Soul-Binder: Difference between revisions

839 bytes added ,  03:49, 13 January 2023
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| [[Soul-Binder#Arcane Soul|Arcane Soul]] || 1st || You gain free bonus Spells and a Cantrip
| [[Soul-Binder#Arcane Soul|Arcane Soul]] || 1st || You gain free bonus Spells and a Cantrip
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| [[Soul-Binder#Feature|Feature]] || 1st || Example
| [[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]]
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| [[Soul-Binder#Feature|Feature]] || 3rd || Example
| [[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
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| [[Soul-Binder#Feature|Feature]] || 7th || Example
| [[Soul-Binder#Feature|Feature]] || 7th || Example
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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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This creature is either an outsider from beyond the stars or a spawn from a demon of madness and chaos.
==== 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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Creature Beyond Comprehension
==== Otherworldly Grip ====
At 1st level you gain you and your companion get the following benefits:
''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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Your companions creature type is Aberration or Fiend.
==== Unnatural Edicts ====
 
''11th Level Bond of the Unknown Feature''<br>
Your companion is immune to being frightened.
You can command your Companion to use its newly gained unnatural abilities. The following commands are added to your Edict options:
 
*'''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.
You and your companion are resistant to psychic damage.
*''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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You can read, write and speak Deep Speech or Abyssal.
 
Unnatural Edicts
Starting at 11th level, you can command your companion to use its newly gained unnatural abilities. The following commands are added to your Edict options:
 
Extended Grasp. Your companions limbs grows longer and can hit enemies from afar. During this turn your companions natural weapon have en extra reach equal to five times a roll of your Edict Die.
 
Horrifying Form. You command your aberration to twist its form and instill fear in your foes. This turn your companion can use its bonus action to choose a number of creatures equal to a roll of your Edict Die that is within 30 feet, the chosen creatures must succeed on a Wisdom saving throw or be frightened of your companion until the start of your next turn.
 
Edge of Sanity
Starting at 3rd level you can sacrifice some of your sanity in order to power up your companion. Your companion can use the following features:
 
When your companion takes damage, it can use its reaction to gain resistance to that instance of damage.
 
When your companion fails a saving throw it can add your edict die to the roll, potentially turning it into a success.
 
When your companion hits a creature with an attack, it can make that attack deal an extra amount of psychic damage equal to one roll of your edict die + your soul binder level.
 
Using this power will cause you to loose your sanity and there is a risk that it will be too much for your mortal mind to bear, after your companion has used one of the features you must make a Sanity check, which is a Charisma saving throw with a DC of 5, on a success the DC increases by 3 for next time your companion uses a feature, on a failed save the DC doesn't increase but you must roll on the madness table below and suffer that condition for 1 minute, your companion can't use this feature while you are suffering from a madness effect.
 
d6 Madness Effect
1 Your vision becomes blurry and you massively hallucinate, you are blinded
2 Your body goes into a shock, you go prone and can't use your legs
3 You hear screams and maddening voices, you are deafened and can't speak
4 You momentarily loose your grip on reality, you have disadvantage on attack rolls and ability checks
5 Your connection with your companion becomes too much for your mind, you are frightened of your companion
6 You see endless futures that leads to eternal suffering, at the end of the effect you gain 1 level of exhaustion
At the end of a long rest the DC for your sanity check returns to 5. As a bonus action you can also spend a spell slot to reduce the DC of your Sanity check by an amount equal to double the spell slots level (to a minimum of 5).
 
Otherworldly Grasp
When you reach 7th level, 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 30 feet of it. Target creatures must succeed on a Strength saving throw or be pulled to an unoccupied space within 5 feet of your companion.
 
Your companion can immediately spend its bonus action to attempt to grapple one of the pulled creatures. If a creature is grappled in this way, it is frightened of you and your companion until the grapple ends.
 
Once your companion has used this feature, it must finish a short or long rest before it can do so again.


==== Arcane Dedication ====
==== Arcane Dedication ====
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Embrace Madness
==== Embrace Madness ====
When you reach 15th you can choose to let willingly go of your sanity in order to give your companion magnificicant powers.
''15th Level Bond of the Blank 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.
As a bonus action you can roll on the Madness table from "Edge of Sanity" and suffer that effect for 1 minute. During that minute your companion can use the features from "Edge of Sanity" as much as it wants to.
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Once you have used this feature you must finish a long rest before you can do so again.