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The Bonded
\pagebreak # Bonded A warrior wielding a bow lies in wait as it looks for an opportunity to loose its arrow. As their prey is lulled into a false of security, the warrior looses their bow as a panther strikes from the underbrush, attacking in unison. A horde of goblins looses a barrage of arrows onto a defender saving a village. An ooze spreads its body and moves to block the arrows as the defender charges to attack the horde. A robed figure wielding a dagger infiltrates a mage's tower, along with their dagger that shifts and moves in the darkness with no wielder. They speak although wordless, communicating through thought alone. Companion, friend, ally, partner. There are those who live their life alone, walking the road of life with on their own voice. Then there are those who choose to share their life with a companion, sharing a connection deeper than blood, deeper than a soul. Bonded are those who have given up the walk of solitude and spend the rest of their life with someone who they share a mystical connection with. ### Companion For Eternity The bond between a bonded and their ally is eternal, it goes deeper than distance and even deeper than death. They look out for each other as if they share a lifeline because when you share a life, what else can not be given. ### Mystical Thread The connection between a bonded and their ally is like a thread. They are always connected in ideal, mind, and action. A bonded and their ally must always work towards the same ideals to maintain this connection. ### Creating a Bonded When making a bonded, work out how you came in contact with your companion and what is the root of the connection that you share. When did you meet? When did you decide to spend your life together? What did you do to solidify that bond? What led you to go down the path of adventure? What is it you both seek? ### Quick Build You can make a bonded quickly by following these suggestions. First, put your highest ability score in Wisdom, followed by Strength. Second, choose the hermit background. ### Multiclassing To multiclass in or out of this class, you must have a minimum of Strength 13 and Wisdom 13. Additionally if you multiclass into this class you gain proficiency in light armor, medium armor and simple weapons. \columnbreak
##### The Bonded | Level | Proficiency Bonus | Features | Tactics Known | Bond Die | # of Bond Die | |:-----:|:-----------------:|:--------:|:-------------:|:--------:|:-------------:| | 1st | +2 | Bonded Partner, Bonded Ally | - | - | - | | 2nd | +2 | Fighting Style | 2 | 1d4 | 2 | | 3rd | +2 | Team Tactics | 2 | 1d4 | 2 | | 4th | +2 | Ability Score Improvement | 3 | 1d6 | 2 | | 5th | +3 | Extra Attack | 3 | 1d6 | 2 | | 6th | +3 | Bond Style Feature, Power of Kinship | 3 | 1d6 | 3 | | 7th | +3 | Steel Resolve | 3 | 1d6 | 3 | | 8th | +3 | Ability Score Improvement | 4 | 1d8 | 3 | | 9th | +4 | Battle Vigor | 4 | 1d8 | 3 | | 10th | +4 | Bond Style Feature | 4 | 1d8 | 4 | | 11th | +4 | Revitalizing Memory (x1) | 4 | 1d8 | 4 | | 12th | +4 | Ability Score Improvement | 5 | 1d10 | 4 | | 13th | +5 | Aiding Ally | 5 | 1d10 | 4 | | 14th | +5 | Bond Style Feature | 5 | 1d10 | 5 | | 15th | +5 | Reliable Tactics | 5 | 1d10 | 5 | | 16th | +5 | Ability Score Improvement | 6 | 1d12 | 5 | | 17th | +6 | Revitalizing Memory (x2) | 6 | 1d12 | 5 | | 18th | +6 | Strength of the Connection | 6 | 1d12 | 6 | | 19th | +6 | Ability Score Improvement | 7 | 1d12 | 6 | | 20th | +6 | Perfect Synchronization | 7 | 1d12 | 6 |
\pagebreak ## Class Features As a bonded, you gain the following class features #### Hit Points ___ - **Hit Dice:** 1d8 per bonded level - **Hit Points at 1st Level:** 8 + your Constitution modifier - **Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per bonded level after 1st #### Proficiencies ___ - **Armor:** Medium and light armor - **Weapons:** Simple weapons - **Tools:** None ___ - **Saving Throws:** Strength, Wisdom - **Skills:** Choose two from skills from Animal Handling, Athletics, Insight, Intimidation, Nature, Perception, and Survival #### Equipment You start with the following equipment, in addition to the equipment granted by your background: - *(a)* chain shirt or *(b)* studded Leather armor - *(a)* two handaxes or *(b)* any simple weapon - *(a)* a dungeoneer's pack or *(b)* an explorer's pack - any two simple weapons ### Bonded Parter At 1st level, you choose a Bonded Partner that grants you a bonded ally that you work in tandem with. The bond style you choose grants you features at 1st level and again at 6th, 14th, and 18th level. ### Bonded Ally At 1st level, you gain a bonded ally based on your Bonded Partner. Like any creature, your bonded ally can spend Hit Dice during a short rest. It's proficiency bonus is equal to your bonus. Its game statistics is in an accompanying stat block, which uses your proficiency bonus (PB) in several places. Your bonded ally obeys your commands as best as it can. In combat, your bonded ally shares your initiative count, but it takes its turn immediately after yours. You control your bonded ally to move and take actions like any other creature but they understand you on a level where you don't need to verbally command them. If you are incapacitated or absent, your bonded ally acts on its own, focusing on protecting you and itself. If your bonded ally dies, you can revive it by spending 8 hours magically tugging on the connection with your bonded ally which can be done during as part of a long rest. On a long rest, your bonded ally finds it's way back to you, mystically teleporting to your side. If you are transported to another plane of existence, the bond between you and your ally form a mystical thread that brings them along with you. \columnbreak ### Fighting Style At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again. * **Archery.** You gain a +2 bonus to attack rolls you make with ranged weapons. * **Back to Back Fighting.** When you and your bonded ally are within 5 feet of each other, you both gain a +1 bonus to AC and +1 to all attack rolls made. * **Defense.** While you are wearing armor, you gain a +1 bonus to AC. * **Great Weapon Fighting.** When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit. * **Interception.** When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction. * **Protection.** When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield. * **Thrown Weapon Fighting.** You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll. * **Two-Weapon Fighting.** When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. ### Team Tactics At 3rd level, you learn tactics to perform with your bonded ally that use a special dice called bond dice. ***Tactics.*** You learn two tactics of your choice. You can use a tactic on either your turn or your bonded ally's but you can use only one tactic per round. When you gain certain bonded levels, you gain additional tactics of your choice, as shown in the Tactics Known column of the Bonded table. A level prerequisite refers to your level in this class. Additionally, when you gain a level in this class, you can choose one of the tactics you know and replace it with another tactic that you could learn at that level. **Bond Die.** You have two bond dice, which are d4s. A bond die is expended when you use a tactic. If you use or gain a tactic that does not use a bond die, then one is not expended. You regain all of your expended bond die dice when you finish a short or long rest. **Saving Throws.** Some of your tactics require your target to make a saving throw to resist the tactic's effects. The saving throw DC is calculated as follows: **Tactics save DC** = 8 + your proficiency bonus + your Wisdom modifier \pagebreak
### Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. ### Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. You can forgo one of your attacks to have your bonded ally make an attack instead. ### Power of Kinship At 6th level, all attacks made by you or your bonded ally count as magical when bypassing resistances and immunities. ### Steel Resolve Starting at 7th level, you can use your action to end one effect on yourself that is causing you or your bonded ally to be charmed or frightened. ### Battle Vigor At 9th level, you and your bonded ally can inspire each other in the mist of battle. When you or your bonded ally makes a critical hit, the other has advantage on the next attack roll they make before the end of your next turn. ### Revitalizing Memory At 11th level, your bond with your ally is so strong, the memory of them in your last breath invigorates you. When you or your bonded ally is reduced to 0 hit points but not killed outright, the other can spend their reaction to cause them to drop to 1 hit point instead. Each of you can use this feature once per long rest. Each of you can use this feature twice between long rests starting at 17th. ### Aiding Ally At 13th level, when you or your bonded ally makes an ability check, you can add one roll of your bond die to the roll. ### Reliable Tactics At 15th level, when you roll a 1 or 2 on a bond die, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. ### Strength of the Connection At 18th level, when you or your bonded ally makes a Strength or Wisdom saving throw, you can add one roll of your bond die to the roll. ### Perfect Synchronization At 20th level, you can use your Team Tactics twice per turn rather than once. Additionally you gain a number of bond die equal to your Wisdom score. \pagebreak
### Bond of the Beast #### Bestial Ally At 1st level, you form a bond with a beast of nature and you yourself form a connection to the wild and to it's savagery. When you form the bond, you can decide whether your bestial ally thrives on air, land or water. ___ > ## Bestial Ally >*Small or medium beast* > ___ > - **Armor Class** 13 + PB > - **Hit Points** 5 times your Bonded level (the bestial ally has a number of hit dice [d10s] equal to your bonded level) > - **Speed** 40 ft., climb 40ft. (land only), 5 ft., swim 60ft. (water only) 10 ft., fly 60ft. (air only) >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14 (+2)|14 (+2)|15 (+2)|8 (-1)|12 (+1)|11 (+0)| >___ > - **Senses** darkvision 60 ft. > - **Languages** understands the languages you speak > ___ > ***Bestial Power (land only).*** The beast has advantage on any attack rolls to grapple creatures of size medium or smaller. > > ***Amphibious (water only).*** The beast can breathe both air and water. > > ***Flyby (air only).*** The beast doesn't provoke opportunity attacks when it flies out of an enemy's reach. > ### Actions > ***Strike.*** *Melee Weapon Attack:* +4 plus PB to hit, reach 5 ft., one target. Hit: 1d8 + 2 + PB bludgeoning, slashing or piercing damage. #### Savage Frenzy At 6th level as a bonus action on either of your turns, you can both enter into a savage frenzy. While frenzied, you both gain the following benefits: * You have advantage on Strength checks and Strength saving throws. * When you make an attack roll on your turn, your bestial ally has advantage on the next attack roll it makes. * While you are within 5 feet of each other, you and your bestial ally gain a +1 bonus to AC. The frenzy lasts for 1 minute or until either of you is incapacitated. You can also end your rage on your turn as a bonus action. \columnbreak #### Ferocious Strikes At 10th level, while you are frenzied, when you or your bestial ally makes an attack roll, you can add one roll of your bond die to the roll. You can use this feature of number of times equal to your proficiency bonus. You regain all expended uses on a short or long rest. #### Perfect Unity At 14th level, when you or your bonded ally makes an attack roll, the other can spend a reaction to make one against the same target. Once per turn, if either of you have used your reaction, you can spend 1 bond die instead. \pagebreak
### Bond of the Blade #### Blade Ally At 1st level you bond with a sentient spirit that can possess weapons. Your bonded ally takes the form of a simple or martial melee weapon that deals bludgeoning, piercing or slashing damage of your choice. You can have the spirit possess another weapon during a short or long rest. When your bonded ally possesses a magical weapons, it gains any properties of the magical weapon as if it was attuned to the weapon. ___ > ## Sentient Weapon >*Small construct* > ___ > - **Armor Class** 10 + PB > - **Hit Points** 4 times your Bonded level (the sentient weapon has a number of hit dice [d8s] equal to your bonded level) > - **Speed** 0 ft., fly 30 ft. (hover) >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|12 (+1)|15 (+2)|11 (+0)|10 (+0)|10 (0)|1 (-5)| >___ > - **Damage Immunities** Poison, Psychic > - **Condition Immunities** Blinded, Charmed, Deafened, Petrified, Poisoned > - **Senses** Blindsight 30 ft. (blind beyond this radius) > - **Languages** understands the languages you speak > ___ > **Antimagic Susceptibility.** The weapon is incapacitated while in the area of an antimagic field. > > **False Appearance.** While the weapon remains motionless and isn't flying, it is indistinguishable from a normal weapon. > ### Actions > ***Weapon Strike.*** *Melee Weapon Attack:* +3 plus PB to hit, reach 5 ft., one target. Hit: 1d8 plus PB bludgeoning, slashing or piercing damage. #### Wielded Weaponry At 6th level, as a bonus action you can wield your bonded ally, when you do so they forgo their turn and transform into an item with the same abilities as the weapon they possess. When you make a melee weapon attack with the weapon, you can add +1 to the damage roll. #### Shifting Form At 10th level you can choose one of the following property to apply to your bonded ally. When you are wielding your bonded ally, any properties affect you as if you were making the weapon attack. **Reach.** Your bonded ally's weapon strike has a reach of 10 feet. **Thrown.** Your bonded ally's weapon strike can instead be made as a ranged weapon attack with a range of (30/120) and once they make the attack, they return back to their original position. **Flametouched.** When you bonded ally makes a weapon attack, they deal an additional 1d6 fire damage. **Precise.** When your bonded ally makes a weapon attack, they can add +1 to the attack roll. **Ranged.** Your blade ally can now possess the form of a simple or martial ranged weapon that deals bludgeoning, piercing or slashing damage. It's Weapon Strike has a range equal to the range of the weapon it possesses. #### Superior Arsenal At 14th level, you gain one of the following benefits based on the damage type of your weapon. **Damage Defense.** *(bludgeoning only)* When you or your bonded ally makes an attack that deals bludgeoning damage against a creature, they must make a Constitution saving throw against your Tactics save DC or have their AC reduced by 1 until the end of your next turn. **Bleeding Strike.** *(slashing only)* When you or your bonded ally makes an attack that deals slashing damage against a creature they must make a Constitution saving throw against your Tactics save DC or take half the damage until the end of their next turn. **Thousand Wounds.** *(piercing only)* When your bonded ally makes a weapon attack, they can use their bonus action to make another. \pagebreak
### Bond of the Ooze #### Ooze Ally At 1st level, you bond with an ooze. ___ > ## Ooze Ally >*Medium Ooze* > ___ > - **Armor Class** 13 + PB > - **Hit Points** 5 times your Bonded level (the ooze has a number of hit dice [d10s] equal to your bonded level) > - **Speed** 15 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14 (+2)|5 (-3)|20 (+5)|5 (-3)|6 (-2)|1 (-5)| >___ > - **Condition Immunities** Blinded, Charmed, Deafened, Exhaustion, Prone > - **Senses** Blindsight 60 ft. (blind beyond this radius) > - **Languages** understands the languages you speak > ___ > ***Transparent.*** Even when the cube is in plain sight, it takes a successful DC 15 Wisdom (Perception) check to spot a cube that has neither moved nor attacked. A creature that tries to enter the cube's space while unaware of the cube is surprised by the cube. > ___ > ### Actions > **Pseudopod.** Melee Weapon Attack: +4 plus PB to hit, reach 5 ft., one creature. Hit: 1d6 plus PB acid damage. The creature must make a Strength saving throw against your Tactic save DC or become grappled by the ooze. #### Sticky Pseudopod At 6th level, when a creature is hit with your bonded ally's pseudopod and fails the saving throw, it is restrained as well as grappled. Additionally, when your bonded ally hits a creature with an attack of opportunity, the creature's speed becomes 0 for the rest of the turn. #### Engulf At 10th level, your oozes size becomes large and they can engulf a creature. As an action, your bonded ally can attempt to engulf a creature within 5 feet of it. The creature must make a Dexterity saving throw against your Tactics Save DC. On a successful save, the creature can choose to be pushed 5 feet back or to the side of your bonded ally. A creature that chooses not to be pushed suffers the consequences of a failed saving throw. On a failed save, your bonded ally enters the creature's space, and the creature takes 3d6 acid damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 6d6 acid damage at the start of each of its turns. When your bonded ally moves, the engulfed creature moves with it. An engulfed creature can try to escape by taking an action to make a DC 12 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of your bonded ally. #### Spread Body At 14th level, your bonded ally can spread themselves across the entire found causing the area in a 30 feet radius to become difficult terrain for all creatures except for you and your allies. Additionally hostile creatures take 3d6 acid damage at the start of each turn they start within the radius. While they are spread out, all attacks made against them are made with advantage. \pagebreak ### Bond of the Parasite #### Parasitic Ally At 1st level, you bond with an aberrant parasite. ___ > ## Parasite >*Small aberration* > ___ > - **Armor Class** 9 + PB > - **Hit Points** 3 times your Bonded level (the parasite has a number of hit dice [d6s] equal to your bonded level) > - **Speed** 0 ft., fly 15 ft. (hover) but can't move more than 10 feet away from you >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|10 (+0)|15 (+2)|15 (+3)|15 (+3)|6 (-2)| >___ > - **Damage Immunities** Psychic > - **Senses** darkvision 60 ft. > - **Languages** Deep Speech, it can speak the languages you speak > ___ > ### Actions > ***Aberrant Beam.*** *Ranged Spell Attack:* +3 plus PB to hit, range 60 ft., one creature. Hit: 1d10 plus your PB force damage. #### Psychic Wave At 6th level, when a creature makes a weapon attack against you, your bonded ally can use their reaction to force the creature to make a Wisdom saving throw. If they fail, they must make the attack roll with disadvantage and take 1d8 psychic damage. #### Second Brain At 10th level, you can add one roll of your bond die to any Charisma, Wisdom, and Intelligence saving throws. Additionally your bonded ally acts as a secondary pair of eyes which is always watching and alert even when you arn't, you can't be surprised while your bonded ally is conscious. #### Mind Thief At 14th level, your bonded ally can twist it's way into the mind of other creature, making them do your bidding. As an action, your bonded ally can try and twist the mind of a creature. A creature within 60 feet must make a Wisdom saving throw againt your Tactic save DC or be charmed by you. While it is charmed by you, you can use your bonus action to give it a command which it does on it's turn. It can repeat the saving throw at the end of each of it's turns, ending the effect on a success. You can use this feature a number of times equal to your proficiency bonus and regain all expended uses on a long rest. \columnbreak ## Team Tactics ### Alert Partner When you or your bonded ally make a Dexterity saving throw against an effect either of you can see, they can add one roll of your bond die to the roll. ### Shielding Bond As a reaction to you or your bonded ally taking damage, the other can tug on your mystical bond to reduce the damage taken by one roll of your bond die. ### Vengeful Strike As a reaction to your or your bonded ally being attacked, the other can spend their reaction to make an attack against the creature. They can add one roll of your bond die to the attack roll. ### Ready for Battle When you make an initiative roll, you can add one roll of your bond die to the roll. ### Distraction Tactic **Prerequisite: 4th level** As a reaction to you or your bonded ally being attacked, you can reduce the attack roll by one roll of your bond die. ### Invigorate **Prerequisite: 4th level** After you and your bonded ally, take a short or long rest, you can spend 1 bond die to gain temporary hit points equal to the amount rolled. ### Coordinated Action **Prerequisite: 8th level** When you or your bonded ally uses their action or bonus action to take the dash, dodge or disengage action, the other also gains the benefit of the action. Additionally, until of their turn, their AC increases by one roll of your bond die. \pagebreak ### Roar of the Wild **Prerequisite: 8th level, Bond of the Beast** As a bonus action, your bonded ally lets out a roar. All creatures within 30 feet who can hear them must make a Wisdom saving through or become frightened until the end of their next turn. ### Taste of Blood **Prerequisite: 12th level, Bond of the Beast** When you or bonded ally makes an attack roll against a damaged creature, you can add twice a roll of your bond roll to the damage roll. \columnbreak ### Parrying Flourish **Prerequisite: 12th level, Bond of the Blade** When you or your bonded ally takes the attack action, as part of the action, you can add one roll of your bond die to their AC until the start of your next turn. ### Sweeping Flourish **Prerequisite: 12th level, Bond of the Blade** When you or your bonded ally takes the attack action, if the attack would hit another creature within 5 feet of the target, the creature takes damage equal to one roll of your bond die. ### Disarming Flourish **Prerequisite: Bond of the Blade** When you or your bonded ally attack a creature with a weapon attack, they can attempt to disarm the target, forcing it to drop one item of your choice that it's holding. The target must make a Strength saving throw against your Tactic Save DC. On a failed save, it drops the object you choose. The object lands at its feet. ### Lunging Flourish **Prerequisite: Bond of the Blade** When you or your bonded ally make a melee weapon attack, you can increase your reach for that attack by 5 feet. \pagebreak ### Ooze Armor **Prerequisite: 12th level, Bond of the Ooze** You can wear your ooze ally as armor. As a bonus action, the ooze cloaks over you with itself. It forgoes it's turn and while you are wearing it as armor your AC increases by 1 and you have advantage on all Strength checks and saving throws. When you take damage while you are wearing your ooze, the damage is reduced by one roll of your bond die. ### Hooking Pseudopod **Prerequisite: Bond of the Ooze** The range of the Pseudopod attack on your ooze ally increases by 5. When your ooze ally attacks a creature, the target must succeed on a Strength saving throw against your Tactic Save DC or be pushed or pulled up to 5 feet in a straight line towards them or away from them and take bludgeoning damage equal to one roll of your bond die. ### Muck Up **Prerequisite: Bond of the Ooze** As an action, your bonded ally can attempt to muck up a creature. A creature within 30 feet of your bonded ally must make a Dexterity saving throw or have their walking speed reduced by 15 feet until the end of their next turn. ### Hulking Advantage **Prerequisite: 8th level, Bond of the Ooze** When your bonded ally makes an opportunity attack, they can add one roll of your bond die to the attack and damage rolls. \columnbreak ### Esoteric Awareness **Prerequisite: Bond of the Parasite** When you or your bonded ally makes a Intelligence (Arcana) check, you can add one roll of your bond die to the roll. Additionally, once per long rest, you can cast Identify, but only as a ritual. ### Obsura Sight **Prerequisite: 8th level, Bond of the Parasite** As an action, your parasite and give you sight into hidden things. For the next 10 minutes, you have truesight. Once you use this feature, you can't do so again until you take a long or short rest. ### Seed of Woe **Prerequisite: 8th level, Bond of the Parasite** As a bonus action your parasite ally can creature a seed of doubt in a creature it can see within 60 feet of it. Roll a Bond die. The creature must subtract the number rolled from the next saving throw it makes before the start of your next turn. ### Allspeech **Prerequisite: 8th level, Bond of the Parasite** Your parasite ally can make your speech intelligible to any creature. All creatures within 10 feet of you can magically understand you, regardless of the language you speak. ### Second Mind **Prerequisite: Bond of the Parasite** Whenever you make an Intelligence, a Wisdom, or a Charisma check, you can add one roll of your bond die to the roll. ### Read Thoughts **Prerequisite: 8th level, Bond of the Parasite** As a bonus action your parasite ally can attempt to read a creature's thoughts. As an action, choose one creature that you can see within 60 feet of you. That creature must make a Wisdom saving throw against your Tactic Save DC. If the creature fails its save, you can read its surface thoughts (those foremost in its mind, reflecting its current emotions and what it is actively thinking about) when it is within 60 feet of you. This effect lasts for 1 minute. ### Telekinetic Shove **Prerequisite: 8th level, Bond of the Parasite** As an action, you target one loose object that is small and within 30 feet of you and you can move it up to 30 feet to an unoccupied space you can see. \pagebreak
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