Soul-Binder: Difference between revisions

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== 2. Proficiencies ==
== 2. Proficiencies ==
Your Companion gains Proficiencies in three Skills and two Saving Throws of your choice.
Your Companion gains Proficiency in three Skills and two Saving Throws of your choice.
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== 3. Weapons ==
== 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.
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.
*'''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 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.
*'''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 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 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.
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== 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.
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=== Major Evolutions ===
==== Amorphous ====
''Major Evolution''<br>
Your Companion can move through a space as narrow as 1 inch wide without squeezing.
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==== Darkvision ====
''Major Evolution''<br>
Your Companion gains Darkvision out to a Range of 120ft.
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==== 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.
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==== 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.
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==== 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.
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==== Shadow Stealth ====
''Major Evolution''<br>
While in Dime Light or Darkness, your Companion can take the Hide Action as a Bonus Action.
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==== 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]].
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==== 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.
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==== 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.
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==== Strider ====
''Major Evolution''<br>
your Companion is unaffected by Difficult Terrain.
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==== 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.
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==== Vigilant ====
''Major Evolution''<br>
Your Companion can't be Surprised and it is aware of its surroundings while it is sleeping.
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Blindsight
Your companion has 10 feet of blindsight.
 
 
 
Manta Glide
Your companion have ray-like fins that it can use as wings to slow its fall or allow it to glide. When it falls and isn't incapacitated, it can subtract up to 100 feet from the fall when calculating falling damage, and it can move up to 2 feet horizontally for every 1 foot it descends.
 
 
Quick
Your companion walking speed is increased by 10 feet.
 
This evolution can be taken multiple times.
 
 
 
Aggressor
Choose one of the weapons from Step 4 of companion creation, your companion can use that natural weapon while it has this evolution.
 
This evolution can be taken multiple times.
 
Charge
As a bonus action, your companion can move up to it's movement speed toward a hostile creature it can see or hear. It must end this move closer to the enemy than it started.
 
Large Build
Your companions size increase by one (from medium to large for example).
 
Resistant
Choose one of the following damage types: acid, cold, lightning, fire, necrotic, poison, thunder, radiant. Your companion becomes resistant to the chosen damage type.
 
This evolution can be taken multiple times.
 
Skilled
Your companion becomes proficient in a skill of your choice.
 
This evolution can be taken multiple times.
 
Spell link
When you cast a spell with a range of touch, your companion can deliver the spell as if it had cast the spell. Your companion must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.
 
Surprise Attack
If your companion surprises a creature and hits it with an attack during the first round of combat, the target takes extra damage equal to 1d6 + your Soul Binder level from the attack.
 
 
 
 
 
 
 
 
 
Illumination
(Minor Evolution)
 
Your companion sheds bright light in a 10-foot radius and dim light for an additional 10 ft. Your companion can turn this effect off or on as a bonus action.
 
Traveler
(Minor Evolution)
 
When your companion travels at the same pace for more than a minute, it's walking speed becomes 60 feet if it was lower.
 
Siege Monster
(Minor Evolution)
 
Your companion deals double damage to objects and structures.
 
Aquatic
(Minor Evolution)
 
Your companion can breathe both air and water, additionally it gains a swim speed equal to its walking speed.
 
Elemental Creature
(Minor Evolution)
 
Pick one of the following cantrips: Mold Earth, Control Flame, Gust or Shape Water, your companion can cast the chosen cantrip.
 
Speech
(Minor Evolution)
 
Your companion gets the ability to speak in one of the languages you know.
 
==== Minor Darkvision ====
''Minor Evolution''<br>
Your Companion gains Darkvision out to a Range of 300ft.
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Helpful
(Minor Evolution)
 
Your companion can now take the "Help" action without you needing to command it.
 
Adorable
(Minor Evolution)
 
Your companion has advantage on persuasion checks and performance checks.
 
 
False Appearance
(Minor Evolution)
 
When the companion stays motionless, it is indistinguishable from a non-magical object of its size that you choose, i.e a tree, boulder or a statue.
 
Smart
(Minor Evolution)
 
Your companions Intelligence score is increased by 4.
 
Mimicry
(Minor Evolution)
 
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 DC 13 Wisdom (Insight) check.
 
Iron Scent
(Minor Evolution)
 
Your companion can pinpoint, by scent, the location of ferrous metal within 30 feet of it.
 
Mask of the Wild.
(Minor Evolution)
 
Your companion can attempt to hide even when it is only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
 
 
 
 
 
 
 
 
 
 
 
 


Flaws
You have the option to give your companion a flaw to give your companion a flaw to give it additional evolutions.


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.
Near Sighted
Your companion can't see anything that is more than 30 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.
Sunlight Sensitivity
While in sunlight, your companion has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.


Stinger. This natural weapon deals 1d4 piercing damage, once per turn on a hit this attack can deal an extra 1d8 poison damage.
Small Brain.
Your companions Intelligence score is reduced by 4, and its Wisdom score is reduced by 2.


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.
Clumsy
When your companion want to stand up after being prone it must also spend its action in addition to half its movement, it can take this action even if you didn't command it.


Tail. The natural weapon deals 1d6 bludgeoning damage on hit and it has a 10 foot reach instead of the normal 5 foot reach.
Aversion of Fire.
If your companion takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.


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.
Monophobia
If your companion isn't within 10 feet of an allied creature, your companion will have disadvantage on all attack rolls and ability checks.


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.
Frail
Your companions size in decreased by one (from medium to small for example) and its Constitution score is decreased by 2.


= Soul Bonds =
= Soul Bonds =