The Bonded Soul: a 5e Prestige Class
Preface: A Different Approach
This document is meant to be both skimmable and informative. To achieve this goal, each class feature is separated into two sections. The first section presents the feature from your bond's perspective. The second section contains reasoning or advice for you.
This text is also written much more casually than a standard 5e homebrew, which usually looks to imitate official styling as much as possible. Reading features may be disconcerting at first, but hopefully it will be a refreshing change of pace from the default style.
Prestige Class: An Explanation
A prestige class requires you to already have levels in another class. It's somewhere between a class that can only be accessed via multiclassing and a second subclass. If you look at the "Min. Total Level" column below, it shows the overall level needed to gain each level in Bonded Soul.
Bonded Soul
| Level | Min. Total Level | Features | Bonus Features (see next page) | Intervene # | Spell Level |
|---|---|---|---|---|---|
| 1 | 3 | Bond, Intervention | Insightful Whispers, Manifest Symbol | 2 | 2 |
| 2 | 6 | Affinity, Bond feature | Ability Score Increase | 2 | 2 |
| 3 | 10 | Bond feature | Additional Affinity and Intervention | 2 | 3 |
| 4 | 13 | Bolstered Affinity, Manifest Form | Ability Score Increase | 3 | 3 |
| 5 | 16 | Bond feature, True Visage | -- | 3 | 4 |
The Rundown
Being a bonded soul is about having a useful connection with another... thing. It can be a force, a god, a strong being, or an unreasonably powerful pixie. It's up to you. Regardless, its personality can vary a ton. Unlike a warlock's patron, which is often either an unknowable entity or might as well not exist, your bond should (hopefully) become almost a second character. After all, what's the point of having a voice inside your head if it doesn't express itself occasionally?
At the start, your bond simply grants you a bit of help when you need it. As it grows, it grants passive benefits, and even manifests itself physically. The bonded soul has lots of options, so each bond should feel distinct. However, it should never feel like it's competing with features of your main class.
This is not a full-fledged class, and is not meant to be. You can only gain a level in bonded soul once your total level is high enough, as shown in the class feature table above. For example, if you're a level 2 bonded soul and want to become level 3, you must be at least level 10 overall beforehand.
Example Scenario 1
Llathl the drow druid has been communing in a forest and felt a strange presence. Through a series of events she realizes it is a corrupted beast, slays it, then absorbs its corruption to save the forest. What is it? Why was it corrupting the beast? How did she gain its trust (or compel it to serve her)? Find out next time...
Example Scenario 2
Xzrxym the dragonborn warlock is searching for fragments of his shattered patron because he believes it will grant him more power. However, one of the fragments has a will of its own and refuses to join with the rest, and instead begs Xryxym to hide it. He agrees to do so, as long as the fragment helps him out.
Prestige Class Features
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Hit Dice: 1d8 per bonded soul level or bonus level
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Tools: Gain proficiency in either one set of artisan's tools or one musical instrument
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Skills: Gain proficiency in one skill that uses an ability score your bond excels at (see Bond feature)
Level 1
At level 1, you're feeling out your new bond. Maybe the creature you've bonded to is weak, maybe you don't understand this is going to work, or maybe you just aren't interested in revealing your full power.
Confused about the weird format and/or writing style? Check out the Preface at the start of the document.
Bond
You've somehow gotten mixed up with an adventurer. How exactly is this going to work? Your nature is either vigilant, forceful, or capricious. Each nature is discussed further starting on page 5. You also have a bond action, which you can use once per round.
But wait, there's more! You also have an origin, such as fey, and two attributes you excels at most, such as Dexterity and Charisma. You also know (at least) 2 languages. Your ward learns one of these languages. (Note: ward refers to the player/adventurer).
What kind of creature, entity, or presence have you ended up bonding with? This feature helps answer that question while also revealing the theme of the relationship. By choosing your bond's nature you define the overall direction of your bond. At this point, your bond has no physical form, and will never have a permanent stat block. It's more of a presence or source of power than a real creature. Also, a distinct thing about the bonded soul is the variety of dynamics you can have with your bond. Keep in mind that this does mean it's up to you (and the DM) to come up with these dynamics. One of which should be a name.
Intervene
You intervene at critical moments. Perhaps because you don't yet have the strength to do more, perhaps doing more isn't worth your time. Using the Intervention list on page 5, choose two interventions. Each can be used once. You can choose new interventions when your ward finishes a long rest. Interventions increase in power at Level 3, and again at Level 5.
Interventions require a bond action, and use your resonating modifier. To figure that out, take your ward's ability score for an attribute you excel at, and use that for spellcasting as normal:
- Save DC: 8 + proficiency + resonating modifier
- Spell attacks: proficiency + resonating modifier
Your resonating modifier is the only real ability score scaling in bonded soul, so make sure you're good at least one ability score your bond excels at. Also, the way you describe interventions occurring can vary. Is it divine blessings from on high? Is your body being taken over temporarily. Maybe a thick mist forming around you for a moment? All 3?! Why not.
Bonus Features: Another Explanation
Bonus levels are optional. Maybe you like the idea of a bond but want to prioritize your main class... or, maybe you want a more even split. Enter, bonus levels! A bonus level counts towards your overall level for things like proficiency and min. level, but can be skipped (or chosen later) if you don't want to spend a level on the benefit.
Bonus: Insightful Whispers
You and your ward have grown familiar enough with each other for you to offer useful advice. When your ward rolls an ability check related to your origin, they adds their proficiency bonus to the roll, up to a maximum of double their proficiency total.
Also, you can use your bond action to grant your ward advantage on one roll that uses an attribute you excel at before they roll. Your ward must finish a long rest before you can use this feature again.
How did you learn so much about your bond? Was it conversation, interrogation, or some other method? Also, what is stopping your bond from helping you out all the time? Part of the fun of the bonded soul (and D&D in general) is coming up with cool answers to questions like these! (Only if you want to, that is.)
Bonus: Manifest Symbol
You have enough synergy with your ward to create a shallow image of yourself through it. Pick a mascot-like creature that represents you. As a bond action, you can appear to your ward or another creature your ward is aware of in that form. You can't directly interact with the physical world in this form and can only see and be seen by a creature you appear to. Your bond nature provides an additional benefit.
You're also (perhaps grudgingly) able to become a tool of destruction. Choose a damage type. You can use a bond action to materialize in your ward's hand as any weapon, or to enhance an already held weapon.
The weapon counts as magical and can deal your chosen damage type if you wish, but has no other properties. Any ammo is magically provided. When you use a bond action, you immediately exit this form.
One use of this feature: a budget version of the message cantrip. Since your bond's appearance has no mechanical significance, it could really be anything. The same is true for the weapon; it could be translucent, overly decorated, or garishly pink. It's up to you. Also, for DMs out there, it's totally fine to nix damage types if you think they'd be too strong.
Level 2
Some time has passed since your paths first crossed. Have you grown more in tune, or is there some other reason the bond now grants passive power?
Affinity
You provide a constant stream of power. Choose one affinity theme from the Affinity list on page 5.
You can cast the first spell at will, and the second spell for its duration. Your ward must use a bonus action to attune itself, allowing you to immediately use a bond action to cast the spell on it.
If the spell requires Concentration, it only uses yours. Additionally, if you use another bond action, your Affinity wavers. Your ward can use a reaction to maintain the spell, otherwise it ends.
For spells not castable at will, you can turn them on and off, conserving any leftover time. Each use drains at least 10%. For example, if you channel invisibility even for a few seconds, subtract 6 minutes overall.
Your affinity improves at Level 4.
This is basically a powered up warlock invocation, but it requires both the character (you) and the bond to focus on it (if the spell requires Concentration, that is).
Bonus: Ability Score Increase
You give your ward stats. For... reasons. Grant your ward +2 to a stat or +1 to 2 stats. Normal rules apply.
You know the deal. Since this is normally where level 4 would go, it's standard for you to get an ASI here. If an ASI in a prestige class like this is strange to you, then you could grab one of the Bonded Soul feats on page 10, or just skip this bonus level entirely.
Level 3
As you grow, your bond nature bolsters your ward. Perhaps this symbolizes a narrative-based turning point, such as a revelatory event or a new approach. Perhaps it doesn't. Either way, you're getting stronger.
Bolstered Intervention
Interventions are cast as 3rd level spells.
Bonus: Additional Affinity
Choose another affinity. It doesn't improve at Level 4.
Bonus: Additional Intervention
Gain an additional intervention.
Not much to comment on here. If you want a bonus level strictly for a power increase (or some other valid reason) you probably want the Level 3 bonus features.
Level 4
The moment we've all been waiting for. You can grace your ward with your presence. Or maybe freak them out. It really depends on which monster you choose.
Additional Intervention
Gain an additional intervention.
Bolstered Affinity
Your ward is able to channel an increased amount of power. You can cast the second spell of your affinity at will, and the third spell for a limited amount of time.
This may seem way too strong for a level 4 ability (and it is strong), but keep in mind that you must be, at minimum, level 14 to acquire this ability. The same reasoning applies to a lot of the bonded soul features.
Manifest Form
Finally, you're free to stretch your appendages. Through whatever process you and your ward have devised, you can appear in the physical realm temporarily. Choose a monster that share's your origin and has a CR of a third your ward's total level or lower. Over a minute, you can appear in this form, slowly forming in a location of your choice. If you have the Manifest Symbol feature, this only takes a bond action.
You can maintain this form for 1 hour or until your HP reaches 0. Interventions can't be used during this time. In fights, roll your own Initiative and act as you wish. You can use this feature once per long rest.
There is no specific limit to what your bond is willing to do, but (both player and DM) try to be reasonable with how it acts. Unless gnomes are involved. By the rules, it must exterminate all gnomes. If you chose an origin that doesn't have a creature for your level, then look for another creature that could have the same origin. It might need a couple changes (and your DM's approval), but it's better than wishing you chose fiend just to get a good monster.
Bonus: Ability Score Increase
Grant +2 to a stat or +1 to 2 stats. Normal rules apply.
Just like before, this is where level 8 would normally be, so an ASI is standard. Boring, but necessary.
Level 5
You have reached the peak of your abilities. What does this "final form" look like? Are you capable of wordless communication? Perhaps you can't even remember what it was like before the bond. Maybe you look back on those days with fondness. To each their own.
Bolstered Intervention
Interventions are cast as 4th level spells.
True Visage
Your ward companion is all grown up. They do lots of damage, take a long time to die, and are generally worthy of your being.
Grant your companion constant advantage on one skill check, proficiency in one saving throw, and +2 to an ability score up to a max of 22. You must excel at each relevant ability score.
Also, as an action, your companion can assume (and unassume) your origin and rough appearance while keeping their original size, and can also allow you to speak through them with your own voice.
You are now able to draw directly from your bond's character, gaining a bunch of useful perks from your immense familiarity with the entity your bonded with. You do have to decide what your bond actually looks like, which may be challenging, but by now you should have at least a general idea.
Bond Nature
Your nature defines how you act around your ward. Are you a silent watcher? Potent presence? Flighty... thing? Pick one! If you pick two, the DM will get upset.
Vigilant
Likely origins: celestial, construct, dog, sylvan
A vigilant bond actively watches out for the welfare of its ward, as well as those nearby.
You act as a guardian, extending your protection to others. You can intervene on friendly creatures within 30 feet of your ward, and can use shield once as a free intervention without requiring a trigger. Additionally, you can intervene if a friendly creature within 30 feet is critically hit or falls to 0 hit points. Choose either the light, mending, or spare the dying cantrip. You can cast it as a bond action on a target within 30 feet of your ward that they are aware of. You catch a faint glimpse of a creature's soul.
While you appear to a creature, you can detect if its morality (e.g. "good") is the same as yours. If it is, you can add a d4 to one ability check it rolls per round (until you leave). You have a nose for danger. When your ward presents you two distinct possibilities, you instinctively know which one is less dangerous. If both are similarly risky, you choose the one which offers a greater reward. If your ward chooses the risky option or neither option, you take protective measures. There's a 50% you lie the next time your ward presents two choices. You serve as a buffer, anticipating potential threats. After your ward takes a long rest, choose a damage type. Gain a pool of points equal to your bonded soul level * 5. When your ward takes damage of that type, you can spend these points to reduce it by up to half. By extending your influence to others, you subtly shape their destiny. As a bond action, grant a creature the ability to reroll three d20 rolls of its choice. You can't grant this boon to the same creature twice. Likely origins: dragon, elemental, fiend (devil), A forceful bond is full of power, and eager to use it. One problem: the vessel can be overwhelmed by it.
By pushing the constraints of your vessel, you exceed your own limits. If you've already used an Intervention, you can use it one more time. If you do, a drawback occurs. If two drawbacks occur before your ward finishes a long rest, you suffer the effects of feedback until a a long rest is finished. Additionally, you can intervene if a hostile creature within 30 feet is critically hit or falls to 0 hit points. Choose either the control flames, shape water, or shape earth cantrip. It can be cast as a bond action.Level 1: Protector
Possible reasons why your bond is protective: a sense of duty, compassion, or just because you asked nicely.
Bonus: Guide (Manifest Symbol)
Think of this as your bond brushing up against the essence of another creature. Creepy? Yeah, slightly.
Level 2: Keep from Harm
Inspired by the 4e ritual Hand of Fate! Your DM is responsible for your bond's answer. Also, your bond will (likely) be consistent if it lies, so presenting the same option multiple times is not a valid workaround.
Level 3: Insulating Aura
This uses all levels you've invested in bonded soul, so if you're Level 3 with 1 bonus level, gain 20 points.
Level 5: Gentle Nudge
The lucky feat for anyone that your bond decides deserves it, but can only be granted once. Ever.
FORCEFUL
toddlerLEVEL 1: Power at a Cost
By far the strongest base ability (and also the most boring cantrips) comes from forceful bonds. However, the consequenes can be devastating. To figure out your drawback, roll a 1d6 on the drawback table.
| 1d6 | Drawback | Description (from player perspective) |
|---|---|---|
| 1 | Drained | Roll again. If you roll this twice, gain a level of Exhaustion. |
| 2 | Numb | Become blind, deaf, or mute for the next hour (roll 1d3: 1=blind, 2=deaf, 3=mute). |
| 3 | Awestruck | Disadvantage on saving throws for the next hour or until your health falls to 0. |
| 4 | Recoil | Spend a hit die and take damage equal to the result. |
| 5 | Feedback | Lose all features granted by your bond for the next minute. |
| 6 | Withstand | Roll again. If you roll this twice, you suffer no penalty. |
BONUS: Analyze (Manifest Symbol)
You are able to identify a creature's defenses. When your ward finishes a long rest, choose a damage type. While you appear to a creature, you know how that damage type affects it, as well as if there are any spells cast on it. If it is willing, you learn what the spells are.
LEVEL 2: Unleashed Strength
When circumstances align, you are able to unleash your full might. When your ward lands a critical hit, the target suffers a drawback. If the roll is a 4 or 5, stun the creature until the end of your next turn instead.
LEVEL 3: Focused Blow
Your force enhances attacks, causing them to hit with extreme prejudice. Choose a damage type. Once per turn when you or your ward hit a creature with that type of damage, increase the damage roll by 1d8.
LEVEL 5: Overwhelming Power
Your companion is now resilient enough to channel your full power and survive. When you use an Intervention, you can reroll any number of damage dice once, using the new result. Also, your companion can suffer 3 drawbacks before entering its feedback state.
Capricious
Likely origins: cat, ethereal, fey, fiend (demon)
A capricious bond could test the patience of anyone.
Intentional or not, you have a penchant for causing mischief. When you use an intervention, you can (and should) roll on the wild magic table twice, and choose the result. Use your resonating modifier for any spells cast from it. Additionally, you can intervene if a creature within 30 feet rolls a natural 1 or 20. Choose either the druidcraft, mage hand, or prestidigitation cantrip. It can be cast as a bond action. You probe at a creature, discovering its nature in the process. While you appear to a creature, you can detect its origin (aka type). If it is humanoid, you can change its emotional state to annoyed, but alert. You can pretend to influence the real world! You can cast the cantrip minor illusion within 30 feet of your ward as a bond action. When you cast it, you can choose which creatures are able to notice it. Other creatures don't know it's there. If a creature identifies it as an illusion, it automatically notices all other illusions you cast this way for the next 24 hours. Revenge serves as a constant in your otherwise sporadic nature. Choose a damage type. When your ward is attacked or forced to roll a saving throw, you can deal 1d6 damage of that type to the dealer as a bond action. For each successive round you use this feature on the same creature, double the number of d6 rolled. You separate part of yourself for a time, allowing you to fly freely. As a bond action, become a bodiless spirit with 60 feet of both true sight and fly speed. You can remain in this form for up to a minute at a time. Your companion knows your location instinctively. At any time before the minute is up, you can teleport your companion to your current location as a bond action. If you teleport your companion, they must finish a short or long rest before you can teleport them again.Level 1: Troublemaker
It's about to get wild! If you're not a spell caster, this table has martial friendly results for wild magic rolls. (The main table is at the end of the sorcerer class.)
Outcome
Changed Result (from player perspective)
21-22
You have advantage on all attacks next turn.
27-28
For the next minute, if you don't attack as an action, you can attack as a bonus action.
33-34
Maximize the damage of the next attack you hit within the next minute.
59-60
Regain hit dice equal to bonded soul level.
99-00
You regain all expended Interventions.
Bonus: Harrass (Manifest Symbol)
Think of annoyed alertness as a way to not fall asleep or to bother someone. It is likely not optimal for distractions, nor does it grant exceptional awareness.
Second Level: Just a Prank
Level #3: Instant Payback
Level Five: Free Spirit
Interventions
At Level 1, cast as 2nd level spells. At Level 3, cast at 3rd. And, at Level 5, cast at (you guessed it) 4th level.
Prerequisites
For each Intervention, pick a prerequisite. Your nature grants you another one. If it's possible, the spell must include your ward or a creature within 30 feet that triggered it. To intervene without a prerequisite, you and your ward must Concentrate for 1 minute first.
- your ward is targeted by a 1st level or higher spell
- your ward is afflicted with a negative condition
- a hostile creatures moves within 10 ft of your ward
- your ward takes half their current HP in damage
- your ward is hit when it's not the attacker's turn
Vigilant Intervention List
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1st: Sanctuary, Heroism, Cure Wounds, Absorb Elements
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2nd: Warding Wind, Silence, Lesser Restoration, Calm Emotions
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3rd: Daylight, Spirit Guardians, Dispel Magic, Beacon of Hope
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4th: Fire Shield, Otiluke's Resilient Sphere, Aura of Purity, Aura of Life
Forceful Intervention List
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1st: Earth Tremor, Dissonant Whispers, Thunderwave, Command
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2nd: Earthbind, Phantasmal Force, Darkness, Blindness Deafness
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3rd: Fear, Hunger of Hadar, Erupting Earth, Slow, Fireball
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4th: Phantasmal Killer, Wall of Fire, Compulsion, Conjure Minor Elementals
Capricious Intervention List
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1st: Grease, Chaos Bolt, Tasha's Hideous Laughter, Faerie Fire
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2nd: Enlarge / Reduce, Suggestion, Misty Step, Web
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3rd: Major Image, Counterspell, Hypnotic Pattern, Conjure Animals
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4th: Banishment, Polymorph, Confusion, Dimension Door
Affinity
At Level 2, the first spell can be cast at will and the second for a limited time. At Level 4, the second can be cast at will, and the third for a limited time.
Themes (Choose One per Affinity)
Movement
- Longstrider
- Spider Climb
- Haste (debuff always occurs when ended)
Flight
- [Light] Jump (also cuts all fall damage in half)
- [Kinda] Fly (use base speed instead of 60 ft)
- [Suppa] Fly (1 min. duration, combine fly and blur)
Vision
- Darkvision (also adds 60 ft to natural Darkvision)
- See Invisibility
- Blindsight (custom, see Stuff)
Sneak
- Pass With
outTrace (+5 Stealth, only affects you) - Invisibility
- Meld Into Stone
Communication
- Comprehend Languages
- Sense Emotions
- Tongues
Protection
- Protection from Evil and Good
- Protection from Poison
- Protection from Energy
Modification
- Disguise Self
- Alter Self
- Gaseous Form
Antimagic
- Detect Magic
- Deflect Magic (custom, see Stuff)
- Nondetection
Nature
- Speak with Animals
- Speak with Plants
- Locate Creature (can't change creature if re-cast)
Water
- Water Breathing (self only)
- [Fast] Water Walking (self only, +10 ft on water)
- Repel Water (custom, see Stuff)
Assorted Stuff
Feat: Unbonded Soul
If necessary, choose your bond characteristics (see Bond feature). Then, grant the following benefits:
- +1 to an ability score
- a 1st level Intervention (or higher with Levels)
- advantage on ability checks to identify, track, or understand the motives of creatures that share your bond's origin
Unbonded Soul can be taken as a feat either before or after becoming a Bonded Soul, or even granted as a consequence of acquiring an ability, curse, or item.
Feat: Bond Ritual Casting
For each Bondeded Soul level you have, choose a ritual of a matching level. For example, if you're Level 2, gain one (possibly two) 1st and one 2nd level spell. Spells can be replaced when your ward levels up. While casting a ritual, you can't use other bond actions, and your ward cannot take damage or be incapacitated.
Bond Ritual Casting requires levels in Bonded Soul but doesn't require all spells to belong to a single class. Also, any creatures summoned by it are controlled by your bond. Even familiars can have familiars!
Custom Spells
Since casting time, components, range, and target are all irrelevant, they are not included in the spell.
Deflect Magic
2nd-level abjuration
- Duration: Concentration, up to 1 minute
Your entire body resonates with strange frequencies, attempting to deflect magical abilities. Spell attacks against you are rolled at disadvantage, and you have advantage on saving throws against magical abilities.
Blindsight
3rd-level transmutation
- Duration: 1 hour
Who even needs eyes, anyway? For the duration, gain blindsight out to a range of 60 feet.
Repel Water
3rd-level transmutation
- Duration: Concentration, up to 1 hour
A constant force pushes all nonmagical liquid up to 20 feet away from you. You can use this to walk on ocean floors, jetpack over lava lakes, or float around in a bubble. Use your default speed for movement.
Build-a-Bond
Here, you'll find a few tables. They can be rolled on, but are meant more for inspiring ideas than creation.
| d12 | Origin | Example |
|---|---|---|
| 1 | Aberration | a friendly being from another realm |
| 2 | Beast | A giant eagle flock living in your sword |
| 3 | Celestial | a guardian sent from your god |
| 4 | Construct | a computer connected to your mind |
| 5 | Dragon | a great dragon's husk you absorbed |
| 6 | Elemental | a mighty force from the earth's core |
| 7 | Ethereal | A lifelong friend that only you can see |
| 8 | Fey | A mischievous presence that likes you |
| 8 | Fiend | a devil contracted to you against its will |
| 10 | Plant | A tree of life that is slowly withering |
| 11 | Sylvan | The once protector of a dead forest |
| 12 | Undead | A past self that doesn't realize it's dead |
| d6 | Quirk |
|---|---|
| 1 | Likes flowery speech. Probably too much. |
| 2 | Wants you to steal anything shiny. |
| 3 | Really hates gnomes. And I mean really. |
| 4 | Brags about past accolades, which are all made up. |
| 5 | Likes to bring up logic puzzles. They're really easy. |
| 6 | Tries to scare you by shouting "Boo!" in your head. |
| d6 | Attitude |
|---|---|
| 1 | Respectful: holds you in high esteem |
| 2 | Argumentative: always thinks there's a better way |
| 3 | Admiring: fawns over you at every opportunity |
| 4 | Friendly: thinks of you as its best bud |
| 5 | Superior: considers itself better than you |
| 6 | Standoffish: only talks to you when necessary |
Also check out... (all written traditionally)
- Goon: rogue subclass
- Way of the Eternal Mind: monk subclass
- Trailblazer: CHA/INT martial class. Complicated!
- Helot: INT martial class. Defined by subclasses.
- Cildraphytes: race of plant-like humanoids
Caveat Emptor: many of these are not playtested.
Credits
- GMBinder - for providing a platform to make this
- ControlZero - for making it
- Everyone who gave feedback - for giving feedback
