Gestalt Class: The Attuned

by DragoonKnight

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What is a Gestalt Class


A Gestalt Class is a class that is only meant for gestalt campaigns. These, to clarify are campaigns where every Player Character has two classes, rather than one. Overlapping abilities, such as HP increases, default to the most powerful one. This allows for the Players to have more powerful characters.

A Gestalt Class is a single, powerful class that counts as two classes, rather than one. The DM decides whether or not they will allow this class in their games. Gestalt Classes are intended for players who want to have a cohesive class, rather than having to find two classes that sort of go together.

Since this class has the potential of two classes, it is not at all intended for normal games. Each Gestalt Class is loosely based off of two classes, and the subclasses add a third. For instance, the Attuned class is based off of the Warlock and Wizard classes, with the Pure Attuned having elements of Sorcerer, Corrupted Attuned having elements of Rogue, and Intertwined Attuned having elements of Druid.

Attuned


Unleashing a wave of magical energy, a high elf wreathed in flames is lifted slightly above the ground by the sheer power of her spell, watching as her foes fall before her onslaught. When the last of her enemies fall, she lands and heals the wound left by one of her foe's arrows.

Cackling quietly, a tiefling watches as the guard he just touched begins to turn to stone, before slipping back into the shadows, waiting invisibly for another target. The next one is a little too far off, so he conjures a dagger from shadow, and throws it at the guard, killing him instantly.

The forest gnome morphs into a cat to follow a group of raiders. When they let down their guard, she causes the plants around them to grow, trapping them in place, before she freezes them all with a burst of cold.

Whatever they do, whoever they are, the Attuned have such power inside of them, that they make most other practitioners of the arcane arts look like amateurs by comparison. They unleash magic on a level normally ascribed to demigods, and other supernatural beings.

Magic Incarnate

The attuned are magic. Not magical; they are an incarnation of magic. Whether by intentionally changing themselves, or by some freak accident of nature, the Attuned have become connected with magic on a level beyond even that of sorcerers.

The Attuned develop a connection to a couple strains of magic, and begin to embody that magic as they develop. An Attuned that focuses on necromancy and illusions will likely become deceitful and see little value in life. One that focuses in evocation will likely embody either the healing or damaging aspects of the school of magic, or possibly both at the same time. It is unknown if becoming connected to a specific school of magic causes the personality of the Attuned to change, or if the true personality of the Attuned influences which schools of magic they forge a connection with, or if it is some combination of the two.

Mortal Minds

Even though they have been changed, becoming a fusion of magic and living being, the Attuned maintain their mortal minds. As a result, they have the same desires of other mortals, only with enough magical powers to make their desires a reality.

For this reason, most Attuned end up venturing out, hoping to make their dream a reality with their powers. Some, who understand the corruption of power, will actively seek out other, hoping to ground themselves by forging a connection with other powerful mortals.

Image from https://i.pinimg.com/originals/63/30/20/633020f150a0f498a31cab066dc82d10.jpg
The Attuned
Level Proficiency Bonus Features Cantrips Known Spells Known Reservoir Slots Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th Magical Boons
1st +2 Spellcasting, Magic Reservoir, Attuned Magic Expression 3 3 1st 2
2nd +2 Arcane Recovery, Magical Boon 3 4 1st 3 2
3rd +2 Mark of Attunement 3 5 2nd 4 2 2
4th +2 Ability Score Increase 4 6 2nd 4 3 2
5th +3 4 8 3rd 4 3 2 3
6th +3 Attuned Magic Expression 4 9 3rd 4 3 3 3
7th +3 4 10 4th 4 3 3 1 4
8th +3 Ability Score Increase 4 12 4th 4 3 3 2 4
9th +4 4 13 5th 4 3 3 3 1 5
10th +4 Attuned Magic Expression 5 14 5th 4 3 3 3 2 5
11th +4 Arcane Surge (6th level) 5 16 5th 3 3 3 2 1 5
12th +4 Ability Score Increase 5 17 5th 4 3 3 3 2 1 6
13th +5 Arcane Surge (7th level) 5 18 5th 4 3 3 3 2 1 1 6
14th +5 Attuned Magic Expression 5 20 5th 4 3 3 3 2 1 1 6
15th +5 Arcane Surge (8th level) 5 21 5th 4 3 3 3 2 1 1 1 7
16th +5 Ability Score Increase 5 22 5th 4 3 3 3 2 1 1 1 7
17th +6 Arcane Surge (9th level) 5 24 5th 4 3 3 3 2 1 1 1 1 7
18th +6 Spell Mastery 5 25 5th 4 3 3 3 3 1 1 1 1 8
19th +6 Ability Score Increase 5 26 5th 4 3 3 3 3 2 1 1 1 8
20th +6 Signature Spell 5 28 5th 4 3 3 3 3 2 2 1 1 8

Creating an Attuned

You are a mortal creature with magic strong enough to rival divine beings. Consider how this effects your character; are they overly confident, or do you not yet know the power they wield? Do you look down on others as inferior beings, or do you try to see them as equals? If you try to maintain your connections to other mortals, what internal struggles might you have as a result of that?

How did you become an attuned? Was it a freak magical accident, like that of some sorcerers? Or did someone purposefully create you?

Finally, consider which schools of magic you will have a connection to, and ask yourself how these schools might reflect your character's personality.

Quick Start

To quickly make an Attuned, Charisma should be your highest score, followed by Dexterity. If you want to be more battle oriented, boost your Constitution.

Choose Hermit for your background.

Class Features

As an Attuned, you gain the following class features.

Hit Points

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

  • Armor: Light Armor
  • Weapons: Simple Weapons, shortswords
  • Tools: None
  • Saving Throws: Intelligence, Wisdom, Charisma, Constitution
  • Skills: Choose four from: Arcana, Deception, History, Insight, Intimidation, Investigation, Medicine, Nature, Religion
Equipment

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

  • (a) a light crossbow and 20 bolts or (b) a shortsword
  • (a) a component pouch or (b) an arcane focus
  • (a) a dungeoneer's pack or (b) a scholar's pack
  • Leather armor, any simple weapon, and two daggers

Spellcasting

You have learned to control and reshape the weave of magic, channeling it through yourself. See chapter 10 of the Player's Handbook for the general rules of spellcasting.

Attuned Spell List

The Attuned are connected to specific strains of magic. Choose three schools of magic from the following: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, and Transmutaion. You can learn any spells from the Wizard, Warlock, or Sorcerer spell list, as long as those spells belong to one of your schools of choice. These three schools make up your Attuned spell list.

Cantrips

You know three cantrips of your choice from your Attuned spell list. You learn additional Attuned cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Attuned table.

Spell Slots

The Attuned table shows how many spell slots you have to cast your spells of 1st level or higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell magic missile and have a 1st-level and a 2nd-level spell slot available, you can cast magic missile using either slot.

Spells Known of 1st Level and Higher

You know two first level spells of your choice from your Attuned spell list.

The Spells Known column of the Attuned table shows when you learn more Attuned spells of your choice. Each of these spells must be of a level for which you have spell

slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, whenever you complete a long rest, you can replace any number of the Attuned spells you know and replace them with other spells from the Attuned spell list, which also must be of levels for which you have spell slots.

Spellcasting Ability

Charisma is your spellcasting ability for your Attuned spells. Your magic comes from your inner being, poured out into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Attuned spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +
your Charisma modifier

Spell attack modifier = your proficiency modifier +
your Charisma modifier

Spellcasting Focus

You can use an orb or staff as your spellcasting focus for your Attuned spells.

Magic Reservoir

You have a pool of magical energy within you, which you can call upon and mold into slots for your spells. The Attuned table shows the level of the spell slot created when you use this reservoir of magic to cast a spell. You can call upon this reservoir of power a number of times equal to half your proficiency bonus (rounded down) + 1. Expended uses of this ability come back when you finish a short rest.

Attuned Magic Expression

At 1st level, you choose your Attuned Magic Expression. Your Expression is the way in which your magical powers are modified from the base form, if they are modified at all. Choose Pure Expression, Corrupted Expression, or Intertwined Expression, all detailed at the end of this document. You gain a feature corresponding to your choice at 1st level, and again at 6th, 10th, and 14th level.

Arcane recovery

At 2nd level, when you finish a short rest, you can replenish some of your magical power. You can regain a number of spell slots whose combined level is no more than half your Attuned level. The highest leveled spell slot you can regain with this feature is 5th level.

Once you use this feature, you cannot use it again until you finish a long rest.

Magical Boon

Also when you reach 2nd level in this class, you begin to shape the magic within you, gaining some minor magical boons. The number of boons you have is shown in the Magical Boon column in the Attuned Table.

You magical boons are Eldritch invocations from the warlock class features. You can choose any invocation which you meet the prerequisite for. If the invocation requires levels in the Warlock class, you are considered to be a warlock with a number of levels equal to your Attuned levels. Whenever you gain a level, you can replace one Magical Boon with another you were applicable for at the level you gained the boon.

Mark of Attunement

When you reach 3rd level in this class, you gain a Mark of Attunement, a tiny, magical miracle that you can create. choose from the following:

Mark of Weapons

You can create a weapon of your choice in your hand as a bonus action. The weapon can be anything you choose, as long as it lacks the heavy or special properties. You are considered proficient with the weapon you create. This weapon lasts until you create another weapon, or until you dismiss the weapon as a bonus action.

If you have this Mark of Attunement, you are considered to have the Pact of the Blade for the purposes of meeting the prerequisite of eldritch invocations.

Mark of Life

You learn the find familiar spell and can cast it once per day without using a spell slot, and without expending any material components. When you cast this spell, your creature can come in one of the following additional forms: pseudodragon, imp, quasit, sprite, gazer, mephit, twig blight, darkmantle, or boggle.

Additionally, when you take the Attack action on you turn, you can forgo one of your attacks to allow your familiar to make one attack of its own.

If you have this Mark of Attunement, you are considered to have the Pact of the Chain for the purposes of meeting the prerequisite of eldritch invocations.

Mark of Magic

You learn 3 cantrips, and one 1st level spell, which can be outside of your regular schools of magic, from any class' spell list. If you have this Mark of Attunement, you are considered to have the Pact of the Tome for the purposes of meeting the prerequisite of eldritch invocations. If you take the Book of Ancient Secrets invocation, you don't need the book in order to recall or record ritual spells, and have them memorized.

Mark of Control

At the end of a short rest, you can create a small magical trinket, which remains until you create another, or it is destroyed. Whenever someone wears or carries the trinket on their person, they can add a d4 + 1 to any failed ability check, potentially turning the roll into a success. This benefit can be used a number of times equal to your proficiency bonus, and all expended uses of are restored when you finish a long rest.

If you have this Mark of Attunement, you are considered to have the Pact of the Talisman for the purposes of meeting the prerequisite of eldritch invocations.

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.

Arcane Surge

First at 11th level, you gain the ability to unleash a surge of magic from your Magic Reservoir, creating effects beyond what is usually possible. Choose a 6th level spell from your Attuned spell list. You can cast this spell once per long rest without using a spell slot.

You gain additional surges at 13th, 15th, and 17th level, each allowing you to cast one additional spell of 7th, 8th, and 9th level respectively.

Spell Mastery

Choose two spells, one from 1st level, one from 2nd level. Beginning 18th level, you always know these spells, and they do not count against your total Attuned spells known. You can cast these spells at their lowest level without expending a spell slot. If you want to cast either spell at a higher level, you must expend a spell slot as normal.

Signature Spell

Choose two 3rd level spells. At 20th level, you always know these spells, and they do not count against your total Attuned spells known. You can cast these spells once at their lowest level without expending a spell slot. You cannot cast them again in this way until you finish a short or long rest. If you want to cast either spell at a higher level, you must expend a spell slot as normal.

Attuned Magic Expressions

The Attuned all gain their powers in different ways, but all of them represent arcane magic as a whole. However, depending on how the Attuned got their powers, they might have some level of corruption or change to their powers. This is their Attuned Magic Expression, and is the most basic way to tell one Attuned from another.

Pure Expression

The Pure Attuned are the Attuned with a pure connection to arcane magic. They see magic as an entity within them, and are capable of channeling much more magical energy into their spells than most other Attuned.

Empowered Magic

You unleash so much magic that it sometimes overpowers you. At 1st level, when you choose this Expression, when you cast a spell of 1st-level or higher, you can fly up to 10 feet immediately before or after you cast the spell, without provoking opportunity attacks.

This distance is increased to 20 feet at 10th level.

Targeting Spell

Also at 1st level, your spells become more adept at finding the weak points in a creature. Your spell attacks score a critical hit on a 19 or 20, and if you cast a spell that requires a saving throw, if the creature rolls a 1 on their saving throw, they take double damage from the spell, or if there is no damage, they have disadvantage on their next save against the spell.

Flexible Spells

At 6th level, you learn to modify your spells slightly, on their most basic level, gaining a few benefits. When you cast a spell, you can choose one of the following options:

  • You can turn a touch spell into a spell with a range of 30 feet.
  • You can cast a spell without using verbal or somatic components.
  • You can double the duration of the spell, up to a maximum of 24 hours.
  • If the spell has one of the following damage types: acid, cold, fire, lightning, poison, or thunder, you can change the damage type of the spell into one of the other types.

You can use this feature a number of times equal to twice your proficiency modifier. All expended uses of this ability are restored at the end of a long rest.

Conscious Magic

You understand magic as an entity, conscious of its actions. As such, you only need to give it a few instructions to reshape spells to leave openings for your allies. Starting at 6th level, whenever you cast a spell that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell's level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if the would normally take half damage on a successful save.

Consuming Arcane

Starting 10th level, you can overcharge your spells with magic, making them hit harder, or making them harder to avoid. You can either cause one creature hit by a spell you cast to take extra damage equal to twice your Charisma modifier, or a creature affected by a spell to take a penalty to their save against the spell equal to your Charisma modifier.

You can use this feature a number of times equal to your proficiency bonus, and regain all expended uses when you finish a long rest.

Bulwark of Magic

The arcane magic flowing through you is so strong that it interferes with regular magic, and strikes out at those who hit you.

At 14th level, you gain resistance to damage from spells, and have advantage on saving throws against spells. Furthermore, whenever you are hit by an attack from a hostile creature, you can use a reaction to cast a cantrip you know as an opportunity attack against them.

Corrupted Expression

The Corrupted Attuned are Attuned who were created by corrupted magic; some experiment that combined many schools of magic with each other, someone gaining their Attuned powers just as an antimagic field activates, influence from a being from the Far Realm, there are many ways for a Corrupted Attuned to come about. While not necessarily evil, these Attuned usually have little to no problem using their powers in ways that some might call "dishonorable".

Expertise

As your arcane powers manifest at 1st level, your body and mind are influenced as well, honing your skills. Choose two of your skill proficiencies. These skills now have expertise, which means that your proficiency bonus is doubled for any skill checks you make with these skills. The chosen skills cannot be benefiting from a feature, such as Expertise, that is doubling your proficiency bonus on them.

You gain expertise in two more skills of your choice at 10th level.

Shadow Strength

You can convert the last bits of life of your foes into arcane energy to strengthen your body. Starting at 1st level, whenever you kill a hostile creature, you gain temporary hit points equal to your level.

Control Fate

Your powers give you the slightest insight into the working of fate, as well as the ability to seize control of it, and warp it slightly. Starting 6th level, whenever you finish a long rest, roll 1d20 and record the result. At any point before the next long rest, you can replace one attack roll, ability check, or saving throw made by a creature you can see with this result. You can replace the roll before or after the roll, but before the outcome has been determined.

Body of Shadows

Also at 6th level, as a reaction when you take damage, you can teleport up to 30 feet away, avoiding the damage if you are out of range of the attack, or the area of effect. Once you use this feature, you must complete a short or long rest before you use it again.

Magic Bolstered Skills

As your body becomes closer to the corrupted magic within you, it begins to further hone certain skills you have. Choose two of your skills that let you add your proficiency bonus. If you roll a skill check using these skills, and roll a 9 or less, you can treat that roll as a 10.

Death Within the Dark

At 14th level, you can channel your arcane power into your strikes, dealing massive damage. Once per round, when you hit a creature with a weapon attack, you can deal an extra 8d6 psychic damage to the target.

You can use this feature a number of times equal to your Charisma modifier, per short rest.

Intertwined Expression

Unlike most Attuned, who control arcane magic, you have become connected to all magic; arcane, divine, and nature. While you are less powerful than Pure Attuned, and lack the skill of the Corrupted Attuned, you have the most versatility of all Attuned.

Expanded Spell List

When you choose this Attuned Magic Expression at 1st level, you gain access to more magic. Your Attuned spell list now contains spells of your chosen schools from the Driud and Cleric spell lists, not just Sorcerer, Warlock, and Wizard spells.

Animal Form

Twice per long rest, you can use your action to magically transform into a beast you have seen before. The chosen beast must have a challenge rating of 1/4 or less, and cannot have a flying or swimming speed. Your gear merges into your form, and you assume the statistics of your new form, although you maintain your alignment, personality, Intelligence, Charisma, and Wisdom scores.

You cannot cast spells or use class features in your new form, unless that form has the ability to use them. You can, however concentrate on spells in this form. You can remain in this form for a number of hours equal to your proficiency bonus, until you end the transformation as a bonus action, or until your hit points hit 0. If your hit points take 0, you revert to your true form, with the number of hit points you had when you entered your Animal Form, and take the remaining damage, if any.

Starting 8th level, you can transform into a creature of challenge rating 1/2 or less, and that creature can now have a swimming speed.

Starting 16th level, you can transform into a creature of challenge rating 1 or less, and that creature can now have a flying speed.

Bonus Boon

At 6th level, you gain a minor magical boon that can be changed at the end of a long rest. Choose from the following:

  • You gain a darkvision out to a range of 60 feet. If you already have darkvision, this boon instead increases the range of your darkvision by 30 feet.
  • Your speed is increased by 10 feet. When you take the dash action, your speed for that movement is increased by an additional 10 feet.
  • You have advantage on Constitution saves.
  • The first time you take acid, cold, fire, lightning, or thunder damage, you gain resistance to damage of that type, including the triggering damage, until the end of your next long rest.
Split Spell

Beginning 10th level, you increase your connection to one school of magic, gaining the ability to do more with spells from that school.

Choose a school of magic that you can use. When you cast spells from that school that can only have a single target, you can have the spell effect two targets within range, rather than one.

Remake

At 14th level, you learn to call upon all magical sources to restore others. You can use an action to touch a creature and remove all diseases, curses, and poisons affecting them. You also restore all of their hit points, as well as removing any effects that might be lowering their hit point maximum.

Once you use this feature, you cannot use it again until you finish a long rest.

Wrath of all Magic

You are capable of channeling magic of all sorts through you, punishing those who would strike you down.

Also at 14th level, when you are reduced to 0 hit points, you can instantly regain half of your hit point maximum, and unleash a burst of magical energy. Creatures of your choice within 30 feet of you take 2d8 force damage and is either blinded or restrained by plants (your choice for each target) until the end of your next turn.

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