Incarnum
“I can feel the weight of my body on my soul. The brambles that once held me together snap off, piece by piece, returning to the earth. My time is soon and I am alone. And yet, though the creator has not made themselves known to me, I can still feel their rage, their fury towards the fiends. This is what keeps me alive.”
—Slate, Warden of the Lost Stones
Creations of the ancient and incomprehensible entities known as primordials, incarni are elemental power given form. They can possess the fury of a storm, the destruction of an inferno, and the unflinching strength of solid stone.
Elemental Beings
Wielders of great, raw elemental power, incarni are formidable warriors. An incarnum is a manifestation of primordial rage - the spittle of a frothing mouth of an ancient power, the teardrop of a lamenting primeval spirit. They feel the Affliction around them as others would feel wounds or aches. They see the ravaged and torn landscape and feel pain from each demon’s footfall.
Innocent but Lost
Plunged into an unfamiliar world, incarni have the mindset of a child exploring a cruel, destitute world. They wander the wastes aimlessly, disoriented and alone, until they come across a group of travellers. They seek out immediate companionship, eager to please their newfound family. This often means that many will take advantage of the incarnum for some foul purpose or another. It isn’t until much later, when the incarnum has learned about the nature of the world, that they develop their own ideals and values.
Incarni are extremely rare and meeting another is rarer still. Their time in the wastes is often lonely, never truly having a home with similar kin to call their own. If, by chance, an incarnum comes across another incarnum, they will often form an unbreakable bond and will stay together until they pass on and return to the world from which they were born.
Searching for Purpose
With a deep calling in their souls, incarni seek a greater purpose. Some incarni pray for weeks on end, hoping for contact with the primordial that spawned them. Others scour the wastes, searching for enlightenment and reason. Others still take it upon themselves to find their own purpose, to right the wrongs they see firsthand. There are some incarni that do none of these, forever lost in the wastes.
Creator Primordial
An incarnum has a dormant link to their creator primordial. This link can manifest with the incarnum’s creator primordial sending it prophetic dreams and giving the incarnum purpose. As part of fleshing out an incarnum character, consider the nature of that character’s creator primordial. The Creator Primordial tables offer names and natures that you can use to flesh out your character’s creator primordial.
Creator Primordial |
---|
d6 Name | d6 Nature |
1 Esula | 1 Fierce and vengeful |
2 Mymmeirroth | 2 Thoughtful and wise |
3 Mystis | 3 Whispering and discreet |
4 Arkaron | 4 Thundering and abrasive |
5 Darnolam | 5 Forgetful and whimsical |
6 Vylis | 6 Ambitious and sincere |
Incarnum Names
When an incarnum appears into the world of Crifoth, it is nameless. They will accept the name of whoever grants them one and will often keep it until their death. Most times others will name Incarnum based on their physical appearance. There is no distinction in names given between male and female.
Given names: Dune, Flash, Gale, Grime, Molten, Scorch, Shear, Spark, Tinder.
Incarnum Traits
Incarni of Crifoth have the following traits:
Ability Score Increase: Your Wisdom score increases by 2.
Age: An incarnum manifests as a fully-formed adult but suffers from rapid entropy, which causes them to deteriorate and weaken over time. As such, an incarnum can expect to live for a decade at most before reverting to their raw element once again.
Alignment: Incarni embody the frustration of primordials, and can range anywhere from wrathful to protective. As such, most incarni lean towards chaotic and good alignments. Some incarni, however, have rejected their primordial roots and have struck out on their own with their own goals.
Size: An incarnum stands about 7 feet tall and have dense bodies composed almost entirely of their embodied element. Your size is Medium.
Speed: Your base walking speed is 30 feet.
Alternate Sustenance: As beings of raw elemental power, an incarnum does not subsist on food and water, but instead requires an equivalent amount of a substance that is dependent on their subrace. Incarni do not have their Exhaustion points reduced by consuming food and water. Instead, consuming their alternate sustenance reduces their Exhaustion points by 1.
Languages: You can speak Common and Primordial. Primordial is a language consisting of guttural words that sound, to the human ear, like natural events; thunder, the crackling of fire, the shifting of sand, the grating of stone, or the trickle of rain.
Subrace: Three kinds of incarni can manifest in Crifoth: stormborn incarnum, cinderborn incarnum, and dustborn incarnum. Choose one of these subraces.
-Stormborn
A stormborn incarnum embodies the terrible force of the monsoons that ravage Crifoth. Their forms crackle with electricity, drip with moisture, are bolstered by strong winds, and have a voice that booms.
Ability Score Increase: Your Strength score increases by 1.
Elemental Resistance: You have resistance to lightning damage.
Storm’s Ascension: You can use your action to cause the wind around you to swirl and lift you off the ground. This wind lasts for 1 minute and gives you a flying speed of 20 feet. Once you use this trait, you can’t use it again until you finish a short or long rest.
Tempest’s Fury: Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d4 lightning damage to the target.
Alternate Sustenance: Stormborn incarni require only air from a strong wind to sustain themselves.
-Cinderborn
A cinderborn incarnum embodies the blazes and scorching heat of the deserts of Crifoth. Their forms are charcoal black, and radiate a searing heat.
Ability Score Increase: Your Dexterity score increases by 1.
Elemental Resistance: You have resistance to fire damage.
Inner Light: Your body sheds light like a torch. You can suppress or reactivate this light as a bonus action.
Feed the Flames: As a reaction whenever you take fire damage, you may instead draw the flames in to fuel your own spirit. If you do so, you gain a number of temporary Grit points equal to the damage taken, instead of taking the damage.
For the next minute, you can release the stored flames as an action. To do so, you can spend any number of temporary Grit points gained from this feature, and choose a target within 30 feet. The target must succeed on a Dexterity saving throw or take fire damage equal to the number of temporary Grit points spent. The DC for this saving throw equals 8 + your proficiency bonus + your Wisdom modifier. Once you use this feature you can’t use it again until after you finish a short or long rest.
Alternate Sustenance: Cinderborn incarni require only charcoal and ashes to sustain themselves.
-Dustborn
A dustborn incarnum embodies the cracked earth, shifting sands, and dying vegetation dotting Crifoth. Their forms are rugged and strong, made of stone and sand, held together by brambles and roots.
Ability Score Increase: Your Constitution score increases by 1.
Stone Armour: Due to your resilient, yet encumbering form, you are ill-suited to wearing armour. Your natural composition provides ample protection; it gives you a base AC of 17 (your Dexterity modifier doesn’t affect this number). You gain no benefit from wearing armour, but if you are using a shield, you can apply the shield’s bonus as normal.
Powerful Build: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Massive Form: If an effect would forcefully move you, it only moves you half the distance instead.
Alternate Sustenance: Dustborn incarni require only plant matter, dead or alive, to sustain themselves.