Soul-Binder: Difference between revisions

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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#Feature|Feature]] || 1st || Example
|-
| [[Soul-Binder#Feature|Feature]] || 3rd || Example
|-
| [[Soul-Binder#Feature|Feature]] || 7th || Example
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| [[Soul-Binder#Natural Edicts|Natural 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#Feature|Feature]] || 15th || Example
|}
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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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==== Natural Edict ====
''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:
*'''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.
*'''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.
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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.
As an action you can use this feature to cast the "Summon Beast" spell at 5th level. When cast with this feature the spell summons two spirits instead of one, its duration in reduced to 1 minute and it doesn't require concentration. The spirits attacks also counts as magical for the purpose of overcoming resistances.
Once you have used this feature you must finish a long rest before you can do so again.