A vigilant bond actively watches out for the welfare of its ward, as well as those nearby. ### Level 1: Protector *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. ###### Possible reasons why your bond is protective: a sense of duty, compassion, or just because you asked nicely. ### Bonus: Guide (Manifest Symbol) *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). ###### Think of this as your bond brushing up against the essence of another creature. Creepy? Yeah, slightly. \columnbreak ### Level 2: Keep from Harm *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. ###### 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 *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. ###### 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 *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. ###### The lucky feat for anyone that your bond decides deserves it, but can only be granted once. Ever. ## FORCEFUL *Likely origins: dragon, elemental, fiend (devil), ~~toddler~~*
A forceful bond is full of power, and eager to use it. One problem: the vessel can be overwhelmed by it. ### LEVEL 1: Power at a Cost *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. ###### 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. \pagebreakNum | 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. ### Level 1: Troublemaker *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. \columnbreak Choose either the *druidcraft*, *mage hand*, or *prestidigitation* cantrip. It can be cast as a bond action. ###### 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) *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. ###### 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 *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. ### Level #3: Instant Payback *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. ### Level Five: Free Spirit *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. \pagebreakNum \columnbreak ## 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 - ##### **1st:** Sanctuary, Heroism, Cure Wounds, Absorb Elements - ##### **2nd:** Warding Wind, Silence, Lesser Restoration, Calm Emotions - ##### **3rd:** Daylight, Spirit Guardians, Dispel Magic, Beacon of Hope - ##### **4th:** Fire Shield, Otiluke's Resilient Sphere, Aura of Purity, Aura of Life ### Forceful Intervention List - ##### **1st:** Earth Tremor, Dissonant Whispers, Thunderwave, Command - ##### **2nd:** Earthbind, Phantasmal Force, Darkness, Blindness Deafness - ##### **3rd:** Fear, Hunger of Hadar, Erupting Earth, Slow, Fireball - ##### **4th:** Phantasmal Killer, Wall of Fire, Compulsion, Conjure Minor Elementals ### Capricious Intervention List - ##### **1st:** Grease, Chaos Bolt, Tasha's Hideous Laughter, Faerie Fire - ##### **2nd:** Enlarge / Reduce, Suggestion, Misty Step, Web - ##### **3rd:** Major Image, Counterspell, Hypnotic Pattern, Conjure Animals - ##### **4th:** Banishment, Polymorph, Confusion, Dimension Door \columnbreak ## 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~~out~~ Trace (+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*) \columnbreak \pagebreakNum ## 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. \columnbreak ### 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|