Bonded Soul

by What, You Knave!

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Bonded Soul

A frantic criminal runs through back alleys, fleeing they ominous figure that has pursued him for hours. He breaks into a sprint only for a wolf to leap from the shadows and overtake him.

A masked figure kneels, perfectly balanced on a tree branch, watching a cart pass underneath. Once it has, she wistles and silently a giant owl swoops down, grabbing each horse in its talons and flying off. She swiftly leaps down and finishes the driver, then turns her attention to the door

Surrounded by undead, a relaxed mercenary turns on the spot taking in his foes, at his back a stalwart hound growls. Once the endless horde moves in, they each erupt into a flurry of blows, flashing steel and bloodied teeth tearing down corpse after lifeless corpse.

From hero to hellion, a Bonded Soul stands by their companion to the bitter end. They stand for stalwart loyalty and represent the fine line between beast and man.

Never Forsake Your Bond

It is not right to say that each Bonded Soul follows a same way of life, god, or philosophy. Many are outcasts, living without packs or society reallying on only each other whole others still will become highly respected professionals renowed for their effocacy. The only similarity drawn

Bonded soul
Level Proficiency Bonus Features
1st +2 Animal Companion, Peerless Rider
2nd +2 Size Increase, Emotional, Shared Movement
3rd +2 Bond, First Bond Feature
4th +2 Recall
5th +3 Experienced
6th +3 Stat Increase
7th +3 Second Bond Feature
8th +3 Size Increase
9th +4 Cognate
10th +4 Commanding presence
11th +4 Stat Increase
12th +4 Third Bond Feature
13th +5
14th +5
15th +5
16th +5 Stat Increase
17th +6
18th +6
19th +6
20th +6
between each is the comradery they find in their companion

Creating a Bonded Soul

When making a Bonded Soul, consider the relationship between them and their animal companion. Perhaps it was forged of desperation, a grim vow to keep the other alive under the harshest conditions. Maybe it was as thanks, swearing to aid the one who saved their life. Or perhaps they come from a culture of Bonded Souls, wherein a baby and

nursling seek each other out at birth and are raised together, two of a kind?

Did your wild tendencies make you an outcast in your society and you were cast out, finding a similar mind in the woods? Or were you pushed out by destructive invaders and swore to return and liberate your homes. Maybe you found your companion on your adventures, and vowed to protect them from all harm?

quick build

You can make a Bonded Soul quickly by following these steps. First, make Dexterity your highest score. Next, Charisma. Take the Outlander background.

Class Features

As a Bonded Soul, you gain the following class features

Hit Points


  • Hit Dice: 1d8 per Soul Bonded level
  • Hit Points at 1st Level: 6 + your Constitution modifier
  • Hit Points at Higher Levels: 1d6 (or 5) + your Constitution modifier

Proficiencies


  • Armor: light armor
  • Weapons: simple weapons
  • Tools: Dice set, Tinker's tools, Drum or Pan flute

  • Saving Throws: Constitution, Charisma
  • Skills: Athletics, Nature, Animal Handling

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a greatclub or (b) a spear
  • (a) a trapper's tools or (b) a Dice set
  • (a) an adventurer's pack or (b) a backpack and 20' of rope

Animal Companion

You have formed a bond with an animal that cannot be broken, even by death. Choose one Animal with the beast tag that has a challenge rating of no more than half your level. You can always determine what direction you are from the companion and how far, even if you're not on the same plane. The animal can do the same for you. While within 30' of each other, you can communicate with this animal as though you spoke the same language. Additionally, while within 30' of each other you and this animal can use any special abilities that the other has. The animal varies from others of its kind in these ways:

  • Instead of having the hit dice listed in its monster manual it rolls hit points every time you level up. for this, it uses the dice type listed in the monster manual
  • It shares a proficiency bonus with you
  • It adds its proficiency bonus to its armor class
  • If it has usable skills, it now instead has proficiency in those skills using its proficiency modifier and ability modifier
  • attacks now use its proficiency modifier instead of base bonuses (if multiple attacks, adjust pluses and minuses off of primary attack)
  • If the animal dies you permanently lose half your hit points, until the animal is alive again
  • If you die the animal permanently loses half of its hit points, until you are alive again

Peerless Rider

If your animal companion is the same size class as you or larger, you can ride it. While riding it, you cannot be removed unless unconscious or by your own choice.

Size Increase

The animal is now size medium. For every size class it increased from, it gains two constitution and two strength. If it was larger, it doesn't change.

Bond

By third level, you and your companion have determined what kind of bond you have. Pick a bond listed later in this chapter and gain the appropriate bonuses. Every level after this one you can spend a turn to alter your animal companion's size, to no less than their smallest size and to no larger than the size class listed in your latest Size Increase, or their largest, whichever is higher

Emotional

You and your animal companion now share a single charisma bonus of whichevers is higher

Recall

If your animal companion has died, You can preform a 1-hour ritual to call it back to your side. You may only preform this once per day. Additionally, you may re-decide what form the animal takes. Pick a creature with the beast tag that has a challenge rating of no greater than half your level,. at this point, the beast re-rolls hit dice with its new dice type. It's size can not exceed the size class listed in your latest Size Increase

Experienced

You and your animal companion now share a single intelligence bonus of whichevers is higher

Stat Increase

at 6th, 11th and 16th level you may increase one stat by 2 or two stats by 1

Size Increase

The animal is now size large. For every size class it increased from, it gains two constitution and two strength. If it was larger, it doesn't change.

Shared Movements

You and your companion can occupy the same space at any time

Emotional

You and your animal companion now share a single charisma bonus of whichever's is higher

Commanding Presence

Both you and your companion have advantage on charisma checks when dealing with creatures of the same kind as you

Soul Bonds

The relationship between souls can be a mystery to those who have never experienced. It is more than the comradery felt between a rider and his mount, or the servitude between a wizard and their familiar. It is a sense of brotherhood, an eternal covenant to protect and embolden the other. This special link will start to manifest, empowering each in different ways.

Monstrous Bond

The monstrous bond is between those who appreciate the sheer strength that is had in their connection. They foster feelings of rage and isolation to others, trusting only their companion.

Unarmored

Your rage can no longer be contained by armor. Lose proficiency in light armor and add only half your proficiency bonus to your animal companion's armor class. Your and your companion's armor class is increased by 3 when not wearing armor and you gain proficinecy in strength saving throws.

Frenzy

When your bond solidifies at level 3, You and your animal companion learn how to channel your bloodlust into a rage. As a bonus action on your turn you and your companion can enter a berzerk state for one minute. For this time, you gain each +4 to strength and +4 to constitution. you also gain advantage on wisdom and strenght saving throws, and can no longer concentrate. You can do this once per long rest. This increases to two at level six and three at level twelve.

Improved Frenzy

At 17th level your Frenzied range intensifies. While in a Frenzy, once per turn either you or your animal companion can make an extra attack. Your armor class also increase by 2 for the duration if unarmored.

Size Increase

At 12th level, the monstrous nature of your bond manifests. The animal is now size huge. For every size class it increased from, it gains two constitution and two strength. Yours and the animals armor class increases by 2

Brothers in Arms

The bond of brothers in arms is forged in combat, two stalwart warriors who will fight to the bitter end in the name of their bond. They are prominent forces on the battlefield cutting down their foes in a pirouette of tooth and claw.

Combat Expertise

You gain proficiency in martial weapons and medium armor

Back to Back

When your bond solidifies at 3rd level, you gain an uncanny speed utilized in protection. Once per turn while within 10' of your animal companion if one of you is attacked the other may make an oppurtunity attack against the attacker

Defensive stance, Offensive stance

At 7th level, while within 5' of your animal companion you gain certain combat abilities. as a bonus action on your turn you and your companion can move 10' towards an enemy or while within 5' of each other you can use your bonus action to make both of your armor classes the same equal to the higher armor class +2 until your next turn

 

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