Base Class: Fighter
Whether you were born as a Coordinate or transformed into one through a life altering event, you now exist in harmony with your Animus, an ooze like sentient entity, incapable of sustaining life without a host. Through this bond, the two of you have become something greater than either of you could have been alone.
The first Amalgam came into being by chance, when a warrior unknowingly fused with a sentient weapon. Since then, Coordinates have continued to evolve alongside their Animus counterparts, learning not only how to survive together, but how to briefly exist apart. Where once separation meant death, it now marks the beginning of a new chapter.
An Amalgam fights as a living bulwark, reacting instantly to danger and reshaping the battlefield with their Animus.
Level 3: Reflexive Reactions
Starting at 3rd level, you have reached a symbiotic equilibrium with your Animus, you can now Separate or Bond with it once per each of your turns, requiring no action, and gain the following effects depending on your active state.
Separated: Your speed increases by 10 feet.
Bonded: While Bonded you gain the following effects:
- You gain an additional Reaction for a total of two.
- You are vulnerable to fire damage.
- Sound Sensitivity: While exposed to overwhelming noise, you have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on hearing.
You also gain a pool of Reflex Points equal to your Constitution modifier with a minimum of 1. You regain all expended Reflex Points when you finish a long rest.
- While bonded, you may spend 1 Reflex Point to regain one expended Reaction no action required.
Your second Reaction, and any Reactions regained via the Reflex Points feature, can be used only to activate the following abilities and only while bonded:
- Shield Self: (1 Reaction) Which you take when you are hit by an attack, granting you a +2 bonus to AC until the start of your next turn.
- Swift Safeguard: (2 Reactions) Which you take when a creature within 15 feet of you is hit by an attack, you Separate and send your Animus to shield it, granting that creature +2 AC until the start of your next turn.
- Call Companion: (1 Reaction) Which you take while your Animus and you are Separated and within 15 feet of each other, you recall your Animus and instantly become Bonded.
Level 3: Build Battlements
Also starting at 3rd level, using a bonus action, you can shed a portion of your Animus to form a 5ft wide, 3ft tall, wall that provides half cover.
You can use this feature a number of times equal to your proficiency bonus, regaining all uses when you finish a long rest.
Additionally, any nonmagical weapons your Animus studies during a long rest can be spawned by you at will while Bonded.
Spawned weapons persist until you dismiss them back into your Animus.
You can only spawn a number of weapons this way equal to your proficiency bonus.
Level 7: Reaching Ruin
Starting at 7th level, while you are Bonded, you can make a special melee attack roll using an action and forgoing your Extra Attack feature, you lash out with your Animus to pierce a creature within 30 feet.
On a hit, the target takes 5d6 piercing damage. The damage increases by one die when you reach levels 10 (6d6), 15 (7d6), and 18 (8d6).
If the target is Medium or smaller, you may also choose one of the following:
- Slam the creature to the ground, dealing an additional 1d6 bludgeoning damage and knocking it Prone.
- Throw the creature up to 10 feet knocking them Prone.
You can use this feature a number of times equal to your proficiency bonus per long rest.
Level 10: Winged Wretch
Starting at 10th level, your symbiotic relationship with your Animus has evolved in order to reach new heights.
While Bonded, you can sprout wings at will, granting you a flying speed equal to your walking speed.
Level 15: Blooming Benefactor
Starting at 15th level, you can expend two Reactions on your turn while Bonded, in order to Fully Separate from your Animus, allowing it to fight independently of you.
- The Animus manifests as a Large humanoid ooze. You and your Animus share a single hit point pool.
- Each of you may take actions, bonus actions, and movement independently.
- While Separated, you and the Animus share only one Reaction total.
- The Animus is still able to utilize the Build Battlements, Reaching Ruin, and Winged Wretch features.
| Mod | Save | ||
|---|---|---|---|
| STR | (Same as that of its Coordinate) | (Same as that of its Coordinate) | (Same as that of its Coordinate) |
| DEX | (Same as that of its Coordinate) | (Same as that of its Coordinate) | (Same as that of its Coordinate) |
| CON | (Same as that of its Coordinate) | (Same as that of its Coordinate) | (Same as that of its Coordinate) |
| Mod | Save | ||
|---|---|---|---|
| INT | (Same as that of its Coordinate) | (Same as that of its Coordinate) | (Same as that of its Coordinate) |
| WIS | (Same as that of its Coordinate) | (Same as that of its Coordinate) | (Same as that of its Coordinate) |
| CHA | (Same as that of its Coordinate) | (Same as that of its Coordinate) | (Same as that of its Coordinate) |
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 Coordinate's maneuvers possessed by its Amalgam, however while separated the Animus and Coordinate only have a single Reaction each.
The Animus can utilize any and all of the Coordinate's maneuvers possessed by its Amalgam, however while separated the Animus and Coordinate only have a single Reaction each.
The Animus can utilize any and all of the Coordinate's maneuvers possessed by its Amalgam, however while separated the Animus and Coordinate only have a single Reaction each.
Level 18: Gluttonous Guzzle
Starting at 18th level, while you are Bonded, you may use an action, forgoing your Extra Attack feature in order to attempt to consume a creature within 5 feet.
- If the target has fewer than 100 hit points, it is instantly slain, and you gain the benefits of a short rest.
- If the target has 100 hit points or more, the attempt fails with no effect.
Once you use this feature, you cannot do so again until you finish a long rest.
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Posted Jan 20, 2026For those interested, the full PDF document for this Subclass is available from my publisher Candlewick Games on DriveThruRPG as a pay what you want price.