Soul-Binder: Difference between revisions

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| [[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 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.
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| [[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.
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| [[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 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.
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| [[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 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.
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| [[Soul-Binder#Bond of the Unknown|Bond of the Unkown]] || 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  
| [[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.
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| [[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.
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|+ [[Soul-Binder Spells|Soul-Binder Spell List]]
|+ [[Soul-Binder Spells|Soul-Binder Spell List]]
|-
|-
! Level !! Cantrips Known !! Spells Known !! 1st !! 2nd !! 3rd !! 4th !! 5th
! Level !! Cantrips Known !! 1st !! 2nd !! 3rd !! 4th !! 5th
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| 2nd || 2 || 2 || 2 || - || - || - || -
| 2nd || 2|| 2 || - || - || - || -
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| 3rd || 2 || 3 || 3 || - || - || - || -
| 3rd || 2|| 3 || - || - || - || -
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| 4th || 3 || 3 || 3 || - || - || - || -
| 4th || 3 || 3 || - || - || - || -
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| 5th || 3 || 4 || 4 || 2 || - || - || -
| 5th || 3 || 4 || 2 || - || - || -
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|-
| 6th || 3 || 4 || 4 || 2 || - || - || -
| 6th || 3 || 4 || 2 || - || - || -
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|-
| 7th || 3 || 5 || 4 || 3 || - || - || -
| 7th || 3 || 4 || 3 || - || - || -
|-
|-
| 8th || 3 || 5 || 4 || 3 || - || - || -
| 8th || 3 || 4 || 3 || - || - || -
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|-
| 9th || 3 || 6 || 4 || 3 || 2 || - || -
| 9th || 3 || 4 || 3 || 2 || - || -
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| 10th || 4 || 6 || 4 || 3 || 2 || - || -
| 10th || 4 || 4 || 3 || 2 || - || -
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| 11th || 4 || 7 || 4 || 3 || 3 || - || -
| 11th || 4 || 4 || 3 || 3 || - || -
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| 12th || 4 || 7 || 4 || 3 || 3 || - || -
| 12th || 4 || 4 || 3 || 3 || - || -
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| 13th || 4 || 8 || 4 || 3 || 3 || 1 || -
| 13th || 4 || 4 || 3 || 3 || 1 || -
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| 14th || 4 || 8 || 4 || 3 || 3 || 1 || -
| 14th || 4 || 4 || 3 || 3 || 1 || -
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| 15th || 4 || 9 || 4 || 3 || 3 || 2 || -
| 15th || 4 || 4 || 3 || 3 || 2 || -
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| 16th || 4 || 9 || 4 || 3 || 3 || 2 || -
| 16th || 4 || 4 || 3 || 3 || 2 || -
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| 17th || 4 || 10 || 4 || 3 || 3 || 3 || 1
| 17th || 4 || 4 || 3 || 3 || 3 || 1
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| 18th || 4 || 10 || 4 || 3 || 3 || 3 || 1
| 18th || 4 || 4 || 3 || 3 || 3 || 1
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| 19th || 4 || 11 || 4 || 3 || 3 || 3 || 2
| 19th || 4 || 4 || 3 || 3 || 3 || 2
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| 20th || 4 || 11 || 4 || 3 || 3 || 3 || 2
| 20th || 4 || 4 || 3 || 3 || 3 || 2
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|}
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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.
*'''Daunt '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.
*'''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.
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.
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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 and 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>
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.
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== 1. Archetype ==
== 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. 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.
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]]
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==== Shadow Stealth ====
==== Shadow Stealth ====
''Major Evolution''<br>
''Major Evolution''<br>
While in Dime Light or Darkness, your Companion can take the Hide Action as a Bonus Action.
While in Dim Light or Darkness, your Companion can take the Hide Action as a Bonus Action.
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''11th Level Bond of the Dragonkin Feature''<br>
''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:
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.
*'''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.
*'''Draconic Leap.''' 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.
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*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.
*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.
Once your Companion transforms in this way, it can't do so again until you finish a Long Rest.
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== 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
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| [[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]]
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| [[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
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| [[Soul-Binder#Elusive Edicts|Elusive Edicts]] || 11th || You gain additional Edict options
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| [[Soul-Binder#Extra Attack|Extra Attack]] || 14th || You make an additional Attack every time you take the Attack Action
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| [[Soul-Binder#Blinking Charge|Blinking Charge]] || 15th || You and several allies can teleport around the battlefield and then make an Attack
|}
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==== 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.
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==== 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]].
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==== 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.
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==== 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.
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==== 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.
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==== Extra Attack ====
''14th Level Bond of the Elusive Spirit Feature''<br>
You can make an additional Attack whenever you take the Attack Action.
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==== 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.
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''3rd Level Bond of the Puppet Feature''<br>
''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:
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:
*'''Protective Instructions.''' Your Companion's AC increases by 1 + 1 for each Slot Level of 1st Level or higher.
*'''Expedient Instructions.''' Your Companion's Speed increases by 10ft + 10ft for each Slot Level of 1st Level or higher.
*'''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.
*'''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.
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.
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''11th Level Bond of the Puppet Feature''<br>
''11th Level Bond of the Puppet Feature''<br>
You become a puppet master. The following commands are added to your Edict options:
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.
*'''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.
*'''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.
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==== Arcane Dedication ====
==== Arcane Dedication ====
''14th Level Bond of the Blank Feature''<br>
''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.
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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''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 Longer St.
You 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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''11th Level Bond of the Unknown Feature''<br>
''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:
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.
*'''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.
*'''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.
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==== Arcane Dedication ====
==== Arcane Dedication ====
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''15th Level Bond of the Unknown Feature''<br>
''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.
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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