Soul-Binder: Difference between revisions
(Created page with "= Soul-Binder = Loneliness. Weakness. The call to adventure. For most people these are passing moments, a part of the ups and downs of everyday life. There are those however, who are defined by these feelings. Whether feeling alone in a crowd, powerless to get what they deserve or eager to see all things the world has to offer, soul binders have taken a drastic step to solve their problems. Unable to meet the demands of the world alone they choose to give up a piece of t...") |
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Revision as of 15:55, 12 January 2023
Soul-Binder
Loneliness. Weakness. The call to adventure. For most people these are passing moments, a part of the ups and downs of everyday life. There are those however, who are defined by these feelings. Whether feeling alone in a crowd, powerless to get what they deserve or eager to see all things the world has to offer, soul binders have taken a drastic step to solve their problems. Unable to meet the demands of the world alone they choose to give up a piece of their soul to bond with another creature and face life's challenges together.
When soul binders bind themselves to another creature, they do so for life. They will stand together, always, two against the world. They will always look out for each other, because in the end, they need each other. Whether they like it or not. The companion will often be the stronger of the pair, but without the binder to guide it, the companion is nowhere near its full potential.
The process of binding your soul with another creature can be quite taxing, especially if the creature isn't willing at first. Some people disappear into the wild to find a forest animal willing to bind, and return months later with a beast by their side willing to do anything for them, while others would rather summon a creature of untold horror, force it into submission, then bind the creature to follow their command.
However, having your soul bound to another creature means that your soul will never be full again. There is always something missing. It gets even more apparent for the soul binder when their companion is far away from them, and can sometimes be physically painful for them to be a great distance from their companion.
Class Information
Hit Dice. 1d6 per Soul-Binder Level
1st Level Hitpoints. 6 + your Constitution Modifier
Higher Level Hitpoints. 1d6 (increase to 4) + your Constitution modifier per Soul-Binder level after 1st
Armor Proficiencies. Light Armor
Weapon Proficiencies. [[Armor and Weapons#Simple Weapons|Simple Weapons]
Tool Proficiencies. One Set of Tools
Saving Throw Proficiencies. Constitution and Charisma
Skill Proficiencies. Choose two from Animal Handling, History, Nature, Insight, Arcana, Persuasion, Intimidation
Equipment. A Simple Weapon or a Martial Weapon (if Proficient), an Equipment Pack, a set of Leather Armor or Breastplate, and one Non-Vehicle Tool that you are Proficient with
Soul Bond
1st, 3rd, 7th, 11th, 15th Level Soul-Binder Feature
You choose one of the Soul Bond in the table below that represents the creature you have sacrificed a portion of your soul to bond to.
Soul Bond | Complexity (1-5) | Description |
---|---|---|
Example | Example | Example |
Example | Example | Example |
Example | Example | Example |
Bonded Companion
1st Level Soul-Binder Feature
You gain a Companion that will serve and aid you in every way it possibly can. You must create your Companion, described in the Companion Creation section after the class description.
Your Companion shares your Initiative Score and you and the Companion both act on the same turn. It can move and use its Reaction on its own, but the only Action it takes on its turn is the Dodge Action, unless you use a Bonus Action on your turn to command it to take another Action. That Action can be one in its stat block or some other Action. If you are Incapacitated, the Companion takes the Action that would best protect itself and you. While your Companion is within 1 Mile of you, you can communicate with it telepathically.
If your Companion is reduced to 0 Hit Points, it falls Unconscious and makes Death Saving Throws if not Stable. If your Companion has died within the last Hour, while it is within your Reach, you can use an Action to expend a Spell Slot of 1st Level or higher. When you do, your Companion returns to life after 1 Minute with a number of Hit Points equal to 10 x the Slot Level expended. You can also use an an Action while your Companion is within your Reach to expend a Spell Slot of 1st Level or higher, when you do, you restore a number of Hit Points to your Companion equal to 10 x the Slot Level expended.
At the end of a Long Rest, you can summon your Companion wherever it is, teleporting it to an unoccupied space within 5ft of you, and reviving it with all its Hit Points it if was dead or below its Hit Points Maximum. If you die, your Companion gains 1 Level of Exhaustions after every Minute while you are dead.
Additionally, as an Action, while you are within 1 Mile of your Companion, you can see through your Companion's eyes and hear what it hears until the start of your next turn, ganging the benefits of any special senses it has. You can also speak through your Companion during this time. During this time you are also Deaf and Blind to your own senses.
Symbiotic Link
1st Level Soul-Binder Feature
You have sacrificed much of your essence to form the link you have with your companion, but it will in turn protect you with everything it can. While you are within 60ft of your Companion, you gain the following benefits:
- When you take Damage you can use your Reaction to cause your Companion to take that Damage instead.
- When you regain Hit Points caused by expending a Hit Dice, your Companion regains a number of Hit Points equal to twice the number you regained.
- If you are reduced to 0 Hit Points, you can use your Reaction to sacrifice your Companion to save yourself. When you do, you regain a number of Hit Points equal to the current number of Hit Points your Companion has. Your Companion is then reduced to 0 Hit Points.
Hidden Form
1st Level Soul-Binder Feature
You have learned how to reduce your Companion's size or hide it on another plane for an easy way to hide or carry it. Choose one of the following features to gain:
- Shrink. You can use your Bonus Action to change your Companion's Size to Tiny or back to its full Size if it is within 30ft of you. If there isn't enough space for it to grow to its original Size, nothing happens. While in this Tiny form, the Companion can't attack in any way.
- Pocket Dimension. As an Action, while your Companion is within your Reach, you can temporarily dismiss it. It disappears into a pocket dimension where it awaits your summon. As a Bonus Action, you can cause it to reappear in an unoccupied space within 5ft of you. If you fall Unconscious while your Companion is in this pocket dimension, it reappears in a space within 5ft of you, pushing other creatures out of the way to do so if required.
- Disguise. As an Action you can create an illusion around your companion that makes it looks like another Beast or Humanoid of similar build and size, such as making a drake look like a dog, or an angel look like a farmer. The disguise ends if your companion takes any Damage, deals Damage to another creature or you end it as an Action.
At the end of a Long Rest you can choose a different feature to gain.