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! Soul Bond !! Complexity (1-5) !! Description | ! Soul Bond !! Complexity (1-5) !! Description | ||
|- | |- | ||
| [[Soul-Binder#Bond of the | | [[Soul-Binder#Bond of the Divine|Bond of the Divine]] || 3 || You bond yourself with a divine warrior, giving you and your Companion a greater control of life over death, as you protect each other, and your allies from its cold claws | ||
|- | |- | ||
| | | [[Soul-Binder#Bond of the Dragonkin|Bond of the Dragonkin]] || 2 || You bond yourself with a draconic warrior, allowing you and your Companion to grow in massive draconic strength, striking fear into your foes and unleashing powerful breath weapons. | ||
|- | |- | ||
| | | [[Soul-Binder#Bond of the Elusive Spirit|Bond of the Elusive Spirit]] || 2 || You bond yourself with a teleporting warrior, allowing you and your Companion to blink around the battlefield while striking foes when they least expect it. | ||
|- | |||
| [[Soul-Binder#Bond of the Puppet|Bond of the Puppet]] || 3 || You bond yourself with a magical automaton of your creation, gaining complete control of it as you slowly perfect your exact instructions to give it maximum efficiency. | |||
|- | |||
| [[Soul-Binder#Bond of the Spirit Vessel|Bond of the Spirit Vessel]] || 2 || You bond yourself with a magical creature that has had its soul severed from its body now trapped in an undead just or mechanic contraption, causing you and your Companion to take the life force of your enemies while sharing your own life force. | |||
|- | |||
| [[Soul-Binder#Bond of the Unknown|Bond of the Unknown]] || 2 || You bond yourself with a magical aberration, which you empower at the cost of your own sanity, teetering on the edge of madness, you and your Companion drive madness into the hearts of your foes while restricting them with otherworldly forces. | |||
|- | |||
| [[Soul-Binder#Bond of the Wild|Bond of the Wild]] || 1 || You bond yourself with a bestial warrior that you form a small pack with, learning how the other fights as you become powerful partners in the hunt, relying on each other and your other allies and pack-mates. | |||
|} | |} | ||
<br> | <br> | ||
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|+ [[Soul-Binder Spells|Soul-Binder Spell List]] | |+ [[Soul-Binder Spells|Soul-Binder Spell List]] | ||
|- | |- | ||
! Level !! Cantrips | ! Level !! Cantrips Known !! 1st !! 2nd !! 3rd !! 4th !! 5th | ||
|- | |- | ||
| 2nd | | 2nd || 2|| 2 || - || - || - || - | ||
|- | |- | ||
| 3rd || 2 | | 3rd || 2|| 3 || - || - || - || - | ||
|- | |- | ||
| 4th | | 4th || 3 || 3 || - || - || - || - | ||
|- | |- | ||
| 5th || 3 | | 5th || 3 || 4 || 2 || - || - || - | ||
|- | |- | ||
| 6th || 3 | | 6th || 3 || 4 || 2 || - || - || - | ||
|- | |- | ||
| 7th || 3 | | 7th || 3 || 4 || 3 || - || - || - | ||
|- | |- | ||
| 8th || 3 | | 8th || 3 || 4 || 3 || - || - || - | ||
|- | |- | ||
| 9th || 3 | | 9th || 3 || 4 || 3 || 2 || - || - | ||
|- | |- | ||
| 10th || 4 | | 10th || 4 || 4 || 3 || 2 || - || - | ||
|- | |- | ||
| 11th || 4 | | 11th || 4 || 4 || 3 || 3 || - || - | ||
|- | |- | ||
| 12th || 4 | | 12th || 4 || 4 || 3 || 3 || - || - | ||
|- | |- | ||
| 13th || 4 | | 13th || 4 || 4 || 3 || 3 || 1 || - | ||
|- | |- | ||
| 14th || 4 | | 14th || 4 || 4 || 3 || 3 || 1 || - | ||
|- | |- | ||
| 15th || 4 | | 15th || 4 || 4 || 3 || 3 || 2 || - | ||
|- | |- | ||
| 16th || 4 | | 16th || 4 || 4 || 3 || 3 || 2 || - | ||
|- | |- | ||
| 17th || 4 | | 17th || 4 || 4 || 3 || 3 || 3 || 1 | ||
|- | |- | ||
| 18th || 4 | | 18th || 4 || 4 || 3 || 3 || 3 || 1 | ||
|- | |- | ||
| 19th || 4 | | 19th || 4 || 4 || 3 || 3 || 3 || 2 | ||
|- | |- | ||
| 20th || 4 | | 20th || 4 || 4 || 3 || 3 || 3 || 2 | ||
|} | |} | ||
<br> | <br> | ||
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''2nd Level Soul-Binder Feature''<br> | ''2nd Level Soul-Binder Feature''<br> | ||
You have gotten better control over your Companion and can give it more complicated commands. When you use an Action to command your Companion you can choose one Edict as part of that Action for your Companion to follow. Edicts will refer to your Edict Die, which beings as a d4, but increases in size as you gain Levels in this class, shown in the Edict Die column of the Soul-Binder table. | You have gotten better control over your Companion and can give it more complicated commands. When you use an Action to command your Companion you can choose one Edict as part of that Action for your Companion to follow. Edicts will refer to your Edict Die, which beings as a d4, but increases in size as you gain Levels in this class, shown in the Edict Die column of the Soul-Binder table. | ||
*'''Over There!''' You command your Companion to move quickly and safely. During this turn, your Companion can use its Bonus Action to move up to half its Speed without Provoking Opportunity Attacks. | |||
*'''Sic 'Em!''' You command your Companion to Attack with extra ferocity. The next time your Companion makes an Attack this turn, it adds your Edict Die to its Attack and Damage Rolls. | *'''Sic 'Em!''' You command your Companion to Attack with extra ferocity. The next time your Companion makes an Attack this turn, it adds your Edict Die to its Attack and Damage Rolls. | ||
*'''Scare 'Em!''' You command your Companion to instill fright and hesitate in your foes. Your Companion can use its Bonus Action this turn to choose a creature within 30ft of it that can see or hear it. The next time the chosen creature makes an Attack in the next Minute, it subtracts your Edict Die from the result of the Attack. | |||
*'''Toughen Up!''' You command your Companion to ready itself to withstand even more blows. Your Companion gains a number of Temporary Hit Points equal to two rolls of your Edict Die which last for 1 Minute. | *'''Toughen Up!''' You command your Companion to ready itself to withstand even more blows. Your Companion gains a number of Temporary Hit Points equal to two rolls of your Edict Die which last for 1 Minute. | ||
You can use a number of Edicts equal to your Soul-Binder Level, regaining expended uses at the end of a Long Rest. | You can use a number of Edicts equal to your Soul-Binder Level, regaining expended uses at the end of a Long Rest. | ||
<br><br> | <br><br> | ||
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You can spend 1 Hour performing a special ritual to merge a magic item into your Companion, this can be performed during a Short or Long Rest. Merging with an item requires you, your Companion, and the item to all be in physical contact during the entire time. In order to merge with an item, your Companion needs to meet with any prerequisites listed in the item description.<br> | You can spend 1 Hour performing a special ritual to merge a magic item into your Companion, this can be performed during a Short or Long Rest. Merging with an item requires you, your Companion, and the item to all be in physical contact during the entire time. In order to merge with an item, your Companion needs to meet with any prerequisites listed in the item description.<br> | ||
While merged, the Companion gains an intuitive understanding of how to activate any magical properties of the item, including any necessary command words. Your Companion can use the magical properties of the item and apply the effects to its Natural Weapons and Natural Armor, but doesn't get the benefit of the Armor or Weapon itself. It can only have one Weapon, one Shield, and one piece of Armor merged at a time, and one piece of Armor. The companions Natural Weapons can only gain the benefits from one of the merged items. While it has an absorbed item, its Natural Weapons become magical. The Companion gains the magical benefits of any items, such as a +1 Bonus to AC and Fire Resistance from a set of +1 Fiery Plate Armor, but not the benefits of the item itself, such as the 18 AC from wearing that suit of Plate Armor.<br> | While merged, the Companion gains an intuitive understanding of how to activate any magical properties of the item, including any necessary command words. Your Companion can use the magical properties of the item and apply the effects to its Natural Weapons and Natural Armor, but doesn't get the benefit of the Armor or Weapon itself. It can only have one Weapon, one Shield, and one piece of Armor merged at a time, and one piece of Armor. The companions Natural Weapons can only gain the benefits from one of the merged items. While it has an absorbed item, its Natural Weapons become magical. The Companion gains the magical benefits of any items, such as a +1 Bonus to AC and Fire Resistance from a set of +1 Fiery Plate Armor, but not the benefits of the item itself, such as the 18 AC from wearing that suit of Plate Armor.<br> | ||
Your Companion | Your Companion has three attunement slots and if it is merged with an item that requires attunement, the Companion must use one its attunement slots to gain the attunement benefits of the item. At the end of a Short or Long Rest, you and the Companion can choose which items it is benefiting from, which items its attuned to, and can expel any items from the Companion that are no longer desired.<br> | ||
If the Companion dies, all the merges items are expelled from its corpse on the ground around it. | If the Companion dies, all the merges items are expelled from its corpse on the ground around it. | ||
<br><br> | <br><br> | ||
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= Companion Creation = | = Companion Creation = | ||
Companions come in all shapes and sizes, this section helps you make a Companion that fits perfectly for your Soul-Binder. When creating your Companion there are several steps you need to go through to create the perfect companion for your adventure. | |||
== 1. Archetype == | |||
The first thing to do when creating your Companion, is to choose one of the following three archetypes that determine the general attributes of your Companion. It uses your Proficiency Bonus (PB) in several places. Your Companion has a Creature Type determined by your Soul Bond. Your Companion uses your Proficiency Bonus whenever it would use its Proficiency Bonus for a Skill Check, feature, etc. | |||
[[File:Tough.png|250px|thumb]][[File:Agile.png|250px|thumb]][[File:Adaptable.png|250px|thumb]] | |||
<br><br> | |||
== 2. Proficiencies == | |||
Your Companion gains Proficiency in three Skills and two Saving Throws of your choice. | |||
<br><br> | |||
== 3. Weapons == | |||
Your Companion needs a way to deal with its enemies. Choose two of the following Natural Weapons. Your Companion is Proficient with these Weapons and uses its Strength for its Attack and Damage Rolls with these Natural Weapons unless otherwise stated. | |||
*'''Bite.''' This Natural Weapon deals 1d8 Damage, and if it rolls a 1 or a 2 on a Damage Dice for the Attack, it can reroll that Damage Die. | |||
*'''Claws.''' This Natural Weapon deals 1d4 Damage, and if it takes the attack Action and makes at least 1 Attack with its Claws, it can make a single Weapon Attack as a Bonus Action using its Claws, but it does not add its Ability Modifier to the Damage dealt. | |||
*'''Fist.''' This Natural Weapon deals 1d8 Damage, and once per turn when it hits on an Attack, it can push the target 5ft away from it. | |||
*'''Horns.''' This Natural Weapon deals 1d8 Damage, and if it moved 20ft in a straight line before hitting on an Attack with this Weapon, the Attack deals an additional 1d8 Damage. | |||
*'''Stinger.''' This Natural Weapon deals 1d4 Damage, and once per turn when it hits on an Attack, it can deal an additional 1d8 Poison Damage. | |||
*'''Tentacle.''' This Natural Weapon deals 1d6 Damage, and if it hits a creature with this Weapon, it can attempt to Grapple that creature as a Bonus Action this turn. | |||
*'''Tail.''' This Natural Weapon deals 1d6 Damage, and it has an extra 5ft Reach. | |||
*'''Ranged.''' This Natural Weapon deals 1d6 Damage, it has a Range of 30/60ft, and it can use either its Strength or Dexterity or Attacks made with this Weapon. | |||
Whenever you choose a weapon, you determine if deals Bludgeoning, Piercing, or Slashing Damage. The only exception t this is the Stinger which always does Poison Damage, but you can determine the Damage Type of the d4. | |||
<br><br> | |||
== 4. Evolutions == | |||
You can modify your companion with different traits, choose two Major Evolutions. You gain more Evolutions as you gain Levels in this class, as described in the Evolutions column of the Soul-Binder table. You can choose an Evolution only once unless otherwise stated. During a Long Rest, you can change one of your Evolutions you have chosen with another one. Some Evolutions are labeled as Minor Evolutions, whenever you choose a Minor Evolution, you can choose an additional Minor Evolution. Whenever you swap a Minor Evolution, if you choose to change it to a different Minor Evolution, you can also swap another Minor Evolution, or you can change a Minor Evolution to a full Evolution, if you do, you choose one of your Minor Evolutions to remove.<br> | |||
You also also choose to gain a Flaw, which gives you the ability to choose an additional Evolution. You can change or remove a Flaw at the end of a Long Rest instead of changing an Evolution, if you remove the Flaw, you must also remove a selected Evolution. You can have a total number of Flaws selected equal to your Proficiency Bonus. | |||
<br><br> | |||
=== Major Evolutions === | |||
==== Aggressor ==== | |||
''Major Evolution''<br> | |||
Choose one of the Natural Weapons from [[Soul-Binder#3. Weapons|Weapons]] section for your Companion to gain. This Evolution can be taken multiple times. | |||
<br><br> | |||
==== Amorphous ==== | |||
''Major Evolution''<br> | |||
Your Companion can move through a space as narrow as 1 inch wide without squeezing. | |||
<br><br> | |||
==== Blindsight ==== | |||
''Major Evolution''<br> | |||
Your Companion gains Blindsight out to a Range of 10ft. | |||
<br><br> | |||
==== Charge ==== | |||
''Major Evolution''<br> | |||
As a Bonus action, your Companion can move up to its Speed towards a creature it considers hostile that it can see or hear. It must end this movement closer to the creature than it started. | |||
<br><br> | |||
==== Darkvision ==== | |||
''Major Evolution''<br> | |||
Your Companion gains Darkvision out to a Range of 120ft. | |||
<br><br> | |||
==== Flying ==== | |||
''Major Evolution''<br> | |||
Your Companion gains a Flying Speed equal to its Walking Speed. If its Size is Medium or larger it falls at the end of its turn. When you reach 7th Level in this class, your Companion no longer falls at the end of its turn if its Size is Medium or larger. | |||
<br><br> | |||
==== Large Build ==== | |||
''Major Evolution''<br> | |||
Your Companion's Size increase by one Category. | |||
<br><br> | |||
==== Magical Power ==== | |||
''Major Evolution''<br> | |||
Choose one [[Cantrips|Cantrip]] for your Companion to gain. It learns the Cantrip and can cast it without Components. It uses your Soul-Binder Spell Save DC, Attack Bonus, and Spellcasting Ability. It also uses your Soul-Binder Level for the purposes of dealing more Damage, improving the effect, etc. This Evolution can be taken multiple times. | |||
==== Manta Glide ==== | |||
''Major Evolution''<br> | |||
Your Companion gains ray-like fins that it can use as wings to slow its fall or allow it to glide. When it falls at least 10ft, it can use its Reaction to subtract 100ft from the fall and then move up to its Speed while falling this round. | |||
<br><br> | |||
==== Mental Fortitude ==== | |||
''Major Evolution''<br> | |||
Your Companion has Advantage on Saving Throws against being [[Conditions#Charmed|Charmed]] or [[Conditions#Frightened|Frightened]], and magic can't put your Companion to sleep. | |||
<br><br> | |||
==== Nimble ==== | |||
''Major Evolution''<br> | |||
Your Companion can move through the space of any creature that is at least one Size larger than it without treating it as Difficult Terrain. | |||
<br><br> | |||
==== Quick ==== | |||
''Major Evolution''<br> | |||
Your Companion's Speed is increased by 10ft. This Evolution can be taken multiple times. | |||
<br><br> | |||
==== Resistant ==== | |||
''Major Evolution''<br> | |||
Choose one of the following Damage Types: Acid, Cold, Fire, Lightning, Necrotic, Poison, Radiant, or Thunder. Your Companion gains Resistance to the chosen Damage Type. This Evolution can be taken multiple times. | |||
<br><br> | |||
==== Shadow Stealth ==== | |||
''Major Evolution''<br> | |||
While in Dim Light or Darkness, your Companion can take the Hide Action as a Bonus Action. | |||
<br><br> | |||
==== Skilled ==== | |||
''Major Evolution''<br> | |||
Your Companion gains Proficiency with one Skill of your choice. This Evolution can be taken multiple times. | |||
<br><br> | |||
==== Slimy Body ==== | |||
''Major Evolution''<br> | |||
Your Companion has advantage on Ability Checksand Saving Throws to escape or avoid being [[Conditions#Grappled|Grappled]] and [[Conditions#Restrained|Restrained]]. | |||
<br><br> | |||
==== Spell Link ==== | |||
''Major Evolution''<br> | |||
You can cast your Spells from your Companion's space. | |||
<br><br> | |||
==== Spider Climb ==== | |||
''Major Evolution''<br> | |||
Your Companion gains a Climbing Speed equal to its Walking Speed, and it can climb on difficult surfaces, such as upside down on a ceiling, without difficulty. | |||
<br><br> | |||
==== Standing Leap ==== | |||
''Major Evolution''<br> | |||
Your Companion's Long Jump can be up to 20ft and its High Jump can be up to 10ft without needing a running start. | |||
<br><br> | |||
==== Strider ==== | |||
''Major Evolution''<br> | |||
your Companion is unaffected by Difficult Terrain. | |||
<br><br> | |||
==== Sure-Footed ==== | |||
''Major Evolution''<br> | |||
Your Companion has Advantage on Strength and Dexterity Saving Throws made against effects that would knock it [[Conditions#Prone|Prone]] or move it against its will. | |||
<br><br> | |||
==== Vigilant ==== | |||
''Major Evolution''<br> | |||
Your Companion can't be Surprised and it is aware of its surroundings while it is sleeping. | |||
<br><br> | |||
=== Minor Evolutions === | |||
==== Adorable ==== | |||
''Minor Evolution''<br> | |||
Your Companion has Advantage on Charisma (Persuasion) and (Performance) Checks. | |||
<br><br> | |||
==== Aquatic ==== | |||
''Minor Evolution''<br> | |||
Your Companion can breathe both air and water, additionally it gains a Swimming Speed equal to its Walking Speed. | |||
<br><br> | |||
==== Elemental Creature ==== | |||
''Minor Evolution''<br> | |||
Choose one of the following Cantrips: [[Cantrips#Control Flames|Control Flames]], [[Cantrips#Gust|Gust]], [[Cantrips#Mold Earth|Mold Earth]], [[Cantrips#Shape Water|Shape Water]]. Your Companion learns the chosen Cantrip, it can cast it without needing Components, it uses your Soul-Binder Spell Save DC, Spell Attack Bonus, and Spellcasting Ability Modifier for the Cantrip. It also uses your Soul-Binder Level for the purposes of having more effects active at once and the like. | |||
<br><br> | |||
==== False Appearance ==== | |||
''Minor Evolution''<br> | |||
While you Companion remains motionless, it is indistinguishable from a non-magical object of its Size that you choose when you choose the Evolution, such as a tree, boulder, or statue. This Evolution can be taken multiple times, choosing a different object each time. | |||
<br><br> | |||
==== Helpful ==== | |||
''Minor Evolution''<br> | |||
Your Companion can now take the Help Action without you needing to command it. | |||
<br><br> | |||
==== Illumination ==== | |||
''Minor Evolution''<br> | |||
Your Companion sheds Bright Light out to a Range of 10ft, and Dim Light an additional 10ft. Your Companion can turn this effect on and off as a Bonus Action. | |||
<br><br> | |||
==== Iron Scent ==== | |||
''Minor Evolution''<br> | |||
Your Companion can pinpoint, by scent, the location of ferrous metal within 30ft of it. | |||
<br><br> | |||
==== Mask of the Wild ==== | |||
''Minor Evolution''<br> | |||
Your Companion can attempt to Hide even while it is only Lightly Obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. | |||
<br><br> | |||
==== Mimicry ==== | |||
''Minor Evolution''<br> | |||
Your Companion can mimic Humanoid voices and phrases it has heard before. A creature that hears the sounds can tell they are imitations with a successful DC13 Wisdom (Insight) Check. | |||
<br><br> | |||
==== Minor Darkvision ==== | |||
''Minor Evolution''<br> | |||
Your Companion gains Darkvision out to a Range of 30ft. | |||
<br><br> | |||
==== Siege Monster ==== | |||
''Minor Evolution''<br> | |||
Your Companion deals twice as much Damage to objects and structures. | |||
<br><br> | |||
==== Smart ==== | |||
''Minor Evolution''<br> | |||
Your Companion's Intelligence Score increases by 4. | |||
<br><br> | |||
==== Speech ==== | |||
''Minor Evolution''<br> | |||
Your companion gets the ability to speak in one of the Languages you know. This Evolution can be taken multiple times, choosing a different Language every time. | |||
<br><br> | |||
=== Flaws === | |||
==== Aversion to Damage ==== | |||
''Flaw''<br> | |||
Choose a Damage Type, if your Companion takes that Type of Damage, it has Disadvantage on Attack Rolls and Ability Checks it makes until the end of its next turn. This Flaw can be taken multiple times, choosing a different Damage Type each time. | |||
<br><br> | |||
==== Clumsy ==== | |||
''Flaw''<br> | |||
Your Companion must use its Action to stand up from being [[Conditions#Prone|Prone]] as well as spending half of its Speed. It can take this Action even if you didn't command it this turn. | |||
<br><br> | |||
==== Frail ==== | |||
''Flaw''<br> | |||
Your Companion's Size decreases by 1 Category, and its Constitution Score decreases by 2. This Flaw can be taken multiple times, but it can only be taken if your Companion's Size is Small or larger and if its Constitution Score is 3 or higher. | |||
<br><br> | |||
==== Monophobia ==== | |||
''Flaw''<br> | |||
If your Companion isn't within 10ft of a creature it deems friendly, it has Disadvantage on all Attack Rolls and Ability Checks it makes. | |||
<br><br> | |||
==== Near Sighted ==== | |||
''Flaw''<br> | |||
Your Companion can't see anything that is more than 30ft away from it. | |||
<br><br> | |||
==== Small Brain ==== | |||
''Flaw''<br> | |||
Your Companion's Intelligence Score decreases by 4, and its Wisdom Score decreases by 2. This Flaw can be taken multiple times, but it can only be taken if your Companion's Intelligence Score is 5 or higher, and if its Wisdom Score is 3 or higher. | |||
<br><br> | |||
==== Sunlight Sensitivity ==== | |||
''Flaw''<br> | |||
While in sunlight, your Companion has Disadvantage on Attack Rolls and Ability Checks that rely on sight. | |||
<br><br> | |||
= Soul Bonds = | = Soul Bonds = | ||
== Bond of the Divine == | |||
Sometimes one of the Three grant gifts to worthy mortals. They can take all shapes and forms and you have been given a boon in the form of a friend and protector for life.<br> | |||
However, oftentimes one of the War-Bringer Gods are the ones who give this protector as a way to enter partially into the world of Drakomere. | |||
<br><br> | |||
{| class="wikitable" | |||
|+ Subclass Features | |||
|- | |||
! Feature !! Level !! Quick Explanation | |||
|- | |||
| [[Soul-Binder#Warrior Soul|Warrior Soul]] || 1st || You get Proficiency with [[Armor and Weapons#Martial Weapons|Martial Weapons]] and [[Armor and Weapons#Medium Armor|Medium Armor]] as well as +1 Hit Point every Level | |||
|- | |||
| [[Soul-Binder#Guardian of the Heavens|Guardian of the Heavens]] || 1st || Your Companion is a Highling, has Resistance to Radiant and Necrotic Damage, deals Radiant Damage, and you learn [[Languages#Highling|Highling]] | |||
|- | |||
| [[Soul-Binder#Gift of Life|Gift of Life]] || 3rd || When your Companion takes Damage, you can heal another creature | |||
|- | |||
| [[Soul-Binder#Inspiring Heal|Inspiring Heal]] || 7th || You get the [[Level 1#Healing Word|Healing Word]] Spell, and when you cast it on your Companion it can Attack | |||
|- | |||
| [[Soul-Binder#Divine Edicts|Divine Edicts]] || 11th || You gain additional Edict options | |||
|- | |||
| [[Soul-Binder#Extra Attack|Extra Attack]] || 14th || You make an additional Attack every time you take the Attack Action | |||
|- | |||
| [[Soul-Binder#Death Prevention|Death Prevention]] || 15th || You can stop allies from dying and heal them a ton when you do so | |||
|} | |||
<br> | |||
==== Warrior Soul ==== | |||
''1st Level Bond of the Divine Feature''<br> | |||
Your soul is bound to an inherently martial being, giving you some of its experience in combat. You gain Proficiency with [[Armor and Weapons#Martial Weapons|Martial Weapons]] and [[Armor and Weapons#Medium Armor|Medium Armor]]. Additionally, your Hit Points Maximum increases by 1, and increases by 1 again whenever you gain a Level in this Class. | |||
<br><br> | |||
==== Guardian of the Heavens ==== | |||
''1st Level Bond of the Divine Feature''<br> | |||
You have bound your soul to a celestial creature. You and your Companion gain the following features: | |||
*Your Companion's Creature Type is Highling. | |||
*Your Companion gains Resistance to Radiant and Necrotic Damage. | |||
*Whenever your Companion deals Damage with one of its Natural Weapons, it can choose to make the Damage Radiant. | |||
*You can speak, read, and write [[Languages#Highling|Highling]]. | |||
<br> | |||
==== Gift of Life ==== | |||
''3rd Level Bond of the Divine Feature''<br> | |||
When your Companion is harmed you can catch its life force and redirect it elsewhere before it dissipates. When your Companion takes Damage, you can use a Reaction to restore a number of Hit Points equal to the amount of Damage your Companion took to a creature of your choice that you can see. If you used your Reaction to redirect Damage to your Companion you can use this feature as part of that Reaction.<br> | |||
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest. | |||
<br><br> | |||
==== Inspiring Heal ==== | |||
''7th Level Bond of the Divine Feature''<br> | |||
You know how to mend wounds and inspire your guardian to perform better in combat. You learn the [[Level 1#Healing Word|Healing Word]] Spell, it is always Prepared, counts as a Soul-Binder Spells, and doesn't count against your Spells Prepared.<br> | |||
Additionally, when you cast the [[Level 1#Healing Word|Healing Word]] Spell on your Companion, it can use its Reaction to immediately make a single Weapon Attack against a creature within Range. | |||
<br><br> | |||
==== Divine Edicts ==== | |||
''11th Level Bond of the Divine Feature''<br> | |||
You can command your guardian with a voice that can pierce the heavens. The following commands are added to your Edict options: | |||
*'''Blind 'Em!''' You command your Companion to unleash its inner radiant light. As an Action this turn, your Companion can force creatures of its choice within 15ft of it to make a Constitution Saving Throw against your Spell Save DC. On a failed Save, a creature is [[Conditions#Blinded|Blinded]] until the end of your next turn. | |||
*'''Spread Your Wings!''' You command your Companion to fly high in the sky. It gains a 60ft Flying Speed and does't provoke Opportunity Attacks until the start of your next turn. | |||
<br> | |||
==== Extra Attack ==== | |||
''14th Level Bond of the Divine Feature''<br> | |||
You can make an additional Attack whenever you take the Attack Action. | |||
<br><br> | |||
==== Death Prevention ==== | |||
''15th Level Bond of the Divine Feature''<br> | |||
Your Companion has gained the powers to protect people from the grasp of death. If a creature within 60ft of your Companion drops to 0 Hit Points or makes a Death Saving Throw, your Companion can use its Reaction to teleport to an unoccupied space within 5ft of that creature, and breathe new life into it, causing it to regain 10d12 Hit Points. Once you use this feature, you can't do so again until you finish a Long Rest. | |||
<br><br><br> | |||
== Bond of the Dragonkin == | |||
You have bound your soul to a drake in hopes of protection and power. Maybe you have been chosen by a dragon to receive an everlasting gift as it created a Guard Drake especially for you, binding your souls together as one to protect one another. Or you gained the trust of such a beast in a deadly situation, bonding for life to mutually help each other. | |||
<br><br> | |||
{| class="wikitable" | |||
|+ Dragonkin Features | |||
|- | |||
! Feature !! Level !! Quick Explanation | |||
|- | |||
| [[Soul-Binder#Warrior Soul|Warrior Soul]] || 1st || You get Proficiency with [[Armor and Weapons#Martial Weapons|Martial Weapons]] and [[Armor and Weapons#Medium Armor|Medium Armor]] as well as +1 Hit Point every Level | |||
|- | |||
| [[Soul-Binder#Guardian of the Dragon|Guardian of the Dragon]] || 1st || Your Companion gains Resistance to a Damage Type, deals that Damage Type, is tankier, and you learn [[Languages#Draikyaan|Draikyaan]] | |||
|- | |||
| [[Soul-Binder#Draconic Challenge|Draconic Challenge]] || 3rd || Your Companion can taunt enemies and you can Attack anyone that denies this taunt | |||
|- | |||
| [[Soul-Binder#Magic Infused Breath|Magic Infused Breath]] || 7th || Your Companion gets a Breath Weapon created by spending Spell Slots | |||
|- | |||
| [[Soul-Binder#Draconic Edicts|Draconic Edicts]] || 11th || You gain additional Edict options | |||
|- | |||
| [[Soul-Binder#Extra Attack|Extra Attack]] || 14th || You make an additional Attack every time you take the Attack Action | |||
|- | |||
| [[Soul-Binder#Dragon Form|Dragon Form]] || 15th || You can transform your Companion into a stronger and more powerful form | |||
|} | |||
<br> | |||
==== Warrior Soul ==== | |||
''1st Level Bond of the Dragonkin Feature''<br> | |||
Your soul is bound to an inherently martial being, giving you some of its experience in combat. You gain Proficiency with [[Armor and Weapons#Martial Weapons|Martial Weapons]] and [[Armor and Weapons#Medium Armor|Medium Armor]]. Additionally, your Hit Points Maximum increases by 1, and increases by 1 again whenever you gain a Level in this Class. | |||
<br><br> | |||
==== Guardian of the Dragon ==== | |||
''1st Level Bond of the Dragonkin Feature''<br> | |||
You were given a guard drake and linked with it. You and your companion gain the following benefits: | |||
*Your Companion gains Resistance to one of the following Damage Types of your choice: Acid, Cold, Fire, Force, Lightning, Necrotic, Poison, Psychic, Radiant, and Thunder. The chosen Damage Type is your Draconic Damage Type. | |||
*When your Companion deals Damage with a Natural Weapon it can choose to make change the Damage to your Draconic Damage Type. | |||
*Your Companion gains a number of additional Maximum Hit Points equal to your Soul-Binder Level. | |||
*You can speak, read, and write [[Languages#Draikyaan|Draikyaan]]. | |||
<br> | |||
==== Draconic Challenge ==== | |||
''3rd Level Bond of the Dragonkin Feature''<br> | |||
Your Companion is a force to be reckoned with, drawing attention from teammates on the battlefield. When your Companion deals Damage to a creature, it can Mark the creature until the end of your next turn. This effect ends early if the Marked creature or your Companion is [[Conditions#Incapacitated|Incapacitated]], it dies, or if your Companion Marks a different creature.<br> | |||
While the marked creature is within 5ft of your Companion, the creature has Disadvantage on Attacks against creatures other than your Companion. If this creature deals damage to any creature other than your Companion, you can make a Weapon Attack against the marked creature as a Reaction if it is within Range. | |||
<br><br> | |||
==== Magic Infused Breath ==== | |||
''7th Level Bond of the Dragonkin Feature''<br> | |||
Your Companion can evoke some of its draconic powers using your magic as fuel. You can expend a Spell Slot of 1st Level or higher as an Action. When you do, your Companion can use its Action this turn to exhale a destructive breath. Each creature in the area of this breath makes a Saving Throw against your Spell Save DC. On a failed Save, a creature takes Damage equal to 1d8 + 2d8 for each Slot Level of 1st Level or Higher of the Type you chose in your Defender of the Dragon feature. The following table shows what type of Saving Throw, and the area of the Breath Weapon is based on your Draconic Damage Type. If there are multiple areas and/or Saves listed for one Damage Type, choose one to use every time you use this feature. | |||
{| class="wikitable" | |||
|+ Magic Infused Breath | |||
|- | |||
! Damage Type !! Area !! Saving Throw | |||
|- | |||
| Acid || 30ft Emanated Cone, 60x5ft Emanated Line || Dexterity Saving Throw | |||
|- | |||
| Cold || 30ft Emanated Cone, 60x5ft Emanated Line || Constitution Saving Throw | |||
|- | |||
| Fire || 30ft Emanated Cone, 60x5ft Emanated Line || Dexterity Saving Throw, Constitution Saving Throw | |||
|- | |||
| Lighting || 30ft Emanated Cone, 60x5ft Emanated Line || Dexterity Saving Throw | |||
|- | |||
| Necrotic || 30ft Emanated Cone || Dexterity Saving Throw, Constitution Saving Throw | |||
|- | |||
| Poison || 60x5ft Emanated Line || Dexterity Saving Throw, Constitution Saving Throw | |||
|- | |||
| Psychic || 30ft Emanated Cone || Strength Saving Throw, Intelligence Saving Throw, Wisdom Saving Throw | |||
|- | |||
| Radiant || 30ft Emanated Cone || Dexterity Saving Throw, Constitution Saving Throw | |||
|- | |||
| Thunder || 30ft Emanated Cone || Constitution Saving Throw | |||
|} | |||
When you reach 11th Level in this class, you and your Companion can use this feature as a Bonus Action. | |||
<br><br> | |||
==== Draconic Edicts ==== | |||
''11th Level Bond of the Dragonkin Feature''<br> | |||
You can command your guard drake with the fury of a dragon. The following commands are added to your Edict options: | |||
*'''Jump There!''' You point your finger at a creature or point within 30ft of your Companion that you and it can see. As a Bonus Action this turn, your Companion can jump to that point without provoking Opportunity Attacks. If it was a creature, it makes a Strength Saving Throw against your spell Save DC. On a failed Save, a creature takes Bludgeoning Damage equal to three rolls of your Edict Die. | |||
*'''Punish 'Em!''' Until the start of your next turn, when a creature hits your Companion with a Melee Attack, the Attacker takes an amount of Damage equal to your Edict Die of your Draconic Damage Type. | |||
<br><br> | |||
==== Extra Attack ==== | |||
''14th Level Bond of the Dragonkin Feature''<br> | |||
You can make an additional Attack whenever you take the Attack Action. | |||
<br><br> | |||
==== Dragon Form ==== | |||
''15th Level Bond of the Dragonkin Feature''<br> | |||
You have studied the draconic powers that lie deep within the blood of your Companion. You can transform your companion into its true dragon form temporarily. As an Action, you can cause your Companion to grow wings and transform into a dragon for 1 Minute, or until your Companion uses its Bonus Action to end the Transformation. While transformed in this way it gains the following benefits: | |||
*It gains a 60ft Flying Speed. | |||
*It increases its Size by one category. | |||
*It gains Immunity to your Draconic Damage Type. | |||
*It gains a number of Temporary Hit Points equal to your Soul binder Level which last until the transformation ends. | |||
*Its Reach increases by 5ft. | |||
*At the start of its turns, it rolls a d6, on a 5 or 6, it can use its Action that turn to use your Magic Infused Breath feature as if you expended a 2nd Level Spell Slot. | |||
*As a Bonus Action, it can let out a terrifying roar, forcing each creature of its choice within 120ft of it to make a Wisdom Saving Throw against your Spell Save DC. On a failed Save, a creature is [[Conditions#Frightened|Frightened]] of it until the transformation ends. While [[Conditions#Frightened|Frightened]] in this way, at the end of a creatures turn, it can repeat the Save, ending the effect on a successful Save. When a creature succeeds on this Saving Throw, it becomes unaffected by this feature for the next 24 Hours. | |||
Once your Companion transforms in this way, it can't do so again until you finish a Long Rest. | |||
<br><br><br> | |||
== Bond of the Elusive Spirit == | |||
You have bound your soul to a creature that has an unusual nature about it, it has the ability to shift itself and blink around the world with ease, but it needs your guidance to control this power. | |||
{| class="wikitable" | |||
|+ Elusive Spirit Features | |||
|- | |||
! Feature !! Level !! Quick Explanation | |||
|- | |||
| [[Soul-Binder#Warrior Soul|Warrior Soul]] || 1st || You get Proficiency with [[Armor and Weapons#Martial Weapons|Martial Weapons]] and [[Armor and Weapons#Medium Armor|Medium Armor]] as well as +1 Hit Point every Level | |||
|- | |||
| [[Soul-Binder#Tricky Comprehension|Tricky Comprehension]] || 1st || Your Companion is a Fey or Monstrosity, is Immune to being [[Conditions#Charmed|Charmed]], you gain Proficiency in Persuasion and Performance, and you learn [[Languages#Silvin|Silvin]] | |||
|- | |||
| [[Soul-Binder#Blink Strike|Blink Strike]] || 3rd || Your Companion can use a Reaction when you hit on an Attack or when you transfer Damage to it, to teleport to you and make an Attack | |||
|- | |||
| [[Soul-Binder#Linked Flicker|Linked Flicker]] || 7th || You and your Companion can teleport to each other | |||
|- | |||
| [[Soul-Binder#Elusive Edicts|Elusive Edicts]] || 11th || You gain additional Edict options | |||
|- | |||
| [[Soul-Binder#Extra Attack|Extra Attack]] || 14th || You make an additional Attack every time you take the Attack Action | |||
|- | |||
| [[Soul-Binder#Blinking Charge|Blinking Charge]] || 15th || You and several allies can teleport around the battlefield and then make an Attack | |||
|} | |||
<br> | |||
==== Warrior Soul ==== | |||
''1st Level Bond of the Elusive Spirit Feature''<br> | |||
Your soul is bound to an inherently martial being, giving you some of its experience in combat. You gain Proficiency with [[Armor and Weapons#Martial Weapons|Martial Weapons]] and [[Armor and Weapons#Medium Armor|Medium Armor]]. Additionally, your Hit Points Maximum increases by 1, and increases by 1 again whenever you gain a Level in this Class. | |||
<br><br> | |||
==== Tricky Comprehension ==== | |||
''1st Level Bond of the Elusive Spirit Feature''<br> | |||
You bond yourself to a creature with playful teleportation. You and your Companion get the following features: | |||
*Your Companion's Creature Type is Fey or Monstrosity (your choice). | |||
*Your Companion is Immune to being [[Conditions#Charmed|Charmed]]. | |||
*You gain Proficiency in Persuasion and Performance. | |||
*You can speak, read, and write [[Languages#Silvin|Silvin]]. | |||
<br> | |||
==== Blink Strike ==== | |||
''3rd Level Bond of the Elusive Spirit Feature''<br> | |||
You have taught your Companion to blink to your enemies and deliver a deadly strike. Whenever you hit a creature with an Attack, if your Companion is within 60ft of you, it can use its Reaction to teleport to an unoccupied spot within 5ft of that creature. If you use your Reaction to transfer Damage to your companion with your Symbiotic Link feature, your Companion can use its Reaction to teleport to a space within 5ft of you as part of that Reaction if it is within 60ft of you.<br> | |||
Whenever your Companion teleports in either of these ways, it can make a single Melee Weapon Attack as part of the Reaction. If the Attack hits, the target of the Attack has its Speed reduced to 0 until the start of its your next turn.<br> | |||
Your Companion can only make this Attack a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest. | |||
<br><br> | |||
==== Linked Flicker ==== | |||
''7th Level Bond of the Elusive Spirit Feature''<br> | |||
Your connection to you and your Companion share becomes stronger. While your companion is within 60ft of you, you or your Companion can spend 20ft of Speed to teleport to teleport to an unoccupied space within 5ft of the other. | |||
<br><br> | |||
==== Elusive Edicts ==== | |||
''11th Level Bond of the Elusive Spirit Feature''<br> | |||
You can command your Companion to pull playful maneuvers. The following commands are added to your Edict options: | |||
*'''Blink Out!''' You command your Companion to be prepared to evade danger. Roll your Edict Die 3 times. Until the start of your next turn, whenever your Ccompanion takes Damage that is less than the combined result of your Edict Die, your Companion quickly phases out of existence and doesn't take the Damage. | |||
*'''Blink There!''' You command your Companion to teleport to a different position. This turn, your Companion can choose to teleport to an unoccupied space it can see within a number of feet equal to 10 x one roll of your Edict Die. | |||
<br> | |||
==== Extra Attack ==== | |||
''14th Level Bond of the Elusive Spirit Feature''<br> | |||
You can make an additional Attack whenever you take the Attack Action. | |||
<br><br> | |||
==== Blinking Charge ==== | |||
''15th Level Bond of the Elusive Spirit Feature''<br> | |||
You can channel the Conjuration magic of your Companion to shift you and your allies around the battlefield. As an Action, you can choose any number of willing creatures within 10ft of you or your Companion. Each of chosen creature teleports to an unoccupied space of its choice that it can see within 60ft of it. After teleporting, a creature can use its Reaction to make a single Weapon Attack against a creature within Range.<br> | |||
Once you use this Action, you can't do so again until you finish a Long Rest. | |||
<br><br><br> | |||
== Bond of the Puppet == | |||
Sometimes a persons soul can also be split in two as the result of a magical experiment, in such case they can because a Soul Binder and will have crafted a construct that can house their shattered soul and be controlled like a puppet. | |||
<br><br> | |||
{| class="wikitable" | |||
|+ Puppet Features | |||
|- | |||
! Feature !! Level !! Quick Explanation | |||
|- | |||
| [[Soul-Binder#Arcane Soul|Arcane Soul]] || 1st || You gain free bonus Spells and a Cantrip | |||
|- | |||
| [[Soul-Binder#Inorganic Companion|Inorganic Companion]] || 1st || Your Companion is a Construct, you gain Proficiency with a [[Adventuring Gear#Artisan's Tools|Set of Artisan's Tools]], your Companion is Immune to Poison and Psychic Damage, and the [[Conditions#Charmed|Charmed]], [[Conditions#Frightened|Frightened]], and [[Conditions#Poisoned|Poisoned]] Conditions, it can't act while far away from you, and it doesn't need to eat, drink, or sleep | |||
|- | |||
| [[Soul-Binder#Take Control|Take Control]] || 3rd || You can enhance your Companion when you use your Action to command it, and you can spend a Spell Slot to improve it more | |||
|- | |||
| [[Soul-Binder#Marionette Manipulation|Marionette Manipulation]] || 7th || You can choose two ways to improve your Companion with Take Control | |||
|- | |||
| [[Soul-Binder#Puppet Edicts|Puppet Edicts]] || 11th || You gain additional Edict options | |||
|- | |||
| [[Soul-Binder#Arcane Dedication|Arcane Dedication]] [[Soul-Binder#Extra Attack|Extra Attack]] || 14th || You can use a Bonus Action to regain some Spell Slots | |||
|- | |||
| [[Soul-Binder#Absolute Control|Absolute Control]] || 15th || While under the effect of your Take Control feature, your Companion makes more Attacks and is better at Saving Throws | |||
|} | |||
==== Arcane Soul ==== | |||
''1st Level Bond of the Puppet Feature''<br> | |||
Your soul is bound to an inherently magical being. You gain Bond Spells at the Soul-Binder Levels listed in the Bond Spells table, as well as a Cantrip. You Know these Spells, always have them Prepared, they count as Soul-Binder Spells for you, and they don't count against your number of Prepared Spells. | |||
{| class="wikitable" | |||
|+ Bond Spells | |||
|- | |||
! Soul-Binder Level !! Spells | |||
|- | |||
| 1st || [[Cantrips#Mending|Mending]] | |||
|- | |||
| 2nd || [[Level 1#Alarm|Alarm]], [[Level 1#Unseen Servant|Unseen Servant]] | |||
|- | |||
| 5th || [[Level 2#Hold Person|Hold Person]], [[Level 2#Web|Web]] | |||
|- | |||
| 9th || [[Level 3#Enemies Abound|Enemies Abound]], [[Level 3#Tiny Servant|Tiny Servant]] | |||
|- | |||
| 13th || [[Level 4#Compulsion|Compulsion]], [[Level 4#Freedom of Movement|Freedom of Movement]] | |||
|- | |||
| 17th || [[Level 5#Animal Object|Animate Object]], [[Level 5#Dominate Person|Dominate Person]] | |||
|} | |||
<br> | |||
==== Inorganic Companion ==== | |||
''1st Level Bond of the Puppet Feature''<br> | |||
You have bound your soul to a crafted construct which now serves as its container, You and your Companion gains the following features: | |||
*Your Companion's Creature Type is Construct. | |||
*You gain Proficiency with [[Adventuring Gear#Artisan's Tools|Carpenter's Tools]], [[Adventuring Gear#Artisan's Tools|Smith's Tools]], [[Adventuring Gear#Artisan's Tools|Mason's Tools]], or [[Adventuring Gear#Artisan's Tools|Tinker's Tools]] | |||
*Your Companion is Immune to Poison and Psychic Damage as well as the [[Conditions#Charmed|Charmed]], [[Conditions#Frightened|Frightened]], and [[Conditions#Poisoned|Poisoned]] Conditions. | |||
*Your Companion can't take any Action if it is more than 60ft away from you. | |||
*Your Companion doesn't need food, drink, or sleep. | |||
<br> | |||
==== Take Control ==== | |||
''3rd Level Bond of the Puppet Feature''<br> | |||
You can now take more direct control of your Companion and guide it. If you use your Action to command your Companion, you can also use a Bonus Action to give it one of the following benefits and you can expend a Spell Slot of 1st Level or higher to enhance the benefit: | |||
*'''Expedient Instructions.''' Your Companion's Speed increases by 10ft + 10ft for each Slot Level of 1st Level or higher. | |||
*'''Offensive Instructions.''' Your Companion's Attacks this turn deal an additional 2 Damage + 2 Damage for each Slot Level of 1st Level or higher. | |||
*'''Protective Instructions.''' Your Companion's AC increases by 1 + 1 for each Slot Level of 1st Level or higher. | |||
The chosen benefit lasts for a number of rounds equal to 1 + 1 for each Slot Level of 1st Level or higher, or until you use this Bonus Action again. | |||
<br><br> | |||
==== Marionette Manipulation ==== | |||
''7th Level Bond of the Puppet Feature''<br> | |||
You can empower your Companion and make more complex tasks. When you use your Take Control feature, you can choose two of the benefits, however if you expend a Spell Slot with the feature, you choose which benefit is improved, and you can expend two Spell Slots to do so. The Duration of the benefits are now is equal to 1 + 1 for each Slot Level of 1st Level or higher of the highest Level Spell Slot expended, or until you use this Bonus Action again. | |||
<br><br> | |||
==== Puppet Edicts ==== | |||
''11th Level Bond of the Puppet Feature''<br> | |||
You become a puppet master. The following commands are added to your Edict options: | |||
*'''Follow Orders!''' You can give your Companion the benefits of your Take Control feature as if you used your Action to command your Companion and your Bonus Action to use the feature. | |||
*'''Return and Recover!''' If your Companion is within 60ft of you, it can move a to an unoccupied space within 5ft of you without Provoking Opportunity Attacks, it then regains a number of Hit Points equal to two rolls of your Edict Die. | |||
<br> | |||
==== Arcane Dedication ==== | |||
''14th Level Bond of the Puppet Feature''<br> | |||
You can use a Bonus Action to recover magic. When you do, you regain a number of Spell Slots with a combined Level of equal to or less than your Proficiency Bonus. Once you do so, you can't do so again until you finish a Long Rest. | |||
<br><br> | |||
==== Absolute Control ==== | |||
''15th Level Bond of the Puppet Feature''<br> | |||
You can take even finer control of your control of your puppet. While your Companion is under the effect of your Take Control feature, it now makes three Attacks when it takes the Attack Action if you used a Bonus Action to command it, and it makes four Attack if you use your Action, it also has Advantage on all Saving Throws it makes. | |||
<br><br><br> | |||
== Bond of the Spirit Vessel == | == Bond of the Spirit Vessel == | ||
You have bound yourself to a fleeting spirit unable to go to the afterlife. To help keep your companion grounded in this world you have made a vessel for them, whenever that be a carefully crafted construct or a corpse that is no longer being used. | You have bound yourself to a fleeting spirit unable to go to the afterlife. To help keep your companion grounded in this world you have made a vessel for them, whenever that be a carefully crafted construct or a corpse that is no longer being used. | ||
Line 291: | Line 863: | ||
{| class="wikitable" | {| class="wikitable" | ||
|+ | |+ Spirit Vessel Features | ||
|- | |- | ||
! Feature !! Level !! Quick Explanation | ! Feature !! Level !! Quick Explanation | ||
Line 318: | Line 890: | ||
! Soul-Binder Level !! Spells | ! Soul-Binder Level !! Spells | ||
|- | |- | ||
| 1st || [[Cantrips# | | 1st || [[Cantrips#Toll the Dead|Toll the Dead]] | ||
|- | |- | ||
| 2nd || [[Level 1#False Life|False Life]], [[Level 1#Unseen Servant|Unseen Servant]] | | 2nd || [[Level 1#False Life|False Life]], [[Level 1#Unseen Servant|Unseen Servant]] | ||
Line 350: | Line 922: | ||
''7th Level Bond of the Spirit Vessel Feature''<br> | ''7th Level Bond of the Spirit Vessel Feature''<br> | ||
You and your Companion's life force has been so entwined that your Companion will harm anyone who dares to hurt you. When your Companion takes Damage, it can use its Reaction to choose any number of creatures within 10ft of it, the chosen creatures make Constitution Saving Throws against your Spell Save DC. On a failed Save, a creature takes Necrotic Damage equal to the Damage your Companion took.<br> | You and your Companion's life force has been so entwined that your Companion will harm anyone who dares to hurt you. When your Companion takes Damage, it can use its Reaction to choose any number of creatures within 10ft of it, the chosen creatures make Constitution Saving Throws against your Spell Save DC. On a failed Save, a creature takes Necrotic Damage equal to the Damage your Companion took.<br> | ||
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a | You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest | ||
<br><br> | <br><br> | ||
Line 356: | Line 928: | ||
''11th Level Bond of the Spirit Vessel Feature''<br> | ''11th Level Bond of the Spirit Vessel Feature''<br> | ||
You can command your Companion to use its powers to manipulate life force. The following commands are added to your Edict options: | You can command your Companion to use its powers to manipulate life force. The following commands are added to your Edict options: | ||
*''' | *'''Drain 'Em!''' The next time your Companion hits a creature with a Melee Attack, it deals additional Necrotic Damage to the target equal to one roll of your Edict Die. The Companion then regains a number of Hit Points equal to the Necrotic Damage dealt by the Attack. | ||
*''' | *'''Scream!''' Your Companion can use an Action to choose a number of creatures up to your Charisma Modifier within 60ft of it, the chosen creatures make Constitution Saving Throws against your Spell Save DC. On a failed Save, a creatures takes Necrotic Damage equal to two rolls of your Edict Die and can't regain Hit Points for the next Minute. | ||
<br> | <br> | ||
Line 368: | Line 940: | ||
''15th Level Bond of the Spirit Vessel Feature''<br> | ''15th Level Bond of the Spirit Vessel Feature''<br> | ||
You can manipulate the thread that ties you and your Companion to heal one of you. As an Action, between you and your Companion, the creature with the least Current Hit Points regains a number of Hit Points equal to the difference between the two Current Hit Points. After you use this Action, you must finish a Long Rest before doing so again. | You can manipulate the thread that ties you and your Companion to heal one of you. As an Action, between you and your Companion, the creature with the least Current Hit Points regains a number of Hit Points equal to the difference between the two Current Hit Points. After you use this Action, you must finish a Long Rest before doing so again. | ||
<br><br><br> | |||
== Bond of the Unknown == | |||
You have formed a link with an entity that is not from this world, and though it grants you a powerful ally is tearing at your mind to have a constant connection to this otherworldly creature. | |||
<br><br> | |||
{| class="wikitable" | |||
|+ Unknown Features | |||
|- | |||
! Feature !! Level !! Quick Explanation | |||
|- | |||
| [[Soul-Binder#Arcane Soul|Arcane Soul]] || 1st || You gain free bonus Spells and a Cantrip | |||
|- | |||
| [[Soul-Binder#Creature Beyond Comprehension|Creature Beyond Comprehension]] || 1st || Your Companion is an Aberration, Immune to being [[Conditions#Frightened|Frightened]], you and your Companion gain Resistance to Psychic Damage, and you learn [[Languages#Aeberez|Aeberez]] | |||
|- | |||
| [[Soul-Binder#Edge of Sanity|Edge of Sanity]] || 3rd || You can improve your Companion but you have a chance of going temporarily insane when you do | |||
|- | |||
| [[Soul-Binder#Otherworldly Grip|Otherworldly Grip]] || 7th || You can try to Grapple your foes | |||
|- | |||
| [[Soul-Binder#Subclass Edicts|Subclass Edicts]] || 11th || You gain additional Edict options | |||
|- | |||
| [[Soul-Binder#Arcane Dedication|Arcane Dedication]] || 14th || You can use a Bonus Action to regain some Spell Slots | |||
|- | |||
| [[Soul-Binder#Embrace Madness|Embrace Madness]] || 15th || You can become temporarily insane to massively power up your Companion | |||
|} | |||
==== Arcane Soul ==== | |||
''1st Level Bond of the Unknown Feature''<br> | |||
Your soul is bound to an inherently magical being. You gain Bond Spells at the Soul-Binder Levels listed in the Bond Spells table, as well as a Cantrip. You Know these Spells, always have them Prepared, they count as Soul-Binder Spells for you, and they don't count against your number of Prepared Spells. | |||
{| class="wikitable" | |||
|+ Bond Spells | |||
|- | |||
! Soul-Binder Level !! Spells | |||
|- | |||
| 1st || [[Cantrips#Illusion Bolt|Illusion Bolt]] | |||
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| 2nd || [[Level 1#Cause Fear|Cause Fear]], [[Level 1#Dissonant Whispers|Dissonant Whispers]] | |||
|- | |||
| 5th || [[Level 2#Detect Thoughts|Detect Thoughts]], [[Level 2#Crown of Madness|Crown of Madness]] | |||
|- | |||
| 9th || [[Level 3#Fear|Fear]], [[Level 3#Enemies Abound|Enemies Abound]] | |||
|- | |||
| 13th || [[Level 4#Confusion|Confusion]], [[Level 4#Phantasmal Killer|Phantasmal Killer]] | |||
|- | |||
| 17th || [[Level 5#Dominate Person|Dominate Person]], [[Level 5#Telepathic Bond|Telepathic Bond]] | |||
|} | |||
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==== Creature Beyond Comprehension ==== | |||
''1st Level Bond of the Unknown Feature''<br> | |||
You have bound your soul to a creature from beyond the stars. You and your Companion gain the following features: | |||
*Your Companion's Creature Type is an Aberration. | |||
*Your Companion is Immune to being [[Conditions#Frightened|Frightened]]. | |||
*You and your Companion gain Resistance to Psychic Damage. | |||
*You learn to speak, read, and write [[Languages#Aeberez|Aeberez]]. | |||
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==== Edge of Sanity ==== | |||
''3rd Level Bond of the Unknown Feature''<br> | |||
Your Companion gains the following features: | |||
*When your Companion takes Damage, it can use its Reaction to gain Resistance to that Damage. | |||
*When your Companion fails a Saving Throw, it can add your Edict Die to the Save. | |||
*When your Companion hits a creature with an Attack, it can cause the Attack to deal additional Psychic Damage equal to roll of your Edict Die + your Soul-Binder Level. | |||
When your Companion uses this power, it causes you to lose some of your sanity, potentially causing it to be too much for your mortal mind to bear. When your Companion uses one of these features, you make a Charisma Saving Throw with a DC of 5. Every time you succeed this Save, the DC increases by 3. On a failed Save, roll a d6, causing you to gain a madness for 1 Minute, and during this Minute, your Companion can't use this feature. The madnesses and their corresponding rolls are listed as follows: | |||
*'''1.''' Your vision becomes blurry and you massively hallucinate, casting you to be [[Conditions#Blinded|Blinded]]. | |||
*'''2.''' Your body goes into shock and your legs lock up and are unable to be used, also causing you to fall [[Conditions#Prone|Prone]]. | |||
*'''3.''' You hear screams and maddening voices, causing you be [[Conditions#Deafened|Deafened]] and you can't speak. | |||
*'''4.''' You momentarily lose your grip on reality, causing you to have Disadvantage on Attack Rolls and Ability Checks. | |||
*'''5.''' Your connection with your companion begins to break your mind, causing you to be [[Conditions#Frightened|Frightened]] of your Companion and another random creature within 30ft of you. | |||
*'''6.''' You see endless futures that leads to eternal suffering, causing you to gain a Level of [[Conditions#Exhaustions|Exhaustion]] | |||
The DC of this Saving Throw reduces to 5 when you fail the Save or finish a Short or Long Rest. You can also expend a Spell Slot as a Bonus Action to reduce the DC of the Save (to a minimum of 5) by an amount equal to the Slot Level expended. | |||
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==== Otherworldly Grip ==== | |||
''7th Level Bond of the Unknown Feature''<br> | |||
You can command your Companion to pull creatures closer using either tentacles or telekinesis and show them images that can drive them mad. As an Action your Companion can target up to 6 creatures of its choice within 30ft of it which make a Strength Saving Throw against your Spell Save DC. On a failed Save, a creature is pushed to an unoccupied space within 5ft of your Companion.<br> | |||
Afterwards, your Companion can use its Bonus Action to attempt to Grapple one of the pulled creatures. If the Companion succeeds, the target is [[Conditions#Frightened|Frightened]] of you and your Companion until the Grapple ends.<br> | |||
Your Companion can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest. | |||
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==== Unnatural Edicts ==== | |||
''11th Level Bond of the Unknown Feature''<br> | |||
You can command your Companion to use its newly gained unnatural abilities. The following commands are added to your Edict options: | |||
*'''Destroy Their Minds!''' You command your Companion to twist its form and instill fear in your foes. This turn, your Companion can use a Bonus Action to choose a number of creatures up to one roll of your Edict Die within 30ft of it, which each make a Wisdom Saving Throw against your Spell Save DC. On a failed Save, a creature is [[Conditions#Dazed|Dazed]] and [[Conditions#Frightened|Frightened]] of you and your Companion until the start of your next turn. | |||
*'''Grab 'Em!''' Your Companion's limbs grows longer and can hit enemies from afar. During this turn your Companion's Reach increases by a number of feet equal to 10 x one roll of your Edict Die. | |||
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==== Arcane Dedication ==== | |||
''14th Level Bond of the Unknown Feature''<br> | |||
You can use a Bonus Action to recover magic. When you do, you regain a number of Spell Slots with a combined Level of equal to or less than your Proficiency Bonus. Once you do so, you can't do so again until you finish a Long Rest. | |||
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==== Embrace Madness ==== | |||
''15th Level Bond of the Unknown Feature''<br> | |||
You can choose to let willingly release your sanity in order to give your companion magnificent power. As a Bonus Action, you roll a d6 and gain the madness from your Edge of Sanity feature for the next 1 Minute. While you are suffering from this madness, your Companion can use your Edge of Sanity feature any number of times without expending uses of the feature. Once you use this feature, you can't do so again until you finish a Long Rest. | |||
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== Bond of the Wild == | |||
You are in touch with nature itself and have offered something of yourself to it. In return, you are given a trusty animal companion that protects you and carries out your orders. Your bond with the beast makes you inseparable. | |||
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{| class="wikitable" | |||
|+ Wild Features | |||
|- | |||
! Feature !! Level !! Quick Explanation | |||
|- | |||
| [[Soul-Binder#Warrior Soul|Warrior Soul]] || 1st || You get Proficiency with [[Armor and Weapons#Martial Weapons|Martial Weapons]] and [[Armor and Weapons#Medium Armor|Medium Armor]] as well as +1 Hit Point every Level | |||
|- | |||
| [[Soul-Binder#Nature's Companion|Nature's Companion]] || 1st || Your Companion is a Beast or Monstrosity, you and your Companion are faster, and you and your Companion can talk to animals | |||
|- | |||
| [[Soul-Binder#Call of the Wild|Call of the Wild]] || 3rd || When you hit a creature close to your Companion or vice versa, you can apply one of a few powerful effects | |||
|- | |||
| [[Soul-Binder#Wild Pack|Wild Pack]] || 7th || When you Attack a creature close to your Companion, you can give yourself Advantage and trigger Call of the Wild | |||
|- | |||
| [[Soul-Binder#Wild Edicts|Wild Edicts]] || 11th || You gain additional Edict options | |||
|- | |||
| [[Soul-Binder#Extra Attack|Extra Attack]] || 14th || You make an additional Attack every time you take the Attack Action | |||
|- | |||
| [[Soul-Binder#Alpha Call|Alpha Call]] || 15th || You can use an Action to cast the [[Level 2#Summon Beast|Summon Beast]] Spell at 5th Level twice | |||
|} | |||
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==== Warrior Soul ==== | |||
''1st Level Bond of the Wild Feature''<br> | |||
Your soul is bound to an inherently martial being, giving you some of its experience in combat. You gain Proficiency with [[Armor and Weapons#Martial Weapons|Martial Weapons]] and [[Armor and Weapons#Medium Armor|Medium Armor]]. Additionally, your Hit Points Maximum increases by 1, and increases by 1 again whenever you gain a Level in this Class. | |||
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==== Nature's Companion ==== | |||
''1st Level Bond of the Wild Feature''<br> | |||
You have bound yourself to a natural creature. You and your Companion gain the following benefits: | |||
*Your Companion's Creature Type is Beast or Monstrosity (your choice). | |||
*You and your Companion's Speed increases by 5ft. | |||
*Beasts can understand you and your Companion, and you gain the ability to decipher Beast's noises and emotions. Beasts can understand you and your companion, and you gain the ability to decipher their noises and motions. Most Beasts lack the intelligence to convey or understand sophisticated concepts, but a friendly Beast could relay what it has seen or heard in the recent past. This ability doesn't grant you friendship with Beasts, though you can combine this feature with gifts to curry favor with them as you would with any NPC. | |||
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==== Call of the Wild ==== | |||
''3rd Level Bond of the Wild Feature''<br> | |||
You and your Companion can work together to become empowered by the power of nature. When either your Companion hits a creature with an Attack while that creature is within 5ft of you, or you hit a creature with an Attack while that creature is within 5ft of your Companion, you can use your Reaction to choose of the following features to gain the benefits of: | |||
*'''Exhilarating Roar.''' A creature of your choice within 10ft of the creature hit by the triggering Attack can use its Reaction to spend one Hid Die and regain a number of Hit Points equal to the result of the Hit Die + its Constitution Modifier. | |||
*'''Go for the Eyes.''' The creature hit by the triggering Attack makes a Constitution Saving Throw against your Spell Save DC. On a failed Save it becomes [[Conditions#Blinded|Blinded]] until the end of your next turn. | |||
*'''Pack Leaders Mark.''' Until the start of your next turn, all Attacks made against the creature hit by the triggering Attack are made at Advantage while it is within 5ft of you or your Companion. | |||
You can use this Reaction a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest. | |||
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==== Wild Pack ==== | |||
''7th Level Bond of the Wild Feature''<br> | |||
You and your Companion can work together like a pack to overcome overwhelming odds. When you make an Attack against a creature within 5ft of your Companion and you have at least one use of your Call of the Wild feature, you can use your Reaction to give yourself Advantage on the Attack. If you hit on this Attack, you choose a benefit from your Call of the Wild feature to gain and you expend a use of the feature.<br> | |||
Additionally, if you reduce a creature to 0 Hit Points, you regain a use of your Call of the Wild feature. | |||
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==== Wild Edicts ==== | |||
''11th Level Bond of the Wild Feature''<br> | |||
You can command your Companion with the guidance of nature itself. The following commands are added to your Edict options: | |||
*'''Hold Out!''' Until the end of your next turn, whenever your Companion takes Damage, it reduces the Damage by an amount equal to one roll of your Edict Die. | |||
*'''Take 'Em Down!''' Your Companion can use its Action to make a number of Attacks equal to one roll of your Edict Die. Each of these Attacks must target a different creature, and it can move between these Attacks. | |||
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==== Extra Attack ==== | |||
''14th Level Bond of the Wild Feature''<br> | |||
You can make an additional Attack whenever you take the Attack Action. | |||
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==== Alpha Call ==== | |||
''15th Level Bond of the Wild Feature''<br> | |||
You can call upon the spirits of nature to fight and hunt alongside you and your companion. You can use an Action to cast the [[Level 2#Summon Beast|Summon Beast]] Spell at 5th Level twice, without expending a Spell Slots or requiring Material Components. When you cast the Spell in this way, the Duration is reduced to 1 Minute, it doesn't require Concentration, and the spirit's Attacks are magical for the purposes of overcoming Resistance and Immunity. Once you use this Action, you can't use it again until you finish a Long Rest. | |||
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