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# Companions Companion creatures, called companions in these rules, are wild allies that adventure with characters. Each companion has unique traits and actions that make them great allies. But beware! these are wild creatures that can be difficult to control in the heat of battle. ### The Caregiver Every companion has a player character caregiver who commands the creature The caregiver’s player controls the companion most of the time during the game, though the GM can step in to take control if the companion and caregiver are separated, or if the caregiver mistreats the companion in some way. In combat, a companion shares a turn with their caregiver, and acts during the caregiver’s turn. A companion can move and use their own reaction and bonus action independently But they can take only the Dash, Disengage, or Dodge actions unless their caregiver uses a bonus action to command the companion to take a different action, including any of the actions noted in the companion’s stat block A companion must be able to see or hear their caregiver to receive a command A companion can also take other actions if their caregiver is incapacitated, or if the companion enters a rampage (as discussed below) ### Charmed Caregiver A caregiver who is charmed can still command their companion, but can’t command the companion to attack a creature that charmed them. ### Ferocity Companions are dangerous creatures Though often more docile than their wild counterparts, they aren’t fully domesticated. Each companion’s ferocity is a measure of their tenacity and fury, and of how those things build in battle. As a companion’s ferocity increases, they gain access to powerful new features, but they also become more difficult for a caregiver to control. If a companion isn’t incapacitated at the start of their and their caregiver’s turn, their ferocity increases by 1d4 + the number of hostile creatures within 5 feet of the companion that they can see or hear For the purpose of building ferocity, a group of creatures that share a single stat block (such as a swarm of rats) count as one creature Ferocity builds round after round during combat, and there is no maximum to the level of ferocity a companion can gain. ### Rampage After rolling to increase ferocity at the start of their turn, if a companion has 10 ferocity or more and is not incapacitated, they run the risk of entering a rampage The companion’s caregiver can make a Wisdom check (or bonder ability modifier check) determined by the characters creature type (see the Rampage Table) (no action required) to try to stop the companion from entering a rampage To make the check, the caregiver must not be incapacitated, and the companion must be able to see or hear the caregiver The DC for the check equals 5 + the companion’s ferocity On a success, the companion acts normally on their turn On a failure, or if the caregiver doesn’t make the check, the companion enters a rampage. When a companion enters a rampage, they immediately move up to their speed toward the nearest creature and attack that creature with their signature attack (see below), dealing extra damage equal to half their ferocity if the attack hits If at least one ally and one enemy are nearest and equidistant to the companion, the caregiver’s player rolls any die On an odd number, the companion attacks an ally On an even number, the companion attacks an enemy The caregiver’s player determines which specifc ally or enemy the companion engages (and can choose their own character if they wish). A companion who can’t reach a creature to attack while in a rampage uses the Dash action to move as far as they can toward the nearest creature If a companion can’t sense any potential targets, they move as far as they can in a random direction determined by the GM, avoiding danger. When a companion who has entered a rampage resolves their action or ends their turn, their ferocity drops to 0 and they are no longer in a rampage. ##### Rampage Table
| Creature Type | Rampage Skill | |:---:|:-----------:| | Aberration | Nature | | Beast | Nature | | Celestial | Religion | | Construct | Arcana | | Dragon | Arcana | | Elemental | Arcana | | Creature Type | Rampage Skill | |:---:|:-----------:| | Fiend | Religion | | Monstrosity | Nature | | Ooze | Nature | | Plant | Nature | | Undead | Arcana |
### Reducing Ferocity To prevent a companion from entering a dangerous rampage, a caregiver has several options at their disposal for reducing the creature’s ferocity. ### Ferocity Actions Each companion has three actions in their stat block that cost ferocity to use To use one of these ferocity actions, a companion must have a caregiver with a character level equal to the ferocity action’s level, and must spend the necessary amount of ferocity before they use the action If the companion doesn’t have enough ferocity to spend, they can’t use the action. Ferocity actions always use the companion’s action, meaning they can’t be used as part of an opportunity attack Ferocity actions can’t be used while a companion is in a rampage \pagebreakNum ### End of Combat When a combat encounter involving a companion ends and the companion isn’t dying, the companion regains hit points equal to their ferocity, and their ferocity drops to 0 The GM determines when a combat encounter ends, typically at the point when creatures stop acting in initiative order. ### Dying Companions When a companion is reduced to 0 hit points, they are dying and make death saving throws just as characters do. Characters thus always have a chance to save their furry (or scaly, or slimy, or exoskeletony) friends’ lives! If combat ends while a companion is dying, their ferocity drops to 0 but they don’t regain hit points (see End of Combat above). ### Signature Attack and Ferocity Actions Each companion has an action that is designated their signature attack A signature attack is always a melee attack, and typically the creature’s best natural attack. A companion uses their signature attack when they enter a rampage, and some of the features of the bonder class make reference to a companion’s signature attack. Each companion also has special actions that they can use only by spending ferocity during their turn, with some of those actions making use of the companion’s signature attack See Ferocity Actions above for more information ### Languages A companion shares a unique bond with their caregiver, and can understand basic commands in one language their caregiver can speak (chosen by the caregiver) The companion can’t read, speak, or write that or any other language, even if similar creatures normally can. > ##### Reflavoring Companions > While the following statblocks list specific creatures, feel free to discuss with me if you wish to use a statblock for a different creature or even change a creature's type. For example the Hawk companion could be reflavored to be a air elemental, an eagle or something else. ### Companions ___ > ## Hawk Companion >*Small Beast* > ___ > - **Armor Class** 13 + PB (Natural Armor) > - **Hit Points** 6 + 6 times caregiver’s level (the hawk has a number of d8 Hit Dice equal to their caregiver’s level) > - **Speed** 10 ft., fly 60 ft. ___ >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|8 (-1)|16 (+3)|12 (+1)|5 (-3)|14 (+2)|10 (+0)| >___ > - **Saving Throws** Dex +3 plus PB, Wis +2 plus PB > - **Skills** Perception +2 plus PB > - **Senses** passive Perception 12 plus PB > - **Proficiency Bonus (PB)** equals the caregiver’s bonus > ___ > >***Keen Sight.*** The hawk has advantage on Wisdom (Perception) checks that rely on sight. > > ### Actions > ***Beak (Signature Attack).*** *Melee Attack:* +3 plus PB to hit, reach 5 ft., Hit: 1d6 plus PB piercing damage. > > ***1st Level: Distracting Attack (2 Ferocity).*** The hawk makes a signature attack. On a hit, the attack deals its normal effects, and the next attack made against the target before the start of the hawk’s next turn has advantage. > > ***3rd Level: Swooping Attack (5 Ferocity).*** The hawk moves up to their speed without provoking opportunity attacks. During or at the end of this move, they can make a signature attack against one target. On a hit, the attack deals its normal effects, and the target must succeed on a DC 10 plus PB Strength saving throw or drop one item they are holding. > > ***5th Level: Storm of Talons (8 Ferocity).*** The hawk moves up to their speed without provoking opportunity attacks, then can target one creature within 5 feet of them, which must make a DC 10 plus PB Dexterity saving throw. On a failure, the target takes PBd10 slashing damage and is blinded until the end of the hawk’s next turn. On a success, the target takes half as much damage and is not blinded. > > ### Reactions > > ***Swoop In (1/Long Rest).*** When the hawk is within 30 feet of their caregiver and the caregiver is hit with an attack, the hawk can move up to their speed without provoking opportunity attacks. If the hawk ends this movement within 5 feet of the caregiver, the hawk is hit by the attack instead, and the attack deals half as much damage. > > ### Mystic Bond (9th-level Bonder) > As a bonus action, you gain a flying speed equal to your walking speed for 1 hour. You can’t use this benefit again until you finish a long rest. \pagebreakNum ___ ___ > ## Bulette Companion >*Large Beast* > ___ > - **Armor Class** 15 plus PB (natural armor) > - **Hit Points** 7 + 7 times caregiver’s level (the bulette has a number of d8 Hit Dice equal to their caregiver’s level) > - **Speed** 30 ft., burrow 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|10 (+0)|15 (+2)|5 (-3)|8 (-1)|8 (-1)| >___ > - **Saving Throws** Con +2 plus PB > - **Skills** Perception −1 plus PB > - **Senses** darkvision 60 ft., tremorsense 30 ft., passive Perception 9 plus PB > - **Proficiency Bonus (PB)** equals the caregiver’s bonus > ___ > > ### Actions > ***Bite (Signature Attack).*** *Melee Attack:* +3 plus PB to hit, reach 5 ft. Hit: 1d6 plus PB piercing damage. > > ***1st Level: Violent Attack (2 Ferocity).*** The bulette makes a signature attack. On a hit, the attack deals an extra PB damage, and the bulette can move the target 5 feet in any direction. > > ***3rd Level: Burrowing Trip (5 Ferocity).*** The bulette moves up to half their burrowing speed without provoking opportunity attacks. Each creature standing on the ground that the bulette moves under must succeed on a DC 10 plus PB Dexterity saving throw or fall prone. > > > ***5th Level: Deadly Leap (8 Ferocity).*** The bulette leaps up to 30 feet, and if they land in a space that contains one or more creatures, each of those creatures must make a DC 10 plus PB Strength saving throw. On a failure, a creature takes PBd6 bludgeoning damage and is knocked prone. On a success, the creature takes half as much damage, isn’t knocked prone, and is pushed 5 feet out of the bulette’s space into an unoccupied space of the creature’s choice. If no unoccupied space is available, the creature instead is knocked prone in the bulette’s space. > > ### Mystic Bond (9th-level Bonder) > As a bonus action, you gain a burrowing speed equal to your walking speed for 10 minutes. You can’t use this benefit again until you finish a short or long rest. \pagebreakNum ## Mystic Bonds ***Deinonychus.*** You can take the Hide action as a bonus action You can use this benefit a number of times equal to your bonder ability modifier (minimum once), regaining all uses when you finish a long rest. ***Dragon Wyrmling.*** As a bonus action, you imbue a weapon you hold with draconic power for 10 minutes. While this power is in effect, attacks made using the weapon deal an extra 1d10 damage of the type associated with your wyrmling’s Draconic Lineage trait You can’t use this benefit again until you finish a long rest. ***Earth Elemental.*** As a bonus action, you transform your body into dirt and stone for 10 minutes. While in this form, you can walk through nonmagical objects made of earth or stone. If you end your turn inside an object, you take 1d10 force damage and are shunted back to the space from which you entered the object. You can’t use this benefit again until you finish a long rest. ***Gelatinous Cube.*** Your body becomes flexible and gelatinous. As an action or bonus action, you absorb a Tiny object you hold into your body, so no one else can access it. As an action or bonus action, you can then excrete an absorbed object into one of your empty hands or have it fall at your feet You can absorb up to four objects at a time Any absorbed objects fall out of your body when you die. Additionally, when another creature within 5 feet of you hits you with a melee attack, you can use a reaction to deal 3d6 acid damage to the attacker You can’t use this benefit again until you finish a short or long rest. ***Giant Spider.*** You gain a secondary sense that warns you of danger. You have advantage on initiative rolls, and you can’t be surprised. while you are not incapacitated. ***Giant Toad.*** You can hold your breath for 1 hour, and you gain a swimming speed equal to your walking speed In addition, you can make a long jump or a high jump as if you had a running start even when you don’t. ***Giant Weasel.*** As a bonus action, you cause your teeth to become pointed weasel teeth for 1 minute, allowing you to make bite attacks against targets within 5 feet of you as a bonus action. This is a natural weapon attack that deals 1d10 piercing damage, and which can use your Strength or Dexterity modifier for its attack and damage rolls. You can’t use this benefit again until you finish a long rest . ***Hell Hound.*** As a bonus action, you shroud yourself in hellfire for 10 minutes While you are shrouded in this way, any creature within 5 feet of that hits you with a melee attack or that touches you for the first time on a turn takes 2d6 fire damage You can’t use this benefit again until you finish a long rest. ***Mimic.*** As a bonus action, you touch a Small or smaller nonmagical object and polymorph it into any other nonmagical object of the same general size and weight, and whose value cannot exceed the value of the original object. The object remains polymorphed for 1 hour If you move more than 30 feet away from the object, the polymorph ends early, or you can choose to end it early as an action. Using any material polymorphed in this way as a spell’s material component causes that spell to fail. You can’t use this beneft again until you fnish a short or long rest. ***Owlbear.*** As an action, you let loose an inspiring hoot Each creature of your choice within 30 feet of you that can hear you gains temporary hit points equal to your character level. You can’t use this benefit again until you finish a long rest. ***Sporeling.*** When you hit another creature with a weapon attack, you infuse the attack with special spores that impose disadvantage on the target’s attack rolls until the end of their next turn You can’t use this benefit again until you finish a short or long rest ***Worg.*** Your walking speed increases by 10 feet. \pagebreakNum # The Bonder Erupting out of the sand on the back of a bulette, a ishathk leaps into the air. They cleave a path through armored skeletons with a greatsword leaving a cloud of powdered bone in their wake.. Sneaking upside down next to their giant spider companion, a elf's web-covered feet keep them securely attached to a cavern ceiling The bandits below have no idea that their camp has been infltrated, and that their days of attacking local settlements are at an end A bonder forms a friendship with a wild creature, and who draws power from that bond as it strengthens over time Working as a team, a bonder and their faithful companion can take on even the most dangerous adventures, challenging any monsters and overcoming any obstacles. ### Supernatural Bond The connection a bonder and a companion share isn’t just one of love and admiration It’s a mystical bond that allows the bonder to harness their companion’s fury, might, and instincts for survival When their companion is enraged, a bonder channels that ferocity into supernatural deeds of martial prowess. In return, the wild companion can harness the bonder’s focus and direction. This supernatural kinship can form over a long period of time. Some bonders bond with unorthodox pets or wild protectors as children, becoming ever closer as both grow up together. Other bonders come of age in the wilderness, raised among wild creatures—or even raised by them—as a means of learning to respect and embrace the might of nature. But the bonder bond can also form more quickly, typically in times of great duress. A person lost and starving in the wild might become a bonder when they connect with a creature that saves their life by providing food and shelter. Or a wild creature injured and beset by poachers can befriend a character who saves their life, with the creature’s gratitude forging the bonder bond. Not every person is cut out to become a bonder, just as not every animal is meant to be a companion The pair must share an innate wildness and an unwavering trust in order to form this rare fellowship. \columnbreak
##### The Bonder | Level | Proficiency Bonus | Primal Exploits |Features| |:---:|:---:|:---|:---:| | 1st | +2 | ─ | Companion, Natural Language, Supernatural Techniques | 2nd | +2 | 3 | Primal Exploits, Superior Ferocity | 3rd | +2 | 3 | Companion Bond, Master Caregiver | 4th | +2 | 3 | Ability Score Improvement | 5th | +3 | 3 | Beyond Instinct, Improved Signature Attack (1 die) | 6th| +3 | 3 | Faithful Companion, Rejuvenating Ferocity | 7th | +3 | 3 | Companion Bond feature | 8th | +3 | 3 | Ability Score Improvement, Primal Strike (1d8) | 9th | +4 | 3 | Mystic Connection | 10th | +4 | 5 | Beyond Instinct improvement | 11th | +4 | 5 | Improved Signature Attack (2 dice), Companion Bond feature | 12th | +4 | 5 | Ability Score Improvement | 13th | +5 | 5 | Loyal to the End | 14th | +5 | 5 | Keen Senses, Primal Strike (2d8) | 15th | +5 | 5 | Beyond Instinct improvement, Companion Bond feature | 16th | +5 | 5 | Ability Score Improvement | 17th | +6 | 7 | Improved Signature Attack (3 dice) | 18th | +6 | 7 | Bonder's Summon | 19th | +6 | 7 | Ability Score Improvement | 20th | +6 | 7 | Unbreakable Bond
\pagebreakNum ## Class Features As a Bonder, you gain the following class features #### Hit Points ___ - **Hit Dice:** 1d10 per Bonder level - **Hit Points at 1st Level:** 10 + Con Mod - **Hit Points at Higher Levels:** 1d10 (or 6) + your Con mod per bonder level after 1st #### P8ficiencies ___ - **Armor:** Light armor, medium armor, shields - **Weapons:** Simple weapons, martial weapons - **Tools:** None ___ - **Saving Throws:** Strength, Wisdom, 1 more of your choice - **Skills:** Choose three. #### Equipment You start with the following equipment, in addition to the equipment granted by your background: - hide armorer armor, a longbow, and 20 arrows - a martial weapon and a shield; or two martial weapons - two handaxes or any simple weapon - a dungeoneer’s pack or an explorer’s pack ### Bonder Ability Modifier *1st* Charisma, Intelligence or Wisdom is your bonder ability modifier, many class abilities are determined by this modifier. ### Companion *1st* You gain a companion creature that accompanies you on your adventures, fighting, exploring, and living alongside you. You can choose any companion in this document. Your supernatural connection to your companion binds their life to yours, allowing you to help your companion overcome even the most grievous injuries If your companion has lost hit points or is dead, you can spend 1 minute meditating on your companion’s spirit. The companion then regains all their hit points and returns to life if they were dead, and you gain one level of exhaustion. If the companion’s body was destroyed, they reform within 5 feet of you. ### Natural Language *1st* You can comprehend and verbally communicate with your companion, as well as creatures that share a type with it. This feature doesn’t allow you to communicate complex thoughts or questions, but you can make simple statements (such as showing other creatures you mean them no harm) or ask simple questions (such as the location of the nearest body of water, or if a specific individual with a unique look passed through the area recently). The knowledge and awareness of such creatures is limited by their intellect, and the GM determines if a particular creature is in a communicative mood. While speaking with a creature using this feature, you can use your bonder ability modifier for the checks (determined by creature type) in place of Charisma checks to influence the creature. ###
Supernatural Techniques
*1st* Click the link above \columnbreak ### Primal Exploits *2nd* You learn to channel your companion’s fury into extraordinary deeds called primal exploits, which are fueled by your companion’s ferocity. You learn three primal exploits of your choice, detailed below You learn two additional exploits of your choice at 10th and 17th level. Whenever you gain a level in this class, you can choose one of the primal exploits you know and replace it with another primal exploit, for which you must have the appropriate bonder level. Some exploits are activated using your reaction. Others are usable under specific circumstances but require no action Some exploits are activated as part of the Attack action, in which case, you can use only one such exploit per turn. All exploits require you to spend your companion’s ferocity to use them. Your companion must be within 60 feet of you when you use an exploit, and must have ferocity at least equal to the exploit’s cost. The companion loses ferocity equal to the cost when you use the exploit You can use an exploit even if your companion is unconscious, as long as they have the appropriate ferocity. You can’t use an exploit while your companion has entered a rampage. Some exploits allow a companion to make a signature attack This signature attack can’t be modified with additional exploits or used as part of a ferocity action. #### Exploit Save DC Some of your exploits require creatures to make a saving throw to resist the exploit’s effects The saving throw DC is calculated as follows:
**Explout Save DC** =
8 + your proficiency bonus + your Bonder Ability Modifier
Saving throws for your exploits use your exploit save DC even if the action that triggers the saving throw is undertaken by your companion. Your exploit save DC also adjusts the DC of your companion’s ferocity actions (see **Superior Ferocity** below). ##### Primal Expoits: 2nd Level You can take any of the following exploits when you gain this feature at 2nd level, or when you gain new exploits at 10th and 17th levels ***Aid Us, Friend (3 Ferocity).*** You can activate this exploit whenever you take the Attack action Before or after you attack, your companion can take the Help action as a bonus action. ***Bring Them Down (4 Ferocity).*** When your companion hits a creature with their signature attack, you can use your reaction to command the companion to yank the target down The target must succeed on a Strength saving throw or fall prone. ***Drag Them (4 Ferocity).*** When your companion hits a creature at least one size larger then it with their signature attack and both the companion and the target are standing on the ground, you can use your reaction to command your companion to move the target. The target must make a Strength saving throw. On a failure, the companion moves up to half their walking speed in any direction you choose and pulls the target with it. \pagebreakNum ***Feral Reflexes (2 Ferocity).*** When you or your companion is hit by an attack, you can use your reaction to increase the target’s AC by 2 against the triggering attack ***Hurricane Blow (3 Ferocity).*** You can activate this exploit whenever you take the Attack action The first time you hit a creature with a weapon attack this turn, the attack deals its normal effects, and you can push the target up to 10 feet away from you. ***No Escape (1+ Ferocity).*** At the start of your turn when your companion gains ferocity and doesn’t enter a rampage, you can spend up to your bonder ability modifier in ferocity (minimum 1; no action required). Until the start of your next turn, your speed or your companion’s speed (your choice) increases by 5 feet × the ferocity spent. ***Primal Pounce (3 Ferocity).*** When your companion hits a creature with their signature attack, you can use your reaction to command the companion to grapple the target. The target must make a Dexterity saving throw. On a failure, the companion grabs the target and the target is grappled (escape DC equal to your exploit save DC). The grapple also ends if your companion attacks a creature other than the target ***Quick Hide (2 Ferocity).*** You can activate this exploit whenever you take the Attack action. The first time you hit a creature with a weapon attack this turn, your companion can take the Hide action as a reaction if they are able to hide. ***Thrash (4 Ferocity).*** When your companion hits a creature at most one size larger then it with a melee signature attack, you can use your reaction to command the companion to thrash the target from side to side, forcing them to make a Wisdom saving throw On a failure, the target has disadvantage on attack rolls, and attack rolls against the target have advantage, until the start of your next turn. ##### Primal Exploits: 10th Level You can take any of the following exploits when you gain new exploits at 10th and 17th levels. ***Crushing Charge (8 Ferocity).*** As an action, you move up to your speed in a straight line without provoking opportunity attacks You can move through other creatures’ spaces, but must end your move in an unoccupied space. Each creature in a space you move through, except for your companion, must make a Strength saving throw. On a failure, a creature takes 4d6 bludgeoning damage and is knocked prone. On a success, the creature takes half as much damage and isn’t knocked prone. When you reach 17th level, the damage increases to 5d6. ***Expanding Fury (6 Ferocity).*** When your companion uses a ferocity action that affects creatures within a specific distance of the companion, you can use your reaction to expand that distance by 10 feet. ***Furious Vengeance (5 Ferocity).*** When a creature hits you or your companion with a melee attack, you can use your reaction to deal 4d6 psychic damage to the attacker. When you reach 17th level, the damage increases to 5d6. ***Marked Prey (4 Ferocity).*** When your companion uses a ferocity action that requires a creature to make a saving throw, you can use your reaction to impose disadvantage on the save. ***Primal Shout (6 Ferocity).*** As an action, you let loose a menacing bellow. Each creature of your choice that can hear you within 15 feet of you must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn. ***Wrath of the Pack (4 Ferocity).*** When you hit a creature with an attack and that creature is within 5 feet of your companion, you can have your companion make a signature attack against the creature (no action required). On a hit, the attack deals its normal effects, the target must make a Str save and is knocked prone on a failure. ##### Primal Exploits: 17th Level You can take any of the following exploits when you gain new exploits at 17th level. ***Blood Sport (16 Ferocity).*** When you hit a creature at most one size larger then you with a melee weapon attack, you can also push the target up to 30 feet away from you and knock them prone. If the target ends this move within 5 feet of your companion, the companion can make a signature attack against the target (no action required). On a hit, the attack deals its normal effects, and the target is pushed up to 30 feet away from your companion If the target ends this move within 5 feet of you, you can make a melee weapon attack against them (no action required) that deals an extra 4d6 damage if it hits. ***Break the Earth (14 Ferocity).*** As an action, you open a 10-foot-radius pit in the ground, floor, or other surface within 60 feet of you. The pit can be up to 50 feet deep, depending on the depth beneath the surface where it is opened. Each creature standing in the area when the pit opens must make a Dexterity saving throw. On a failure, a creature falls into the pit, taking 1d6 bludgeoning damage per 10 feet fallen and landing prone. On a success, the creature moves to an unoccupied space of their choice at the edge of the pit A creature can climb the rough walls of the pit without an ability check. ***Bury the Dead (16 Ferocity).*** When you and your companion are within 5 feet of a creature, you can use an action to cause a vicious whirlwind filled with debris and dirt to rise around the creature, which must make a Dexterity saving throw. On a failure, the creature takes 8d6 bludgeoning damage, is knocked prone, and is restrained. On a success, the target takes half as much damage and isn’t knocked prone or restrained. A creature restrained this way can use an action to make a Strength (Athletics) check against your exploit save DC, freeing themself on a success. ***Imbue Projectile (14 Ferocity).*** As an action, you make a ranged weapon attack. Whether or not the attack hits, a wave of energy explodes from the weapon or ammunition used in the attack, centered on your target. Each creature within 20 feet of the target (including the target and excluding your companion) must make a Dexterity saving throw, taking 10d6 force damage on a failed save, or half as much damage on a successful one. ***Rend (12 Ferocity).*** As an action, choose a creature you can see within 5 feet of you and your companion. You make a melee weapon attack against the target, and your companion makes a signature attack against the target (no actions required). If you both hit and deal damage to the target, the target is knocked prone and takes an additional 6d6 damage of a type dealt by either attack (your choice). \pagebreakNum ***Spirit Form (14 Ferocity).*** As a bonus action, you make you and your companion incorporeal until the end of your next turn While incorporeal, you each have resistance to acid, cold, fire, lightning, and thunder damage, and to bludgeoning, piercing, and slashing damage from nonmagical attacks. While incorporeal, you and your companion each gain a flying speed equal to your individual walking speed, and each of you can move through other creatures and objects as if they were difficult terrain. Either of you takes 5 (1d10) force damage if you end your turn inside an object. ### Superior Ferocity *2nd* Whenever your companion uses a ferocity action that requires a creature to make an ability check or saving throw, the companion can use your primal exploit save DC in place of the normal DC. ### Companion Bond *3rd* You choose a specialized bond that you share with your companion. Choose Ferocious Bond, Hunter Bond, Infernal Bond, Primordial Bond, or Protector Bond (all detailed below). Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level. ### Master Caregiver *3rd* You gain proficiency in the skill associated with your companion's creature type (see **Rampage Table**) If you already have proficiency in that skill, when you roll a skill check with the skill, you add a dice to the roll, the size of the dice depends on your proficiency bonus. | Proficiency Bonus | Dice Size | |:---:|:-----------:| | +2 | d2 | | +3 | d3 | | +4 | d4 | | +5 | d5 | | +6 | d6 | ### Ability Score Improvement *4th* 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. ### Beyond Instinct *5th* Thanks to your care, your companion’s tenacity and versatility grow. You and your companion gain the following benefts: * Whenever your companion gains ferocity at the start of your turn, they gain an additional 1 ferocity * Your companion gains proficiency in saving throws with one ability score of your choice * Your companion gains proficiency in one of the following skills of your choice: Acrobatics, Athletics, Intimidation, Investigation, Perception, Performance, Sleight of Hand, Stealth, or Survival. Your companion can use Wisdom in place of Intelligence when they make an ability check using the Investigation skill, and they can use Strength or Dexterity in place of Charisma when they make an ability check using the Intimidation or Performance skill. When you reach 10th level in this class, the additional ferocity your companion gains increases to 3 Your companion gains proficiency in another saving throw of your choice, and gains proficiency in another skill from the list above. When you reach 15th level in this class, the additional ferocity your companion gains increases to 5 Your companion gains profciency in another saving throw of your choice, and gains proficiency in another skill from the list above. ### Improved Signature Attack *5th* when your companion hits with their signature attack, the attack deals one additional weapon damage die. This increases to two additional weapon damage dice at 11th level and three additional dice at 17th level. Additionally, damage dealt by your companion’s attacks and ferocity actions counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. ### Faithful Companion *6th* Your supernatural connection to your companion grows, allowing you to coordinate faster and to work better as a team with all your allies. You no longer need to use your bonus action to command your companion. Instead, as long as you are not incapacitated, you can direct them to take an action simply with verbal or physical signs that require no action. Additionally, when your companion enters a rampage when you are not incapacitated and they can see or hear you, they do not automatically move toward and attack the nearest creature. You instead choose where the companion moves on your turn and which creature they attack with their signature attack. ### Rejuvenating Ferocity. *6th* Your companion can draw on their own fury to revitalize themself during a battle. You can use a bonus action to spend any amount of your companion’s ferocity, with the companion regaining hit points equal to the ferocity spent. You can use this feature a number of times equal to your bonder ability modifier (minimum once), regaining all uses when you finish a long rest. ### Bonder Strike *8th* You gain the ability to infuse your weapon strikes with additional force. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage to the target. When you reach 14th level, the extra damage increases to 2d8. \pagebreakNum ### Mystic Connection *9th* Your connection to your companion grants a natural talent The benefit of your Mystic Connection depends on your companion. If you ever gain a new companion, your new companion’s Mystic Connection benefit replaces the old one. ### Loyal to the End *13th* Even harmful magic can’t shake you and your companion’s loyalty to each other and your friends You and your companion can’t be charmed or frightened. ### Keen Senses *14th* Your senses sharpen, becoming akin to those of a fearsome predator You have advantage on Wisdom (Perception) checks that rely on hearing, sight, or smell. Additionally, you can take the Search action as a bonus action. ### Bonder's Summon *18th* You summon a distracting swarm consisting of creatures of the same creature type as your companion. As an action, you call out to the creatures, which arrive immediately and occupy a 30-foot cube centered on a point within 120 feet of you that you can see. The swarm persists for 1 minute On each of your turns, you can use a bonus action to move the swarm up to 30 feet in any direction. Each creature of your choice that starts their turn in the swarm’s area must succeed on a Wisdom saving throw against your exploit save DC or have disadvantage on ability checks, attack rolls, and saving throws, and a −5 penalty to their passive Wisdom (Perception) score, until the start of their next turn. You can’t use this feature again until you finish a short or long rest. \pagebreakNum ### Unbreakable Bond *20th* Your affection and friendship for your companion infuses the creature with primal energy, making them a paragon of their kind While you have at least 1 hit point and your companion can see or hear you, you and your companion gain the following benefts: * You automatically succeed on checks made to prevent your companion from entering a rampage (You can choose to not make the check if you wish to have your companion enter a rampage on purpose.) * If your companion is reduced to 0 hit points but not killed outright, they drop to 1 hit point instead * Whenever you roll initiative, your companion gains 1d10 ferocity ## Companion Bonds While every bonder and companion share a special bond, the friendship between these partners can be rooted in many different aspects of the wild world. A companion bond represents this specific connection and shared power Some bonders and companions live to unleash their inner fury, while others embrace the silence of the hunt. Another duo might bond over their need to protect nature or their pack, while a different bonder might use their companion’s rage to harness the powers of Hell. ### Ferocious Bond Some bonders and companions feel closest when they abandon all control and let instinct guide their every move When your companion enters a rampage, you feel every moment of their brutality, inspiring you to a battle fury all your own. #### Frenzied Charge *3rd* You learn to follow your companion’s furious lead Whenever your companion enters a rampage, you can use a reaction to move up to your speed and make a melee weapon attack against a target at the end of the movement. #### Fury of the Wise *3rd* Your experience with your companion’s rage awes those who dare stand against you You gain proficiency in the Intimidation skill if you do not already have it. Additionally, your Charisma (Intimidation) checks gain a bonus equal to your Wisdom or Intelligence modifier, whichever is higher. #### Energizing Rampage *7th* Your companion maintains their tenacity after going berserk When your companion ends a rampage, their ferocity drops to 4 instead of 0. #### Furious Rampage *11th* Your companion can channel their fury into stronger strikes. Whenever your companion hits one of your enemies with a signature attack during a rampage, the attack deals extra damage equal to the companion’s ferocity (instead of half their ferocity). Additionally, whenever your companion attacks a target within 5 feet of you while in a rampage, they make the attack with advantage If you attack a creature within 5 feet of your companion when you use Frenzied Charge, you make your attack with advantage. #### Invigorated Rampage *15th* You and your companion can channel your anger into overwhelming strikes. When your companion hits another creature with their signature attack while in a rampage, or if you hit another creature with the attack granted to you by Frenzied Charge, the target must succeed on a Con save or become either blinded, deafened, or frightened of the attacker (your choice) until the end of the target’s next turn. ### Hunter's Bond You and your companion share a love of the hunt The pair of you are silent stalkers working together to take down prey of all sizes, whether to feed your friends or to destroy your enemies. Many bonders with this bond use ranged weapons to attack prey from afar while their companion closes in for the kill. #### Chosen Quarry *3rd* You and your companion can single out a creature as your prey. Whenever your companion gains ferocity at the start of your turn and doesn’t enter a rampage, you can spend 4 ferocity to mark a creature within 90 feet of you (no action required). That creature becomes your quarry for 1 minute, or until you use this feature to mark another target as your quarry. Whenever you or your companion hit your quarry with a weapon attack or deal damage to them with a ferocity action, the quarry takes an extra 1d6 damage. #### Hunter’s Instincts *3rd* Your instincts improve, making you a formidable tracker and granting you better intuition. You gain proficiency in the Survival skill if you do not already have it. When you roll a survival check, you add a dice to the roll, the size of the dice depends on your proficiency bonus. | Proficiency Bonus | Dice Size | |:---:|:-----------:| | +2 | d2 | | +3 | d3 | | +4 | d4 | | +5 | d5 | | +6 | d6 | Additionally, you can use Survival instead of Insight when you make a Wisdom check to read a creature’s intentions or discern if a creature is lying. #### Bonder's Warding *7th* You learn to to set traps made of nearly invisible force As an action, you trap a 10-foot-square area of ground centered on a point you can see within 30 feet of you, with the trap lasting for 8 hours or until it is triggered When you set the trap, you can designate any number of specific creatures that are unaffected by it. Finding the trap requires a successful Intelligence (Investigation) check against your exploit save DC. \pagebreakNum A creature that walks into the trap’s area triggers the trap and must make a Constitution saving throw against your exploit save DC On a failure, the creature takes 4d8 force damage and is blinded for 1 minute. On a success, the creature takes half as much damage and isn’t blinded. A creature blinded by the trap can repeat the saving throw at the end of each of their turns, ending the effect on themself on a success. A mental alarm alerts you with a ping in your mind if you are within 1 mile of the trap when it is triggered. This ping awakens you if you are sleeping. If you set more than one trap, you know which one was triggered. You cannot place a trap where another trap is already set. You can use this feature to set a number of traps equal to your bonder ability modifier (minimum one) You regain all expended uses when you finish a long rest. #### Synchronized Stealth *11th* You and your companion learn to become unseen at the same time in the blink of an eye. When either you or your companion takes the Hide action, the other can take the Hide action as a reaction if they are able to hide. Additionally, when you take the Hide action within 5 feet of your companion, you have advantage on the Dexterity (Stealth) check made as part of the action. #### Unseen Hunters *15th* You can use an action to make you and your companion invisible for 10 minutes. While invisible, neither of you can be tracked by nonmagical means unless you or your companion chooses to leave a trail. Either of you can end the invisibility on yourself as a bonus action. Once you use this feature, you can use it again when you finish a long rest. ### Infernal Bond