Spellfused (5e Class)

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Spellfused

"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

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

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

LevelProficiency
Bonus
Features
1st+2Cantrips
2nd+2Bindings of the Past, Fighting Style
3rd+2Additional Cantrip, Archetype Feature
4th+2Ability Score Improvement
5th+31st level spell
6th+3Bindings of the Future
7th+3Synergy
8th+3Ability Score Improvement
9th+4Soul Memories, Archetype Feature
10th+4Soul Focus, Cantrips
11th+42nd level spell
12th+4Ability Score Improvement
13th+51st level spell
14th+5Soul Memories, Archetype Feature
15th+52nd level spell
16th+5Ability Score Improvement
17th+63rd level spell
18th+6Soul Memories
19th+6Ability Score Improvement
20th+6Soul Reveal

Cantrips

At 1st level, you know three cantrips of your choice from any spell list.

You learn an additional cantrip at 3rd and 10th levels.

Bindings of the Past

At 2nd level, you become proficient in an Artisan's Tool, Kit, Gaming Set, or Musical Instrument of your choosing.

You also choose one new language to understand, speak, read and write as if it were your native tongue. You have advantage on all History checks relating to the civilizations that speak that language.

Fighting Style

Starting 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Archetype

At 3rd level, you choose an Archetype in this class. Your Archetype gives you a feature at 3rd, 9th and 14th levels.

Ability Score Increase

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Fused Spells

As you grow, spells come to you. You always have them available for you to cast. You do not need spell slots to cast them. You do not need any somatic or material components to cast them. You may cast these spells any number of times per day. Casting time depends on the chosen spell. All spells are available for you to choose from except spells that provide healing or restore hit points in any way. Whenever you reach a level where you can choose a new spell to fuse with, you must do so. You cannot change these fused spells later.

1st level Spells

You choose a 1st level spell at 5th and 13th levels.

2nd level Spells

You choose a spell of 2nd level or lower at 11th and 15th levels.

3rd level Spells

You choose a spell of 3rd level or lower at 17th level.

Wisdom is your spellcasting ability for these Fused Spells. The power of your spells somehow comes directly from your soul. You use your Wisdom whenever a Fused Spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Spellfused spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

The chosen spells must require an action to cast, with an instantaneous duration and that not require any material components with cost in gp.

Starting at 11th level, if you choose a spell of a level lower than the highest level you can cast, you can choose a spell that requires an action or a bonus action to cast, and with any duration.

If there are multiple ways to cast a spell, such as Enhance Ability, only one version of that spell can be chosen. With Enhance Ability as an example, you would need to also choose which Ability it affects, Strength, Dexterity, Constitution, etc. You would be able to cast Enhance Ability as a fused spell only for that specific Ability.

Bindings of the Future

At 6th level, you become proficient in an saving throw of your choosing.

Synergy

Starting 7th level, whenever you cast a spell or a cantrip as an action on your turn, you may make a single weapon attack as a bonus action.

Soul Memories

At 9th level, you gain proficiency in a skill of your choice. If you choose an ability you are already proficient in, you double your proficiency modifier for skill checks in that skill.

You may do this again at 14th and 18th levels.

Soul Focus

Starting at 10th level you gain the ability to quicken a single fused spell.

As part of a long rest, you may attune more strongly to a particular spell you are fused with.

For the next 24 hours or until your next long rest, the following applies to that single spell :

  • If that spell takes more than 1 hour to cast, its casting time becomes 1 hour.
  • If that spell takes 1 hour to cast, its casting time becomes 10 minutes.
  • If that spell takes 10 minutes to cast, its casting time becomes 1 minute.
  • If that spell takes a minute to cast, you may now cast it as an action.
  • If that spell takes an action to cast, you may now cast it as a bonus action.

Soul Rethveal

At 20th level, you become fused with the plane shift spell. It is now a Fused Spell for you. However, you can only cast it on willing creatures.

Archetype : The Manasoul

"The Manasoul has a stronger bond with the essence of magic than other Spellfused."

Spellpoints

Starting at 3rd level, you now have a pool of Spellpoints equal to twice your proficiency bonus.

You may spend any amount of these Spellpoints to add an equal amount to any spell attack roll or damage roll you make. You may declare the use of Spellpoints after rolling your attack but before rolling your damage.

You regain all expended Spellpoints after finishing a Long Rest.

Mind of Magic

Starting at 9th level, you gain advantage on Arcana, History, Nature and Religion checks.

Soulshield

Starting at 14th level, You may now use Spellpoints to gain temporary Hit Points. As a Reaction, you can spend as many Spellpoints as you wish to gain : 6x(Spent Spellpoints) temporary Hit Points. Temporary Hit Points gained this way last for 1h before they disappear.

Archetype : The Soul Remnant

"The Soul Remnants know they have forgotten much because they remember little, but at least, they remember some..."

Recall

Starting at 3rd level, you gain Expertise in one skill of your choice that you are not already proficient in. You may instead gain Expertise in 2 skills of your choice that you are already proficient in.

Remanence

Starting at 9th level, you become proficient in a saving throw of your choice.

Soul Echo

Starting at 14th level, you gain Immunity to two types of damage of your choice. You may choose to gain Resistance to 4 damage types of your choice instead.

Archetype : The Soul Guardian

"The Soul Guardian must have been a warrior in some past life because those are some pretty good reflexes !"

Clothes that Fit

Starting level 3, you gain proficiency in heavy armor.

Old Habits Die Hard

Starting level 9, you may choose an additional Fighting Style.

Action Surge

Starting level 14, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again.

Archetype : The Wilful Soul

"The Wilful Soul has great power, power to force events to happen or not to happen."

Soulforce

Starting level 3, you gain a pool of Soulforce Points equal to your proficiency bonus. You can use these points in several ways. You regain 1d6 Soulforce Points after finishing a long rest.

Soulburst Spells
Whenever you cast a damaging spell, you may spend X Soulforce Points to increase the number of damage die rolled by that same amount. You must declare use of this ability before rolling your spell damage.
Impose Force of Will
Whenever you cast a spell that would impose a saving throw on a creature, you may spend X Soulforce Points to increase the spell DC by that same amount. You may use this ability after learning whether the creature would succeed or not.
Soulforge

Starting level 9, you gain more insight on how to use your Soulforce.

Spellshield
Whenever you would take damage from a single target spell, or if you are within 5ft of a damaging spell's trajectory or intended target, you may use your reaction and spend X Soulforce Points to reduce the number of damage die rolled on the spells damage by that same amount. You must declare your use of this ability before the spell damage is rolled.
Soulshield
Whenever you would make a saving throw, you may spend 2 Soulforce. When you do this, should you fail the saving throw, you succeed it instead. Should you succeed the saving throw, you negate any damage or effects that would still apply to you. You must declare use of this ability before rolling your saving throw.
Soulforce Wave

Starting level 14, you can push your Soulforce out of your body in a powerful wave.

Once per long rest as an Action, you may spend X Soulforce points up to a maximum of your proficiency bonus to deal Xd12 Force damage to every enemy creature within X*10ft of you. The points used this way may go beyond your current Soulforce reserves. For every point you spend that you do not have, you gain one level of exhaustion.

For example, with a proficiency bonus of 6, and having already spent 3 Soulforce, you have 3 Soulforce left. On your turn, you use your action to activate your Soulforce Wave and decide to activate it at full power with 6 Soulforce. Enemies within 60ft of you take 6d12 Force damage and you immediately gain 3 levels of exhaustion.

Archetype : The Broken Soul

"The Broken Souls are pieces of themselves, quite literally I'm afraid. They are often in great, constant pain... those that survive are those that learn to deal with it."

Soul Fragmentation

"When their spirits are put under magical attacks, one finds less to grasp a hold of than one might expect."

Starting level 3, you have advantage on Intelligence, Wisdom, Charisma saving throws against magic.

Spellfusion

"Being broken in bits and pieces can have its benefits after all..."

Starting level 9, as an action, you can sacrifice any number of Fused Spells to temporarily gain a single more powerful spell. Until the end of your next turn, you gain a spell of your choosing of a level equal to the combined levels of the sacrificed Fused Spells minus one. That spell counts as a Fused Spell for you for that duration. Sacrificed Fused Spells are unavailable for you to cast until the end of your next turn. Once used, you cannot use this ability again until you finish a long or short rest.

For example, as a level 15 Spellfused, you have two level2 Fused Spells and two level1 Fused Spells. As a Broken Soul Archetype, you can choose to sacrifice all of your Fused spells to temporarily gain a 5th level Fused Spell until the end of your next turn.

Note : Be very careful with this ability as it may give you short term great power, but should you be further challenged before you can regain use of your fused spells, you will be sorely disadvantaged. Remember that although Fused spells need no Components or spell slots, they still use your actions to cast.

Soul Mending

"As you've learned to deal with a splintered soul, it seems your body has learned to deal with being wounded and heals faster."

Starting at 14th level, you always regain the maximum amount of Hit Points when healed.

Multiclassing

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

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



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gollark: Wrong.
gollark: Wrong.
gollark: Yes you did.
gollark: Anyway, more parameters → more good, see.
gollark: One parameter per MB? Interesting.
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