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Yin-Yang Emblem (3.5e Soulmeld)

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Author: Luigifan18 (talk)
Date Created: September 10, 2013
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Yin-Yang Emblem 
Descriptors: Electricity, Fire
Classes: Incarnate, Soulborn
Chakra: Arms, Brow, Hands, Heart, Shoulders, Throat, Waist
Saving Throw: See text

This soulmeld contains the powers of two mighty dragons. The dragons are two parts of the same whole, yet stand in opposition to each other. Their struggle for supremacy causes this soulmeld's qualities to constantly change based on which dragon has the upper hand.

This soulmeld has two sets of powers – Truth and Ideals. The soulmeld continually fluctuates between the two power sets, but the rate of fluctuation is partially based on your alignment on the law-chaos axis. Truth resonates with law, while Ideals resonates with chaos. At the start of each of your turns, roll a d% die to determine what set of powers is available for that turn:

  • Lawful: Truth: 01-59, Ideals: 60-99, Both: 100
  • Neutral: Truth: 01-49, Ideals: 50-98, Both: 99-100
  • Chaotic: Truth: 01-39, Ideals: 40-99, Both: 100

Regardless of the result, you may attempt to change the soulmeld to the power set of your choice with a meldshaper level check (1d20 + meldshaper level) against a DC of 26 + 4 per grade of the chakra the soulmeld is bound to + 1 per consecutive round that the same power set has remained active. Success allows you to choose which set of powers to use for that round. You may not choose "Both" unless your check result exceeds 35 + 6 per grade of the chakra the soulmeld is bound to + 2 per consecutive round that the same power set has remained active. There are no consequences for failure, but the meldshaper level check may only be attempted once per round. However, on the next round, at the start of your turn, another d% is rolled to determine which power set will be active for that round, and another meldshaper level check must be rolled if you want to actively choose which power set will be active.

The basic benefits for each power set, regardless of chakra, are as follows:

Truth: You gain fire resistance and anti-resistance 10. Your anti-resistance can override fire immunity and fire absorption. You also gain a +1 bonus to save DCs, damage rolls, and attack rolls for nonphysical attacks (e.g. spells, powers, eldritch blasts, invocations, gaze attacks, breath weapons, etc.) per point of essentia invested in this soulmeld (this applies regardless of whether or not the attack was generated by this soulmeld).
Ideals: You gain electricity resistance and anti-resistance 10. Your anti-resistance can override electricity immunity and electricity absorption. You also gain a +1 bonus to save DCs, damage rolls, and attack rolls for physical attacks (e.g. weapons (both melee and ranged), unarmed attacks, trampling, crush attacks, maneuvers, combat surges, etc.) per point of essentia invested in this soulmeld (this applies regardless of whether or not the attack was generated by this soulmeld).  

Chakra Bind (Brow)

You gain the vision of the soulmeld's dominant dragon.

Truth: You are constantly able to see things as they really are, as a true seeing spell, until the soulmeld is unshaped, unbound, or changes to the opposite power set.
Ideals: You are able to see the alignment of any creature at any time merely by looking at them, regardless of what means they use to conceal their alignment from you, until the soulmeld is unshaped, unbound, or changes to the opposite power set. 

Chakra Bind (Throat)

You gain the ability to breathe elemental energy.

You gain a breath weapon. The breath weapon may be used once per round, though its details vary based on your power set:

Truth: Your breath weapon strikes in a 75-foot cone and does 1d10 fire damage per point of essentia invested in this soulmeld. The breath weapon is also augmented by the basic benefits of the soulmeld.
Ideals: Your breath weapon strikes in a 90-foot line and does 1d8 electricity damage per point of essentia invested in this soulmeld. The breath weapon is not augmented by the basic benefits of the soulmeld. 

Chakra Bind (Shoulders)

Large draconic wings sprout from your shoulderblades.

You gain the ability to fly at a speed of 10 feet per point of invested essentia, with average maneuverability. The wings are white and feathery if the Truth power set is active, or black and reptilian if the Ideals power set is active, but their functionality is the same for both power sets. However, if the power set changes while you are in mid-flight, the sudden transformation of the wings disrupts you, causing you to drop 50 feet (potentially crash-landing if the ground is less than 50 feet below you) and restricting you to a single standard or move action for that round as you struggle to regain control of your flight. 

Chakra Bind (Heart)

You come to embody the philosophy of the soulmeld's dominant dragon, enabling you to channel some of the power of the Blue Flare or Bolt Strike.

Truth: Whenever you inflict fire damage on a creature by any means, that creature must immediately make a Will save. If it fails, it takes a permanent −4 penalty to Bluff, Disguise, Hide, Forgery, Move Silently, Sleight of Hand, and Use Magic Device checks; this penalty can stack with itself. Furthermore, all illusion spells that the victim has cast or which are active on the victim are immediately dispelled, the victim becomes visible if it was invisible, and it gains one negative level. Only remove curse or a similar effect can remove the penalties, and only if it succeeds on a caster level check against a DC of 10 + your meldshaper level + twice the essentia you had invested in this soulmeld when your fire attack landed. If you have stacked multiple penalties on the same creature, only the greatest DC applies (usually meaning the largest amount of essentia you had invested in the soulmeld). However, the negative level can be removed by any effect that would ordinarily remove negative levels (and on the same note, the negative level is not removed by remove curse).
Ideals: Whenever you inflict electricity damage on a creature, that creature must immediately make a Will save. If it fails, it takes a permanent −10-foot penalty to all movement speeds it possesses; this penalty can stack with itself, but cannot reduce a creature's speed to less than 5 feet unless stacking with another movement speed penalty that can reduce a creature's speed to 0 feet. (However, if a creature has a minimum movement speed for a given movement type, its maximum movement speed can be reduced below the minimum, which effectively disables that type of movement.) Furthermore, all conjuration effects the victim has performed are immediately dispelled, and it is paralyzed for 1 round. Only remove curse or a similar effect can lift the penalties, and only if it succeeds on a caster level check against a DC of 10 + your meldshaper level + twice the essentia you had invested in this soulmeld when your electricity attack landed. If you have stacked multiple penalties on the same creature, only the greatest DC applies (usually meaning the largest amount of essentia you had invested in the soulmeld). However, the paralysis can be removed by any effect that would ordinarily remove paralysis (and on the same note, the paralysis is not removed by remove curse). 

Chakra Bind (Arms)

Your attacks become more flexible.

Truth: You gain the effects of the Dynamic Potential feat. If you already have it, you gain a +2 bonus to the save DCs of all of your abilities that Dynamic Potential applies to (including but not limited to spells, powers, soulmelds, maneuvers, and invocations), which stacks with the basic benefits of this soulmeld.
Ideals: You gain the effects of the Blitz feat. If you already have it, you gain a +2 bonus on melee attack rolls and ranged attack rolls with physical weapons (this includes stuff like bows, slings, shuriken, guns, thrown boulders, etc., but not magical rays), which stacks with the basic benefits of this soulmeld. 

Chakra Bind (Hands)

Your hands channel elemental energy.

Truth: Your melee attacks inflict an additional 1d6 fire damage (this is increased to 1d8 for unarmed attacks, natural weapons, and melee touch attacks). This energy damage is increased by 2 per point of invested essentia.
Ideals: Your melee attacks inflict an additional 1d6+2 electricity damage (this is increased to 1d8+2 for unarmed attacks, natural weapons, and melee touch attacks). This energy damage is increased by 2 per point of invested essentia. 

Chakra Bind (Waist)

You reinforce yourself against either magical or physical attacks.

Truth: You gain spell resistance 12+2 per point of invested essentia+1 per 2 meldshaper levels. All of your energy resistances (including force, positive energy, and negative energy as well as fire, electricity, cold, acid, and sonic) are increased by 2 per point of essentia invested in this soulmeld; the first point of essentia gives you resistance 2 for any energy type you don't already resist on the above list. For fire resistance, this stacks with the fire resistance granted by this soulmeld's basic benefit (and in the rare event that both power sets are active, it stacks with the electricity resistance of the basic benefit as well).
Ideals: You gain martial defense 12+2 per point of invested essentia+1 per 2 meldshaper levels. Your damage reduction increases by 2 per point of essentia invested in this soulmeld; if you do not already have damage reduction, you gain damage reduction 2/magic with the first point of essentia invested in the soulmeld. As long as at least 1 point of essentia is invested in this soulmeld and the Ideals power set is active, any damage reduction that you may already have which is not already bypassed by nothing or by magic or epic weapons gains "magic" as an additional prerequisite for bypassing that damage reduction (for instance, damage reduction 5/bludgeoning would become damage reduction 7/magic and bludgeoning if you had 1 point of essentia invested in a yin-yang emblem bound to your waist chakra with the Ideals power set active).



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