose this path, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modi ier + your ki ability modi ier.  

    Strike of the Heavens

    Beginning at 6th level, you can spend 1 additional ki point when you use your Spirit Guide feature for yourself to add your ki ability modi ier to the damage roll of the irst successful attack you make before the end of your next turn.  

    Aura of Power

    Starting at 10th level, you and friendly creatures within 30 feet of you can't be frightened while you are conscious.  

    Burst of Power

    Beginning at 14th level, you can spend 3 ki points to cast enhance ability on yourself. When you do so, choose two effects of the spell, which you gain simultaneously for the duration of the spell.  
     

    Path of the Shepherd

    Path of the Shepherd

    Shepherd samsari place the needs and spiritual journeys of others before themselves. A shepherd aspires to delay their own enlightenment and acquisition of power until other beings have begun their own spiritual journeys, counseling and protecting those that falter  

    Expanded Spell List

    Those who follow the path of the shepherd can choose from an expanded list of spells when choosing a chakra spell. The following spells are added to the chakra spell list for you:
    Root
    Charm Person
    Sacral
    Calm Emotions
    Navel
    Magic Circle
    Heart
    Death Ward
    Throat
    Legend Lore
    Third Eye
    Mass Suggestion
    Crown
    Reincarnate
     

    Enhanced Power

    Starting when you choose this path at 3rd level, you can take the Ready action to prepare yourself to use your Synergy ability. When you choose a creature's lacing form or spell to enhance, the number of ki points you spend to enhance their ability is reduced by 1.  

    Spiritual Guidance

    Beginning at 6th level, any time you use your Spirit Guide feature to assist another creature in combat, the creature adds your ki ability modi ier to its AC against the irst attack made against it until the beginning of your next turn.  

    Shared Burden

    Starting at 10th level, when you turn begins, you can choose to activate this ability. Until the beginning of your next turn, friendly creatures within 60 feet of you make all saving throws with advantage, and you have disadvantage on all saving throws you make.  

    Take the Pain

    Beginning at 14th level, as a reaction, you can take on one of the following conditions from a friendly creature within 30 feet of you: blinded, deafened, exhausted, paralyzed, or poisoned. The effect ends for the creature, and you are subject to the condition instead. You cannot use this ability if you already have the condition you wish to take on. You can only remove one level of exhaustion at a time with this ability. You cannot increase your exhaustion to sixth level with this ability.  
     

    4th Level

    Ability Score Improvement

    4th Level - Elemental Bender Class

    When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.   In this game the optional feats rule is at use, allowing you to take a feat of your choice whenever you experience an Ability Score Improvement

    5th Level

    Open Chakra

    5th Level - Samsari Class

    As you gain experience as a samsari, you begin to open your chakras to let the pure cosmic energy low through you. At 5th level you unlock your root chakra and learn a spell, chosen from the samsari chakra spell list. As you gain levels, you unlock further chakras, learning a new spell for each one. You can cast each of your chakra spells once without needing to spend ki points. You regain any expended chakra spells when you complete a long rest.   You can spend a number of ki points to cast a chakra spell again. You do not need to provide material components for any spell that you cast from your chakras. You can cast a spell as a ritual without spending ki points if it has the ritual tag.    

    Chakra Spells

    Root (5th Level; 2 ki points)
    animal friendship, detect evil and good, detect poison and disease, find familiar, identify, speak with animals
    Sacral (7th Level; 3 ki points)
    animal messenger, augur, locate animals and plants, locate object, pass without trace
    Navel (9th Level; 4 ki points)
    phantom steed, see invisibility, speak with plants, tongues
    Heart (11th Level; 5 ki points)
    divination, locate creature
    Throat (13th Level; 6 ki points)
    commune with nature, dream
    Third Eye (15th Level; 8 ki points)
    antipathy/sympathy, plane shift
    Crown (17th Level; 10 ki points)
    astral projection, awaken

    7th Level

    Moment of Clarity

    7th Level - Samsari Class

    At 7th level, you learn to focus your mind even in the midst of battle. You can take a bonus action to recover a number of ki points equal to your ki ability modi ier, up to your maximum number of ki points. Once you use this feature, you must finish a long rest before you can use it again.

    11th Level

    Ki Infusion

    11th Level - Samsari Class

    Starting at 11th level, you gain the ability to push your forms further, spending ki points to raise a form's level even higher than 5th. Your maximum form level increases by 1 when you reach 11th level (6th level), 13th level (7th level), 15th level (8th level), and 17th level (9th level).

    18th Level

    Form Mastery

    18th Level - Samsari Class

    At 18th level, you have become so practiced with certain forms that you can initiate them at will. Choose three 1st-level forms that you know. You can initiate those forms at 1st level without spending ki points. If you want to enhance any of them, you must expend ki points as normal.

    20th Level

    Spirit Manifestation

    20th Level - Samsari Class

    Beginning at 20th level, your connection to the Spirit World extends even after you die. When you die, your spirit is absorbed into the energy of the universe, instead of going to the Outer Planes as normal. You persist in this spirit manifestation until you choose to move on to the Outer Planes.   While manifested in this way, you have a wispy, ghostly form, and can move in any direction. If you move up or down, every foot of movement costs an extra foot. You can see and hear the plane you originated from, but everything there looks gray, and you can't see anything more than 60 feet away. You can move to any other plane in order to observe it. Moving to another plane requires you to meditate for 8 hours, after which you move to a known location on the target plane.   While in this form, you can only affect and be affected by other creatures in a spiritual manifestation. Other creatures can't perceive you and can't interact with you unless you take your action to focus. By taking this action, you make yourself visible to other creatures on the plane you are visiting. During this time, you can speak and communicate with creatures which can perceive you, but can take no other actions which affect that plane.   Your manifestation to other creatures counts as a body for the purposes of magic which could bring you back to life.


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