Ryoko's Guide to the Yokai Realms, pg 170
The elements are pure: solid earth, liquid water, gaseous air, and fire—energy 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.
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.
Bonus Cantrips
3rd-Level Disciple of Fusion Feature
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’s list and don’t count towards the number of cantrips you know.
Bonus Spells
3rd-Level Disciple of Fusion Feature
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’s list; you always have that spell prepared, and it doesn’t 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.
If you don’t have affinity with the element from which a spell is chosen, the spell is cast as if you had 1 affinity with that element.
Fusionist Spellcasting
3rd-Level Disciple of Fusion Feature
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.
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.
Fusionist Effects and Automatic Upcasting
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.
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.
Interelemental Casting
7th-Level Disciple of Fusion Feature
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’s level (cantrips are DC 10). On a success, you change the damage type to one associated with one of your Elemental Affinities.
Unleashed Elements
15th-Level Disciple of Fusion Feature
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.
Avatar of Elements
20th-Level Disciple of Fusion Feature
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.