Spellfused (5e Class)
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- 1 Spellfused
- 1.1 Fused Magic
- 1.2 Creating a Spellfused
- 1.3 Class Features
- 1.4 Archetype : The Manasoul
- 1.5 Archetype : The Soul Remnant
- 1.6 Archetype : The Soul Guardian
- 1.7 Archetype : The Wilful Soul
- 1.8 Archetype : The Broken Soul
- 1.9 Multiclassing
"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.
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
|A Spellfused Tiefling considering his next move in battle.
Credit : Wizards of the Coast (Magic the Gathering)
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.
As a Spellfused you gain the following class features.
- Hit Points
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.
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Any light armor and a simple weapon or (b) scale mail or (c) chain shirt
- (a) 2 simple weapons or (b) a martial weapon or (c) a simple weapon and a shield
- Any one Equipment Pack of your choice
- Any one Artisan's Tools, Kit, Gaming Set, or Musical Instrument of the Tools list
|2nd||+2||Bindings of the Past, Fighting Style|
|3rd||+2||Additional Cantrip, Archetype Feature|
|4th||+2||Ability Score Improvement|
|6th||+3||1st level spell|
|8th||+3||Ability Score Improvement|
|9th||+4||Soul Memories, Archetype Feature|
|10th||+4||Soul Focus, Cantrips|
|11th||+4||2nd level spell|
|12th||+4||Ability Score Improvement|
|13th||+5||1st level spell|
|14th||+5||Soul Memories, Archetype Feature|
|15th||+5||2nd level spell|
|16th||+5||Ability Score Improvement|
|17th||+6||3rd level spell|
|19th||+6||Ability Score Improvement, Bindings of the Future|
At level 1, you know three Cantrips of your choice from any spell list.
You learn an additional Cantrip at levels 3 and 10.
Bindings of the Past
At level 2, 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.
Starting level 2, you adopt a particular style of fighting as your speciality. 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.
You gain a +2 bonus to attack rolls you make with ranged weapons.
While you are wearing armor, you gain a +1 bonus to AC.
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.
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.
At level 3, you choose an Archetype in this class. Your Archetype gives you a feature at levels 3, 9 and 14.
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.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
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 levels 6 and 13.
- 2nd level Spells
You choose a 2nd level spell at levels 11 and 15.
- 3rd level Spells
You choose a 3rd level spell at level 17.
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
Note that 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, Stength, Dexterity, Constitution, etc. You would be able to cast Enhance Ability as a fused spell only for that specific Ability.
Starting level 7, 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.
At level 9, 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 levels 14 and 18.
Starting level 10, 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.
Bindings of the Future
At level 19, you become proficient in an Saving Throw of your choosing.
At level 20, you become fused with the plane shift spell. It is now a Fused Spell for you. However, you may only cast it on willing creatures.
Archetype : The Manasoul
"The Manasoul has a stronger bond with the essence of magic than other Spellfused."
Starting level 3, 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 level 14, 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..."
Starting level 3, 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.
Starting level 9, you become proficient in a saving throw of your choice.
- Soul Echo
Starting level 14, 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."
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.
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."
"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 level 14, you always regain the maximum amount of Hit Points when healed.