Samsari Class
Incarnate: The Last of the Lacers
Samsari
You start with the following equipment, in addition to the equipment granted by your background:
Alternately, you can purchase your own starting equipment. At level 1, a samsari begins with 3d4 x 10 gp.
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 |
Samsari Level Table
Samsari Class
Level | Proficiency Bonus | Ki Points | Features | Forms Known | Maximum Form Level | |
---|---|---|---|---|---|---|
1st | +2 | 2 | Chosen Element, Elemental Bolt, Basic Lacing, Ki | 2 | 1st | |
2nd | +2 | 3 | Spirit Guide, Synergy | 3 | 1st | |
3rd | +2 | 4 | Spiritual Empathy, Path to Enlightenment | 4 | 2nd | |
4th | +2 | 5 | Ability Score Improvement | 5 | 2nd | |
5th | +3 | 6 | Open Chakra (Root) | 6 | 3rd | |
6th | +3 | 7 | Path to Enlightenment Feature | 7 | 3rd | |
7th | +3 | 8 | Moment of Clarity, Open Chakra (Sacral) | 8 | 4th | |
8th | +3 | 9 | Ability Score Improvement | 9 | 4th | |
9th | +4 | 11 | Open Chakra (Navel) | 10 | 5th | |
10th | +4 | 12 | Path to Enlightenment Feature | 11 | 5th | |
11th | +4 | 13 | Ki Infusion (6th-Level), Open Chakra (Heart) | 12 | 5th | |
12th | +4 | 14 | Ability Score Improvement | 13 | 5th | |
13th | +5 | 16 | Ki Infusion (7th-Level), Open Chakra (Throat) | 14 | 5th | |
14th | +5 | 17 | Path to Enlightenment Feature | 15 | 5th | |
15th | +5 | 18 | Ki Infusion (8th-Level), Open Chakra (Third-Eye) | 16 | 5th | |
16th | +5 | 19 | Ability Score Improvement | 17 | 5th | |
17th | +6 | 21 | Ki Infusion (9th-Level), Open Chakra (Crown) | 18 | 5th | |
18th | +6 | 22 | Form Mastery | 19 | 5th | |
19th | +6 | 23 | Ability Score Improvement | 20 | 5th | |
20th | +6 | 24 | Spirit Manifestation | 20 | 5th |
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
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
Airlacers and Waterlacers
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 levelForms 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.: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: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 falterExpanded 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: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
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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