Fusion (5e Variant Rule)
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By Alagoinha Homebrewmentos
One of the many benefits of the gemstones is the ability to fuse. When multiple Gems fuse, their bodies and minds become one. This creates an entirely different entity, as opposed to two minds sharing a single body. Fusions are formed when the participants are emotionally harmonious with each other. This state can be spontaneous, but it is usually achieved deliberately through a synchronized dance.
The appearance of a fusion depends on its participants. Its traits will be a mix of its participant's traits. Fusions can also present additional body parts, like four arms, three eyes, or even six legs. The size of the fusion will also be bigger than its participants, with there being fusions with over 50 ft.
In Homeworld society, fusions are seeing as battle tools. Fusions between Gems of different castes are forbidden.
A fusion must be formed by individual Gems. A fusion cannot fuse with other Gems, unless they have an ability or effect that permits it. (Ex: Way of the Fusion subclass)
When Gems fuse they must each make a Wisdom check to form the fusion. The act of fusion counts as an Action. The difficulty of the test changes according to how many times that fusion has been formed before, and according to the intimacy between fusion members.
|Low||More than 2||15|
|Medium||More than 2||14|
|High||More than 2||13|
|High||More than 5||12|
A fusion can be stable or unstable. The stability of a fusion is determined by the DM and the player. However, a forced fusion, or one born out of hatred is inherently unstable. An unstable fusion must make the Wisdom check every turn to keep itself together.
A Half-Gem can fuse with other Half-Gems, with Gems, and with humans. A Gem is not capable of fusing with humans.
The level of a fusion is 3 levels higher than the level of its participants, if they all have the same level. If they have different levels, the level of the fusion will be the average of its participants' levels + 3. Ex:
15 with 15 = 18 15 with 5 = 13
A fusion can have its own class, or multiclass in its participant's classes. In case of multiclassing, the standard rules of multiclassing apply.
The attributes of a fusion are distributed according to its level:
1-15th level= 2 of the strongest attributes of its participants. 15-20th level= 4 of the strongest attributes of its participants.
A fusion has 2 attacks per turn.
The race of the fusion follows the table.
|Component 1||Component 2||Race|