Base Class: Fighter
Whether you were born an Amalgam, or an Animus Bonded with you turning you into one later in your life, you have recently reached perfect harmony with your Animus as the two of you are now one. Animus are Ooze like entities that are unable to sustain life properly without Bonding to a host and once this occurs an Amalgam is created. The birth of the first Animus was that of chance, as someone unknowingly fused themselves with a sentient sword, turning both beings into something more. Years have passed since the first Bonding and both beings have continued to evolve alongside one another, Amalgams being the perfect hosts for their Animus. Recently, the two beings have learned of new ways to sustain life whilst Separated from one another, and so begins a new chapter in their stories.
Reflexive Reactions
Starting at 3rd level, having reached a symbiotic state with your Animus, you are now capable of Separating from it as well as Bonding with it once again, using the following features.
While Separated from your Animus, you gain an additional 10ft of movement speed.
While Bonded with your Animus, you are Vulnerable to Fire Damage and have Sound Sensitivity: While in the presence of overbearing noise, you have disadvantage on attack rolls, as well as on Wisdom (Perception) Checks that rely on Hearing.
You gain an additional Reaction for a total of two as long as you and your Animus are Bonded.
You gain access to Reflex Points which you have a total number of equal to your Constitution Modifier, and you regain all expended uses of them upon a Long Rest.
As long as you and your Animus are Bonded, you can spend a Reflex Point at will in order to regain a single Reaction.
Your second Reaction and any gained through your spent Reflex points can only be used to activate the following Reflexive Reactions, and only while you and your Animus are Bonded.
Shield Self: One Reaction, which you can take when you would be hit by an attack, to gain +2 AC until the start of your next turn.
Swift Safeguard: Two Reactions, which you can take when an ally within 15ft of you would be hit by an attack, as you Separate and send your Animus to them, giving them +2 AC until the start of your next turn.
Call Companion: One Reaction, which you can take anytime your Animus is Separated from you, and is within 15ft or less from you, you recall your Animus back to you, and the two of you become Bonded.
Build Battlements
Starting at 3rd level, you can use a Bonus action to shed off a portion of your Animus in order to form a 5ft wide wall of Half Cover.
You can use this feature a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
In addition, any nonmagical weapon that is given to your Animus to study over a Long Rest can then be summoned at will by you while you are Bonded with your Animus. Any weapons summoned by you this way last until you wish to stow them back inside of your Animus, whether you are Separated or Bonded.
Reaching Ruin
Starting at 7th level, you can make an Attack Roll as a Single Attack Action, in order to reach out and attempt to grasp an enemy up to 30ft away dealing a level scaling amount of Bludgeoning Damage.
Bludgeoning Damage Scaling: 7th level 5d6, 10th level 6d6, 15th level 7d6, 18th level 8d6.
If the target is Medium or smaller you may also choose to do one of the following:
Pick them up and slam them into the ground dealing an additional 1d6 Bludgeoning Damage, the Target is then knocked Prone.
Throw them up to 10ft from where they stand, the Target is then knocked Prone
You can use this feature a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
Winged Wretch
Starting at 10th level, your evolution has risen you and your Animus to new heights. While you and your Animus are Bonded, you can sprout wings at will.
This provides you with a Flying Speed equal to your Movement Speed.
Blooming Benefactor
Starting at 15th level, for Two Reactions which you can take whenever you are Bonded and it is your turn, you can Separate from your Animus causing it to become capable of fighting for itself.
While Separated in this state, your Animus forms a humanoid like body and grows to the size Large.
You can now perform its own separate Actions, Bonus Actions, and Reactions, however while Separated from you the Animus and you only have one Reaction.
Your Animus also has its own Movement Speed and is still capable of flight while Separated from you.
You and your Animus also share the same HP pool.
| Mod | Save | ||
|---|---|---|---|
| STR | (Same as that of its Amalgam) | (Same as that of its Amalgam) | (Same as that of its Amalgam) |
| DEX | (Same as that of its Amalgam) | (Same as that of its Amalgam) | (Same as that of its Amalgam) |
| CON | (Same as that of its Amalgam) | (Same as that of its Amalgam) | (Same as that of its Amalgam) |
| Mod | Save | ||
|---|---|---|---|
| INT | (Same as that of its Amalgam) | (Same as that of its Amalgam) | (Same as that of its Amalgam) |
| WIS | (Same as that of its Amalgam) | (Same as that of its Amalgam) | (Same as that of its Amalgam) |
| CHA | (Same as that of its Amalgam) | (Same as that of its Amalgam) | (Same as that of its Amalgam) |
Sound Sensitivity. While in the presence of overbearing noise, the Animus has disadvantage on attack rolls, as well as on Wisdom (Perception) Checks that rely on Hearing.
The Animus can utilize any and all of the player maneuvers possessed by its Amalgam, however while separated the Animus and Amalgam only have a single Reaction each.
The Animus can utilize any and all of the player maneuvers possessed by its Amalgam, however while separated the Animus and Amalgam only have a single Reaction each.
The Animus can utilize any and all of the player maneuvers possessed by its Amalgam, however while separated the Animus and Amalgam only have a single Reaction each.
Gluttonous Guzzle
Starting at 18th level, while you are Bonded, you can use your Full Action to latch onto an enemy within 5ft of you and attempt to consume them.
If the target has less than 100 HP, you succeed in consuming them, and the target is instantly killed, in addition you gain the benefits of a Short Rest.
If the target has 100 HP or more, they successfully resist your attempt to consume them. The use of this feature and your Full Action are wasted.
You can use this feature once per Long Rest.
Previous Versions
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8/22/2025 1:13:48 AM
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