Spellfused (5e Class)

From D&D Wiki
Jump to navigation Jump to search

Spellfused[edit]

"The Spellfused are people who have a piece of their soul fused to the essence of magic itself. Although it may sound grandiose at first, it is much more of a practical daily life thing for most spellfused than anything more. You see, the spellfused do not need to learn magic, nor are they limited in the number of spells they can cast per day. Although few ever reach heights of power great enough to be dangerous, many live simple daily lives using their small innate magic gift when useful. Since no study or training is required to develop this gift, most of them come from the uneducated classes." Muad'Ali Hazama, Retired Adventurer, Scholar of the City of Brass.

Fused Magic[edit]

The Spellfused are a strange phenomenon. Such a peculiar happening that high wizards and arcane scholars from all over the world and throughout history have researched and studied this phenomenon. Although many theories were established, none actually came to a conclusion of how or why this phenomenon manifested. Some claimed that the individual's soul directly granted them the knowledge and ability to cast the spells, others went so far as to say it was a by-product of remnant memories of the soul's past lives. Whatever the case, the Spellfused are unique in the way they cast spells and use magic.

Creating a Spellfused[edit]

As a Spellfused, what community do you identify with? Do you consider yourself a magic user or not? Are you arrogant about your ability or do you consider it in a religious fashion? How does your soul affect you? Do you have memories of past lives? Do you have epiphanies ? How curious are you about where your ability to cast spells comes from or how it works? What level of ambition do you have in life in general?

Quick Build

You can make a Spellfused quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Constitution. Second, choose any background. Third, choose a medium armor and a martial weapon.

Class Features

As a Spellfused you gain the following class features.

Hit Points

Hit Dice: 1d8 per Spellfused level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Spellfused level after 1st

Proficiencies

Armor: light and medium Armor
Weapons: Simple and Martial weapons
Tools: Any one tools or Kit or Instrument
Saving Throws: Charisma, Wisdom
Skills: Choose 2 from Acrobatics, Animal Handling, Arcana, Athletics, History, Insight, Investigation, Medicine, Nature, Performance, Religion, Sleight of Hand, Survival.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

Table: The Spellfused

Level Proficiency
Bonus
Features Binding Dice Bound Spell Level Bound Spells
1st +2 Origin 1 1st 4
2nd +2 Spell Permanency 1 1st 4
3rd +2 Spell Shaping 1 1st 4
4th +2 Ability Score Improvement 1 1st 4
5th +3 Spell Permanency 2 2nd 5
6th +3 Origin Feature 2 2nd 5
7th +3 2 2nd 6
8th +3 Ability Score Improvement 2 2nd 6
9th +4 Improved Binding 2 2nd 7
10th +4 Spell Permanency 2 2nd 7
11th +4 Origin Feature 3 3rd 8
12th +4 Ability Score Improvement 3 3rd 8
13th +5 Improved Binding 3 3rd 9
14th +5 3 3rd 9
15th +5 Spell Permanency 3 3rd 9
16th +5 Ability Score Improvement 3 3rd 9
17th +6 Origin Feature 4 4th 10
18th +6 Spell Permanency 4 4th 10
19th +6 Ability Score Improvement 4 4th 10
20th +6 Improved Binding 5 5th 10

Spell Fusion Origin[edit]

Starting at 1st level, you choose your Spell Fusion origin. Your choice grants you features at 1st level, and again at 6th, 11th and 17th levels.

Spell Binding[edit]

Starting at 1st level, you learn how to bind yourself permanently to spells, allowing you to cast them at will.

Binding Dice

Your binding dice represents the power of the spells bound to you. Whenever a spell requires you to roll a dice, you roll the amount of dice indicated by the Binding Dice column on the class table, regardless of the amount of dice you would normally roll.

For example, if you cast a burning hands at 1st level, using your spell binding feature, you roll only 1d6 of fire damage, since your Binding Dice is 1.

Bound Spells

At 1st level, you can bind with four 1st-level spells from the Sorcerer's list. All spells must have the casting time of an action and not require concentration.

Bound Spell Level

The Bound Spell Level column indicate the highest level of spells you can bound to.

Healing Spells

If you bind with a spell that restore hit points, once a creature benefits from regaining hit points with that spell, it can't benefit from it again until it finishes a long rest.

Material Components

If the bound spell require material components, you can ignore those, unless they have a cost in gold. If the material has a cost in gold, you must have the material on you as part of the casting process. If the spell consumes a material with a gold cost, you must offer that material.

Spellcasting Ability

Charisma is your spellcasting ability for your bound spells.

Spell Permanency[edit]

Starting at 2nd level, you start to bear permanent spell effects on your body. You can choose spells from the spell permanency list at the end of the class description. You start with two permanent spells, gaining one additional permanency spell at 5th, 10th, 15th and 18th levels.

If the permanent spell has a level prerequisite, you must be from that level to choose that spell. In addition, you can replace a permanent spell you have chosen for another one whenever you gain a new level in this class.

You can activate or cancel a permanent spell using your bonus action. If a spell normally requires concentration, the permanent spell doesn't.

Spell Shaping[edit]

Starting at 3rd level, you gain the ability to shape and change the spells you have bound to you. Whenever you cast a bound spell, you can shape the spell in the manners described below.

Some spell shaping features require you to spend hit dice to fuel the abilities, since it draws energy from your inner reserves.

Damage Shaping

You can change the damage type of your spell to the damage type of another spell you have bound to you. For example, if you have fireball and acidic arrow as bound spells, you can deal acid damage with the fireball or fire damage with the acidic arrow.

Form Shaping

You can change the area of a spell for the area of another spell you have bound to you. For example, if you have burning hands and arms of haddar bound to you, you can cast the former targeting a 10-foot radius around you or the latter as a cone.

Quickened Casting

You can spend 2 hit dice to cast a bound spell that has the casting time of an action using your bonus action.

Empowered Spell

You can spend 2 hit dice to deal maximum damage with your bound spell, instead of rolling for damage.

Enhanced Spell

You can spend any amount of hit dice up to your Constitution modifier to increase your Dice Limit for that casting of the spell by the amount spent.

Improved Binding[edit]

At 9th level, you can also bind with spells that are cast with a bonus action. Starting at 13th level, you can bind with sorcerer spells that require concentration, but with a duration no longer than 10 minutes. Finally, at 20th level, you can bind with spells that require a reaction.

Origin[edit]

Holy Acolyte[edit]

Your origin is of magic originating from the Upper Planes and divinity.

Sacred Binding

Starting at 1st level, you can bind with spells from the cleric list.

Bonus Proficiencies

Also at 1st level, you gain proficiency in the Religion skill, and add twice your proficiency bonus in checks with it.

Channel Divinity

At 6th level, you can harness the power of the gods to increase the power of your spells. You can use your bonus action to create a spell slot with a level equal to your proficiency bonus. You can cast any spell from the cleric list using this spell slot, as an action.

If not used, this spell slot disappears on the end of your turn. Once you do so, you can't do it again until you finish a short or a long rest.

Empowered Healing

At 11th level, you can heal a creature under half its maximum amount of hit points at will, ignoring the healing limitations for bound healing spells.

Holy Power

Starting at 17th level, you can bound with one 5th-level spell from the cleric list, that has the casting time of an action and duration of instantaneous. This spell doesn't count against your limit of bound spells. This spell ignore the normal limitations imposed by your binding dice.

War Fused[edit]

Your origin is of the magic associated with war and bloodshed.

Infused Strikes

At 1st level, you can channel your spells trough your weapon attacks. As an action, choose one fused spell that causes damage and have the duration of instantaneous and casting time of an action.

You make a melee spell attack, delivering the spell on a hit. If the spell affects an area, you are not affected by it, and all creatures, except the target hit by you, must make a saving throw to avoid its effects. The target hit by the attack is automatically hit by the spell.

Bonus Proficiencies

Also at 1st level, you gain proficiency with medium armor and martial weapons.

Spell Blade

Starting at 6th level, when you use your action to cast a fused spell, you can make an attack with a weapon using your bonus action.

Extra Attack

Also at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Advanced Battle Magic

At 11th level, you can make two attacks as part of your bonus action when using your Spell Blade feature.

Magical Knight

At 17th level, you can make two infused strikes, instead of one, as part of the same action. Once you use this ability, you can't use it again until you finish a short or a long rest.

Wild Born[edit]

Your origin is of magic originating from the deep wilds and nature.

Wild Binding

Starting at 1st level, you can bind yourself to spells from the druid's list.

Natural Adept

Also at 1st level, you gain proficiency in the Nature skill. Your proficiency bonus is doubled on checks with this skill.

Primal Savagery

At 6th level, you can use your bonus action to assume the shape of a beast or plant with a CR equal to 1/4 your Spellfused level (rounded down). This transformation equals a polymorph spell, but you retain all your class features, proficiency bonus and Intelligence, Wisdom and Charisma scores.

The transformation lasts for 1 hour and doesn't require concentration. You can't cast spells in this form, unless you use your Spell Bind feature to do so. Once you use this feature, you can't use it again until you finish a short or a long rest.

Wild Fury

At 11th level, you can awake plants on a space within 30 feet of you, using your bonus action. All creatures of your choice within the area that are in contact to the ground are considered to be in difficult terrain. If there are trees in the area, the difficult terrain affects the spaces within 5 feet of the tree, regardless of the creature be or not in contact with the ground.

In addition, any hostile creature that enters the area for the first time or end its turn there must succeed on a Constitution saving throw or take 1d6 piercing damage.

Primal Rage

Starting at 17th level, you can bound with one 5th-level spell from the druid's list, that has the casting time of an action and duration of instantaneous. This spell doesn't count against your limit of bound spells. This spell ignore the normal limitations imposed by your binding dice.

Power Word Speaker[edit]

Your origin is of magic associated with words of power.

Wild Binding

Starting at 1st level, you can bind yourself to spells from the bard's list.

Silver Tongue

Also at 1st level, you gain proficiency in the Persuasion skill. Your proficiency bonus is doubled on checks with this skill.

Enchanting Words

At 6th level, you can use your action to force all creatures of your choice in a 30 foot radius to make a Wisdom saving throw against your Spell save DC. All creatures who fail the save are charmed for 1 minute, or until you or your allies take any harmful action towards them. The target can make another saving throw at the end of each turn to end the effect.

You can't use this feature again on the same creature after succeeding it for 24 hours.

Scream of Power

At 11th level, you can unleash a powerful scream, targeting all hostile creatures in a 30-foot cone. The targets in the area must succeed on a Wisdom saving throw, or take 3d6 psychic damage and be frightened or charmed by you (your choice) until the end of your next turn.

Master of the Word

Starting at 17th level, you can bound with one 5th-level spell from the bard's list, that has the casting time of an action and duration of instantaneous. This spell doesn't count against your limit of bound spells. This spell ignore the normal limitations imposed by your binding dice.

Permanency Spells[edit]

Prerequisite 1st level

mage armor, speak with animals, detect magic, false life, disguise self

Prerequisite 5th level

enlarge, expeditious retreat, longstrider

Prerequisite 10th level

levitate, alter self, jump, speak with dead, enhance ability

Prerequisite 15th level

invisibility, arcane eye, heroism

Prerequisite 18th level

protection from evil and good, sanctuary

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Spellfused class, you must meet these prerequisites: Constitution 13, Charisma 13.

Proficiencies. When you multiclass into the Spellfused class, you gain the following proficiencies: simple and martial weapons and light and medium armor



Back to Main Page5e HomebrewClasses