Fey Warden

by Guaritor

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Fey Warden

Spirit Bond

By 3rd level, you have formed a bond with a fey spirit that accompanies you on your adventures and fights alongside you. To summon your bonded spirit from the Feywild to this plane, you must spend an hour performing a ritual. When summoned, the spirit takes the form of a beast you choose (their size is always Medium), and they appear in an unoccupied space within 10 ft of you.

If you spend an hour performing that same ritual while your bonded spirit is currently on this plane, you can alter the form it takes and change any other attributes from it's stat block.

When your fey spirit drops to 0 hit points, it returns to the Feywild, leaving behind no physical form. You can spend an hour performing the summoning ritual to summon it back to you.

Like any creature, it can spend Hit Dice during a short rest to regain hit points.

As an action, you can temporarily dismiss your fey spirit. It disappears into a pocket dimension where it awaits your summons. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.

The spirit obeys your commands as best as it can. It takes its turn on your initiative. On your turn, you can verbally command the spirit where to move (no action required by you). You can also use a bonus action to verbally command it to take the Attack, Dash, Disengage, Help action, or us an ability. If you don't issue a command, the spirit takes the Dodge action.

If you are incapacitated or absent, the spirit acts on its own, focusing on protecting you and itself. The beast never requires your command to use its reaction, such as when making an opportunity attack.

Calculating your spirit's stat block

Each time you perform the ritual to summon your spirit, you determine it's stats using the rules below:

  • It's ability scores are equal to your own, so if your dexterity increases, so does your spirits.
  • Your spirits proficiency modifier is also equal to your own.
  • Your spirits AC is equal to + it's proficiency modifier + its dexterity modifier.
  • It has maximum hit points equal to 5 + it's constitution modifier and then multiplied by your level in this class.
  • Your spirit's hit die is a d8, and he has hit die equal to your level in this class.
  • Upon summoning your spirit, you can also choose two skills for it to be proficient in, and add it's proficiency bonus to those skills when it makes skill checks.
  • Your spirit's attacks use dexterity, so it's attack modifier is it's dexterity modifier + it's proficiency modifier. The damage for that attack is 1d6 + it's dexterity modifier.
  • You determine the type of damage the attack does based on what would fit the form you chose for your spirit. A bear might deal slashing damage with it's claws, while a wolf may deal piercing damage by biting with it's teeth.

You can use the stat block below to help you calculate your spirit's stats:


Fey Spirit

Medium, Neutral


  • Armor Class 10 + Proficiency Modifier + Dex
  • Hit Points (5 + Con) x your level in this class
  • Hit Dice d8 x your level in this class
  • Speed 30 ft

STR DEX CON INT WIS CHA
* * * * * *

  • Saving Throws DEX, WIS
  • Skills 2 Skills you choose upon summoning
  • Senses Darkvision 60
  • Languages Languages

Actions

Attack. Melee Weapon Attack: Proficiency Bonus + Dex, Reach 5 ft., one target. Hit: 1d6 + Dex Bludgeoning/Piercing/Slashing Damage

Spiritual Training

When you reach 7th level, your spirit has gained experience and learned a few new tricks. When you summon your spirit and are determining it's statistics, your spirit also gains one of the abilities listed below, that you choose.

  • Pack Tactics. Your spirit has advantage on an attack roll against a creature if at least one of your spirit's allies is within 5 feet of the creature and the ally isn’t incapacitated.

  • Bind. Your spirit can use it's action to attempt to constrain a creature. Your spirit can make a normal attack. If that attack hits, in addition to the normal effects, the target is grappled (escape DC 8+STR+Prof). Until this grapple ends, the creature is restrained, and the your spirit can not take any action other than the move action.

  • Keen Senses. Your spirit gains advantage on Wisdom (Perception) checks that rely on sight, sound, or smell.

  • Mobility. Your spirit gains either a climb or a fly speed equal to it's normal movement speed

  • Heart Sight. The spirit touches a creature and magically knows the creature's current emotional state. If the target fails a DC 10 Charisma saving throw, the spirit also knows the creature's alignment. Celestials, fiends, and undead automatically fail the saving throw.

Enhanced bond

When you reach 11th level, your bond with your spirit has strengthened immensely.

While your spirit is within 1 mile of you, you can communicate with it telepathically. Additionally, as an action, you can see through your spirit's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.

Also, when you summon your spirit and choose an ability from your Spiritual Training feature, you also gain that ability.

Spirit Ties

When you reach 15th level, you and your fey spirit's fates have become entirely intertwined. What happens to one, deeply affects the other.

While you and your spirit are within 30 feet of each other, you can make any spell that targets only you also target your fey spirit.

Ideas

  • Bond to transfer damage taken between spirit and character
 

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