{"name":"Disciple of Fusion - Bender Subclass","overview":"[p]The elements are pure: solid earth, liquid water, gaseous air, and fire\u2014energy incarnate. However, the borders between these elements are where things get interesting. Water and earth can produce calamitous mudslides capable of decimating an army. When wind whips up sand, a dust storm can leave even the hardiest explorers lost and disoriented. And in the quiet of a bathhouse, the confluence of fire and water can bring about calming steam that cleanses the body and soothes the soul. [\/p]\r\n[p]A bender of the Disciple of Fusion lives on these elemental extremities, pushing the borders, always with an eye on the primordial forces that they have not yet mastered. Your connection to every element runs so deeply that it is almost second nature to blend them together. You may smelt ore with astounding alacrity, be a sculptor whose ability to shape ice rivals that of the finest enkoh architects, or perhaps you work as a thief, creating clouds of smoke to blind guards and make good your escape. You are the unexpected solution that changes the paradigm of any problem.[\/p]\r\n[p][\/p]\r\n[p][\/p]\r\n","hit_dice":"","hit_points_at_1st_level":"","hit_points_at_higher_levels":"","armor_proficiencies":"","weapon_proficiencies":"","tools":"","saving_throws":"","skills":"","starting_equipment":"","spellcasting":"","class_features":"[p][b]Bonus Cantrips [\/b][\/p]\r\n[p][i]3rd-Level Disciple of Fusion Feature [\/i][\/p]\r\n[p]Your connection with all elements allows you to mould them in their most basic form. You learn two additional bender cantrips of your choice, which can be from any element\u2019s list and don\u2019t count towards the number of cantrips you know. [\/p]\r\n[p][\/p]\r\n[p][b]Bonus Spells [\/b][\/p]\r\n[p][i]3rd-Level Disciple of Fusion Feature [\/i][\/p]\r\n[p]As your connection with the primordial forces deepens, you learn to manipulate even the elements with which you are less familiar. You learn one 1st-level bender spell from any element\u2019s list; you always have that spell prepared, and it doesn\u2019t count against the number of spells you can prepare each day. When you reach 5th, 9th, 13th, and 17th level in this class, you learn one 2nd, 3rd, 4th, and 5th-level bender spell in this way, respectively. [\/p]\r\n[p]If you don\u2019t have affinity with the element from which a spell is chosen, the spell is cast as if you had 1 affinity with that element. [\/p]\r\n[p][\/p]\r\n[p][b]Fusionist Spellcasting [\/b][\/p]\r\n[p][i]3rd-Level Disciple of Fusion Feature [\/i][\/p]\r\n[p]When you expend a spell slot of 1st level or higher to cast a spell from your bender spell repertoire, you can augment it with another element, creating an additional effect in a sphere centred on either (a) the target of your spell or (b) the centre of the spell's affected area You choose the size of the sphere, which can have a maximum radius in feet equal to five times the level of the spell slot expended. The effect depends on the element list from which the spell was drawn and the element with which you choose to combine it. Any saving throws are against your bender spell save DC. [\/p]\r\n[p]You can use this feature a number of times equal to your bender spellcasting ability modifier (minimum of once), and you regain all expended uses when you finish a short or long rest. [\/p]\r\n[ul]\r\n- [i]Air & Earth: Dust.[\/i] Dust explodes in the sphere. Each creature in the area must succeed on a Constitution saving throw or be blinded until the end of your next turn. \r\n- [i]Air & Fire: Smoke[\/i]. Cloying smoke fills the sphere until the end of your next turn. For the duration, the area is heavily obscured, creatures in the area can speak only falteringly, and any creature in the area that tries to cast a spell with a verbal component must succeed on a Constitution saving throw or fail to cast the spell, wasting the spellcasting action (but not the spell slot). \r\n- [i]Air & Water: Ice[\/i]. All surfaces in the sphere become covered with a layer of slick ice, turning the area into difficult terrain until the end of your next turn. When the ice appears, each creature standing in the area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone. \r\n- [i]Earth & Fire: Lava[\/i]. Speckles of molten rock explode in the sphere. Each creature in the area must succeed on a Dexterity saving throw or take 1d6 fire damage per level of spell slot expended. \r\n- [i]Earth & Water: Mud[\/i]. A torrent of sticky mud erupts in the sphere. The area becomes difficult terrain until cleaned, and each creature in the sphere has its speed reduced by 15 feet. A creature can use its action to clean the mud off of itself or another affected creature, removing the speed reduction. A creature can clear a 5-foot-square area of difficult terrain as an action. \r\n- [i]Fire & Water: Steam.[\/i] Steam blooms in the sphere until the end of your next turn. For the duration, the area is heavily obscured, and a creature that ends its turn in the sphere takes 1d4 fire damage per level of the spell slot expended.\r\n[\/ul]\r\n[p][\/p]\r\n[p][u]Fusionist Effects and Automatic Upcasting[\/u][\/p]\r\n[p]The effects of the Fusionist Spellcasting feature depend on the level of spell slot expended, not the level of the spell. This is important as, when a bender chooses to gain the same Elemental Affinity multiple times (see page 159), their spells are automatically cast at a higher level than the spell slot expended. [\/p]\r\n[p]For example, a bender with three affinities in fire that casts fireball with a 3rd-level spell slot casts it as a 5th-level spell (causing it to deal 10d6 damage instead of 8d6). If the bender is of the Disciple of Fusion subclass and chooses to augment the spell with water and create the Steam effect, the maximum radius of the sphere is 15 feet, and the effect deals 3d4 damage.[\/p]\r\n[p][\/p]\r\n[p][b]Interelemental Casting [\/b][\/p]\r\n[p][i]7th-Level Disciple of Fusion Feature [\/i][\/p]\r\n[p]When you cast a spell which deals damage of a type associated with an Elemental Affinity, you can change the damage type to one associated with one of your Elemental Affinities. In addition, when a creature you can see casts a spell that deals damage of a type associated with any Elemental Affinity, you can use your reaction to make a spellcasting ability check. The DC for the check equals 10 plus the spell\u2019s level (cantrips are DC 10). On a success, you change the damage type to one associated with one of your Elemental Affinities. [\/p]\r\n[p][\/p]\r\n[p][b]Unleashed Elements [\/b][\/p]\r\n[p][i]15th-Level Disciple of Fusion Feature [\/i][\/p]\r\n[p]On your turn, when you use your action to cast a bender spell of 1st level or higher, you can cast a bender cantrip with a casting time of one action as a bonus action that turn. You can use this feature a number of times equal to your bender spellcasting ability modifier (minimum of once), and you regain all expended uses when you finish a long rest. [\/p]\r\n[p][\/p]\r\n[p][b]Avatar of Elements [\/b][\/p]\r\n[p][i]20th-Level Disciple of Fusion Feature [\/i][\/p]\r\n[p]You gain two additional Elemental Affinities of your choice, for a total of six affinities. You can have no more than four affinities for any one element.[\/p]\r\n[p][\/p]\r\n","subclass_options":"","table_data":"","source":"Ryoko's Guide to the Yokai Realms, pg 170","tags":"","templateId":"13922","blockId":"1603200","world":"bfe6a878-780d-47e8-ac3f-6b24586dd471","folder":"1ab5d3d8-c777-4c37-8ca2-107b149f4581","isShared":"on"}