HOLY. Incarnum Radiance at 1st level gives up to +5 to all saves, +5 to all attacks and damage, +20' movement. It's +Wis so it wont' be that high at character level 1, but it will still be high. For 1 minute (usually a combat) per short rest. No, no, no, no. Clerics and druids will love dipping this class. It will out-fight all melee classes at 1st. And god forbid you somehow get the Shillelagh spell through some means like the Magical Adept feat.
What, Share Radiance now gives that to all allies up to 30'? Or 120' with "Green Nimbus". Oh my. Huge buffs to allies, no concentration or action needed.
Okay, Incarnum Radiance needs to be beaten with a nerf bat then moved back to 3rd level. And Share Radiance ... maybe give it to an ally but ti takes concentration, or lend it to an ally and you don't have it. 5e doesn't hand out big buffs like that to everyone for free, it's not part of how any of the classes or spells are designed. Paladin auras, which give much less, are defensive, and start at only 10', are about the best you can expect.
To be fair, it does give only ONE of the chosen benefits. But it is quite a bit more versatile than a paladin aura. Definitely looking into nerfing this.
Soulborn - okay, heavy armor and martial weapons as a class feature, nto proficiency, at 1st. This is a big part of why cleric domains are cherrypicked. Not that it's overly powerful when just advancing one class, but at 1st it doesn't play nicely with multiclassing. Perhaps some note that this should be considered a proficiency so the normal multiclassing rules ignore it.
So long as they're trading an equally useful class feature for it, I don't think it's a big problem. You can multiclass and get heavy armor, but you could also have Incarnum Radiance or a switchable expertise skill.
Totemist. Totem Weapons - I like this. Builds on other work (equipment list) ina way you can be flexible. Want a long tentacle, use a whip, etc.
I think it could a bit of clarification: does this replace your normal hand or is it additional? Can you manifest two handed weapons? Can you throw them?
Good call on the clarifications. I'll need to specify at least that they can't be thrown, and I'll add a note that they occupy your hands the same way the given weapon would. You might for instance manifest a bite attack as a greatsword, but your hands would become paws or otherwise occupied in the meantime.
5e seems to have if you replace the attack ability you replace the damage ability as well, so I'd recommend wisdom for damage as well.
That's the intent, since it's "for the attack" rather than "for the attack roll", but I'll clarify that it applies to damage as well.
Acrobat Boots. Good. Not sure how many you can effect if you invest essentia and your root chakra is open, it' sjust "not limited to one", but then the sacral chakra is any number.
I'll clarify that it's as normal for the spell at Root level.
I like the growth of powers with chakra openings, though you may be a bit late in getting levitate & fly compared to others. (Note from later - I see this isn't the only way to get flight, so these are toppers not the main power. All good.)
It trades at-will usage in for a higher level requirement.
Fly then is in addition to at-will
feather fall and
levitate, but gained at level 9. Do you think this is fair? Should I maybe dial it back one step, granting
levitate at 5, then fly at 7, and something else at 9?
Airstep Sandals - flying at level 1 is usually considered a gamebreaker. Lots of negative feedback about flying races being overpowered. Also not assumed to be available until about 5th. No hover can mix interestingly with Acrobat Boots for levitation.
You do fall at the end of your turn, so it's pretty limited. I do like the combo of those two melds, using wither
levitate or
feather fall to avoid falling damage (or falling at all). You can only pull the
levitate trick at level 7+, so that should be fine as well.
Good level appropriate spell progression. Though with a cast every short rest this is about 1/2 to 1/3 of all warlock casting right here in terms of slots, but not having a lot of essentia even at 20th that's not bad.
They should have essentia equal to a warlock's normal spell slots, and when they just cast a spell, it's at best the same level as an equal level warlock (or other full caster). Except at level 1, where they have no essentia. Instead, they get their soulmelds, i.e. invocation analogue, at level 1.
Ankheg Breastplate - all of the classes that give Unarmed Defense use a secondary ability (CON for barbs and WIS for Monks). A totemist would have Wis to Attack, Damage and AC in addition to normal WIS uses - it's making one ability too good.
That's a good point. Perhaps it should be Con like a barbarian.
Essentia - because this is at-will, I'm comparing it to cantrips. Eldritch Blast is the only cantrip that targets multiple, and that is limited in number and the damage doesn't scale. I'd either reduce the usage (2/short rest?) or drastically cut it down.
On the other hand, I'm beef up Throat, it's lacking compared to some others. It's totemist, maybe add acid damage to Totem Weapons?
The essentia ability is intended to be more of a 1st level spell than just a cantrip; only it gives you an at-will ability. How would you feel about a level 1 spell that gives you that attack for say, 8 hours in the vein of
mage armor? Still maybe a little too much damage?
Apparition Ribbon - I liked it until I realized that there was no limit on using th essentia ability and if you spam it you can become immune to a huge host of conditions and eventually get resistance to B/P/S. I'd suggest some limit on it so you don't keep spamming it.
It is indeed supposed to be a 1/short rest power. Looks like I missed adding that limit. Will correct.
Arcane Focus - more as fluff than power, no class can change cantrips. You are stuck with them, maybe adding more but never swapping them out. Having "I get whatever cantri I want for this situation" makes you a whole quantum better at cantrips then anyone else. But for the most part that's still not too powerful. I do worry about Eldritch Blast, which in some ways should be a warlock class feature but isn't.
Eldritch blast is pretty on-par with things like
firebolt until you get Agonizing Blast, which is of course a warlock class feature. The soulmeld only allows for wizard cantrips though, so no problem either way.
Same note before about the essentia part being equal to a considerable fraction of warlock casting, but in this case it's more flexible on spell and from a better list.
It is, but it's also a level lower. For instance, at Root, which is level 3, you can cast a 1st level spell, while at Sacral, which is level 5, you can cast a 2nd level spell. More versatility for less power is the name of the game for Incarnates, and especially Necrocarnates. Is the variety still too much, do you think?
How does Third Eye where you can cast identify at-will interact with the Essentia ability to change out that spell for another? I'm assuming they don't interact - essential lets you pick another spell, Third Eye gives you detect & identify.
I might need to clarify the wording a bit, but the intent is that you can always cast
detect magic or
identify, but you can trade that to cast one of the spells you chose from chakras being open. So if for instance you had Sacral open, you could pick
scorching ray, then cast it or you could still cast
detect magic or
identify instead. Essentially, you get one spell slots to cast one of the given spells, whether its
detect magic,
identify, or your selected spell.
SUMMATION:
I like a lot of what you have, it's flavorful.
Thanks! Your feedback is very helpful.
I'm a bit worried that when you put it together it's too much - bunch of soulmelds plus a number with essentia invested, all getting buffed from opening chakras, with great HD/armor and Incarnation power.
On top of that, flexibility is VERY high. Switch between all 20 available soulmelds every day, only invest essentia when you need to, many of the soulmelds have a lot of flexibility, like Arcane Focus is ANY spell of the appropriate level.
This is a much better problem to have than what I was worried about, which was that it wasn't enough. It's much easier to take powers away and nerf abilities than it is to add more content.
I have concerns about cherry-picking via multiclassing - the PHB classes (except you, cleric) are careful about this and it sets the bar high for new classes.
I think if Incarnum Radiance gets a nerf, it shouldn't be a big problem. I figure if it's good enough for clerics, it's good enough for me, and as above, if you want something like heavy armor proficiency, you're not getting the equivalent other cool feature.
One thing I haven't mentioned, but 5e uses concentration to keep from too many buffs. I think that a lot of the soulmeld abilities should have this. Like maybe Airstep Sandals requires concentration to use, and that requirement goes away with Throat.
This one might take some playtesting, but it's a good thing to keep in mind for more complex effects.
And the Incandescent features need a rework, 5e just doesn't support that level of buffing for yourself, much less partywide.
Agreed.