Soul-Binder: Difference between revisions

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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. 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.
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== 2. Proficiencies ==
Your Companion gains Proficiencies in three Skills and two Saving Throws of your choice.
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== 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 Piercing Damage, and if you roll a 1 or a 2 on a Damage Dice for the Attack, you can reroll that Damage Die.
*'''Claws.''' This Natural Weapon deals 1d4 Slashing 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 Bludgeoning Damage, and if you roll a 1 or a 2 on a Damage Dice for the Attack, you can reroll that Damage Die.
Fist. This natural weapon deals 1d8 bludgeoning damage, and once per turn when your companion hits a creature with this attack it can push that creature 5 feet away.
Horns. This natural weapon deals 1d8 piercing damage, if your companion moved 20 feet in a straight line before hitting with this natural weapon the attack deals an extra 1d8 damage.
Stinger. This natural weapon deals 1d4 piercing damage, once per turn on a hit this attack can deal an extra 1d8 poison damage.
Tentacle This natural weapon deals 1d6 bludgeoning damage on hit. If your companion hits a creature with a tentacle, it can make a grapple attempt against that creature as a bonus action.
Tail. The natural weapon deals 1d6 bludgeoning damage on hit and it has a 10 foot reach instead of the normal 5 foot reach.
Ranged The natural weapon deals 1d6 piercing or bludgeoning damage on hit, it is a ranged attack with a range of 30/60, your companion can use either Strength or Dexterity when attacking with this weapon.
For all the attacks you can change the damage type to either bludgeoning, slashing or piercing, all the natural weapons will always count as two separate weapons even if you name and describe them the same.


= Soul Bonds =
= Soul Bonds =