Cleric: Fusion Domain

by kingstarman

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Divine Domain

Fusion Domain

"since the dawn of time people have taken one thing and added something else to it. Spice to a dish for taste. A rock to a stick to make an axe, an axe to someone's chest to take their stuff. all things combine in many ways just a matter of creativity"

~ From the dual blade chronicles, chapter 89

A form of alchemy only achieved through devotion, products from those in the fusion domain combine the essences of each component rather than their academic interactions.

Fusion Spells

Fusion Domain Spells
Cleric level Spells
1st compelled duel, guiding bolt
3rd earthbind, warding bond
5th sending, meld into stone
7th fabricate, stone shape
9th dream, Rary's telepathic bond

Rock meet Stick

Beginning at 1st level, over the course of 10 minutes, you can fuse two mundane objects together, creating a new fused object. The items must remain within 10 feet of you during this time. The purpose of the item you are fusing (DM determined) will affect its resulted fusion;

  • Weapon. The resulting object takes on the properties of the weapon and can be wielded as one. If two weapons are fused you take the higher damage die and weight.
  • Casting focus. The fused Item can be used as a spell casting focus.
  • Object. When you take the Use Object action on the fused item it triggers the objects effects. If you fuse two objects, both effects of the item trigger simultaneously.
  • Shield. The fused item takes on the properties of the shield. If two shields are fused the effects of added together.

A fused item cannot be used for fusion using this feature, attempting to do so will cause your oldest fused item to split. You can have a total number of fused items equal to your Proficiency Bonus at once.

Channel Divinity: Intertwine

As an action, you can channel your divinity to fuse yourself with a willing creature within 5 feet of you. While fused, you both control a single creature with the following rules applied:

  • Both your current and maximum Hit Points are added to each other.
  • You take the highest ability scores among you and gain all proficiencies, racial traits, class features, and feats you had. Your size is the same as the largest creature fused and you take the higher movement speeds among you.
  • In combat, you have 2 actions, 2 bonus actions, and 2 reactions.

Either of you can end the fusion at any time (no action required) or the fusion lasts for 1 hour before you split back into your original selves. When the fusion ends each participant has half the current hit points the fusion had.

Polymerization

At 6th level, you have learned to better harness your divine ability to fuse objects. You can fuse magic items of common rarity using your Rock meet Stick feature.

You can fuse uncommon magic items at 8th level, rare at 12th, and very rare at 16th level.

Fusionist

At 8th level, when you fuse with a creature using your Channel Divinity: Intertwine you grant a blessing to the fusion depending on your fusion partner;

  • The creature has Spell Slots: You add your Wisdom modifier to the damage you deal with any cleric cantrip.
  • The creature dose not have spell slots: You gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 force damage. When you reach 14th level, the extra damage increases to 2d8.

Infinite Fusion

At 17th level, your ability to fuse has reached a conceptual level. When you have advantage you roll twice and add the results and when you have disadvantage you roll twice and subtract the results (You cannot roll below a 1 this way).

DM's note: Do not attempt to saw other players in half and super glue them back, learn from Mark's mistake

 

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