Beast Twin (5e Class)

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A halfling Beast Twin and his hound companion.

Beast Twin[edit]

Crouching in the shadows, a half-orc looks on as some kitchen staff hurriedly escape from the rear of a hotel, waiting a moment longer before heading into the now vacated kitchen. She speaks a few words and a large snake appears, rushing towards her before wrapping itself around her arm. She strokes her bonded python's head before settling in for what is bound to be a profitable night of thievery.

A gnome sits astride his bonded elk as they ride into the fray, he swings his sword to the left and right, cutting down foes as they try to drag him off his mount. His elk roars as it swings its mighty antlers, sweeping the enemies from their path. The gnome laughs as together they plough ever forward.

A raven flies through the skies, tracking a boar that its elven Beast Twin companion narrowly missed that morning. Their intentions shared, the elf looks towards the cry of its raven companion, and quickens its steps to catch up to its prey.


Beast Twin Introduction[edit]

The Beast Twin is a unique class, in that the members of its ranks are likely unknown as individuals. When travellers tell tales of a Beast Twin's exploits, often the emphasis is on their creature companion and the incredible feats they were able to accomplish together, rather than any individual prowess exhibited.

However, that is, in essence the Beast Twin personified.


A Beast Twin is someone whose bond with their Beast has gone beyond a relationship one has with a creature of servitude, beyond a pet, beyond a friend. Where the two have become inseparable, the closest of companions who require each other to be able to achieve their goals.

The bond a Beast Twin forms with their Bonded Companion can also be visualized, taking the form of an illustrious aurora which hovers over the two of them, and can even be leveraged against in order to perform all manner of wondrous things.


In conclusion, while it is true that a Beast Twin of any race may be overlooked due to their lack of individual strengths and abilities, it would be the largest of follies to cast a similar judgement if they'e ever seen alongside their companion.

Creating a Beast Twin[edit]

Do you wish that animal companions took a more active role in your character's growth?

Do you feel that other classes' companions or mounts tend to feel more like tools than friends?


The Beast Twin is not a class to take on lightly, the animal companion you take at level 1 is your companion forever, and while it will grow as you grow, bear in mind that neither you, nor your companion will be as individually strong as any individual of any other class.

When creating a Beast Twin, consider the road that led to this point, why did you forgo the strength of individual growth in favor of working with your beast, how did the two of you meet, and how did the bond between the two of you establish, or grow to this point?

Additionally, think about what personal goals both you and you companion have individually, and those you share, and how you will work towards accomplishing them.


Quick Build

You can make a Beast Twin quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution, as many of the Beast Twin's Bonds are linked with their Wisdom ability, this should also not be overlooked. Second, choose a creature who meets the following criteria:

- CR is equal to 1/4 or lower
- Size is Tiny, Small, Medium or Large
- Whose Intelligence is equal to, or lower than 4 

(an example table of eligible beasts is included at the end of this class description below).


This creature has its own HP pool, with Hit Dice equal to 1d8 per Beast Twin level, plus its Constitution modifier. If the creature is Tiny sized, it gets -1HP per level, and if Large sized, the creature gains an additional 1HP per level.


Class Features

As a Beast Twin you gain the following class features.

Hit Points

Hit Dice: 1d8 per Beast Twin level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Beast Twin level after 1st

Proficiencies

Armor: Light Armor, Medium Armor
Weapons: Simple weapons, plus one Martial weapon of your choice.
Tools:
Saving Throws: Charisma, Wisdom
Skills: The Beast Twin has the Animal Handling skill. In addition, choose one Charisma based, and one additional Wisdom based skill.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) One set of leather armor or (b) One set of scale mail armor
  • (a) One one-handed simple weapon and a shield or (b) Two one-handed simple weapons or (c) One two-handed martial weapon
  • (a) A Dungeoneer's Pack or (b) An Explorer's Pack or (c) An Entertainer's Pack

Table: The Beast Twin

Level Proficiency
Bonus
Features Known Bonds Daily Uses
1st +2 Bonded Companion, Bond of Space, Red String of Fate 1 1
2nd +2 Shared Fate 1 1
3rd +2 Kindred Spirit (Depth 1) 2 3
4th +2 Ability Score Improvement 2 3
5th +3 Elemental Training 2 3
6th +3 Kindred Spirit (Depth 2) 3 4
7th +3 Action Surge (one use) 3 4
8th +3 Ability Score Improvement 3 4
9th +4 Kindred Spirit (Depth 3) 4 5
10th +4 Shared Fate (2) 4 5
11th +4 Elemental Training (2) 4 5
12th +4 Ability Score Improvement 4 5
13th +5 Kindred Spirit (Depth 4) 5 7
14th +5 Companion Attack 5 7
15th +5 Action Surge (two uses) 5 7
16th +5 Ability Score Improvement 5 7
17th +6 Kindred Spirit (Depth 5) 6 10
18th +6 Shared Fate (3) 6 10
19th +6 Ability Score Improvement 6 10
20th +6 Companion Attack (2) 6 10


Bonded Companion[edit]

At 1st level you gain a Bonded Companion.

Starting 1st level, you have a beast as your companion. Choose any creature of CR 1/4 or lower, with Intelligence equal to 4 or lower, with size of Large or smaller, this beast is your faithful companion.


Your Bonded Companion starts with the same Ability Scores as normal, and any attacks, racial features, or skill proficiencies are retained. However the creature loses any abilities/skills related to additional actions, reactions, or bonus actions or any abilities/skills that may grant the creature advantage on its basic attacks.

The creature also loses any specific skill bonuses, with all skill proficiencies becoming equal to their Ability Score modifier + their Proficiency Bonus.

The Bonded Companion's Proficiency Bonus increases as it levels up as if it were a character.


Its starting Hit Points are 1d8 + its Constitution modifier (-1 Hit Point if Tiny, and +1 Hit Point if Large). Its two saving throw proficiencies are equal to its two highest Ability Scores (if two or more scores are tied for second highest, you may select between any of them).


As you are able to instinctively share your motivations and intentions with your Bonded Companion, you can control the beast as if it were an extension of yourself. It moves on your turn, and shares your movement (refer to rules on mixed movement modes). You determine its actions, decisions, attitudes, and so on. While only you can utilize your bonus action, and both you and your companion share your reaction, the beast gets its own action which it can use on your shared turn (this does not count as a bonus action, and cannot be transferred or deferred, or used by your Player Character in any way), your Bonded Companion may use their action to perform the Attack, Dash, Disengage, Dodge, or Help actions.

When acting on its own, it uses its own proficiency modifiers, if you are incapacitated, your Bonded Companion will continue to act based on its understanding of your wants and intentions prior to your becoming unconscious.


As you gain levels, so does your trusty companion. Your companion gains 1d8 hit dice per level of Beast Twin, and hit points equal to 1d8 + its Constitution modifier (-1 if tiny, +1 if large). eg. a Beast Twin advances to 2nd level, her Tiny-sized bird with its Ability Score of 8 in Constitution gains 1d8 Hit Points, minus 1 for its Constitution modifier, minus another 1 for its size (Tiny).


Note: The Bonded Companion is the only creature companion you may have, if you have any levels in Beast Twin you cannot take on any skills or Feats that grant additional creature companions. If you are multiclassing into the Beast Twin class, and already have a creature companion, that creature may become the Bonded Companion, provided it meets the criteria for Bonded Companions as listed above.


Bonds (Bond of Space)[edit]

Your ties to your Bonded Companion have transcended the laws that govern space and time.

#Bonds are the manifestation of the power of the ties that bind the Beast Twin to its Bonded Companion. ‘’Unless otherwise stated, Bonds are performed as a standard Action’’

At level 1 you learn your first Bond; the Bond of Space.

The Bond of Space allows you to use an action to exchange places with your Bonded Companion, providing it is willing, and the distance between you is 100 feet or less.

You cannot use more than one Bond per turn.

Each Bond used puts strain on the bond between you and your Bonded Companion, as such, you may only use Bonds as many times each day as your level allows (as shown in the Daily Uses column).

eg. If your Daily Uses limit is 2, you may use any one Bond two times, or any two Bonds once, after which, you are unable to use any additional Bonds until completing a long rest.


Red String of Fate[edit]

Your ties to your Bonded Companion have transcended the laws that govern life and death.

Starting at 1st level, you may spend 8 hours, and 20gp worth of materials channeling the power of your bond to return your Bonded Companion from another dimension to your side. This ability allows you to return your Bonded Companion to life. It returns with the same skills, proficiency, and ability scores it had at the time of its death.

Once you use this feature, you must finish a long rest before you can use it again.

Shared Fate[edit]

Your creature’s actions are spurred on by your bond.

You may use a bonus action on your turn to target your Bonded Creature Companion, as long as it is within 60 feet of you, and can see you (or at least recognize you in the case the creature has no eyes). That creature gains one Shared Fate die, a d4. For the duration, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Shared Fate die, but must decide before the DM says whether the roll succeeds or fails. Once the Shared Fate die is rolled, it is lost. A creature can have only one Shared Fate die at a time.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest. Your Shared Fate die changes when you reach certain levels in this class. The die becomes a d8 at 10th level, and a d12 at 18th level.


Kindred Spirit[edit]

At 3rd level you select which energy the bond you share with your creature resonates with. This not only has bearing on what Bonds your Beast Twin may learn, but also how the Beast Twin interacts with the world around it.

- Are you and your companion attuned to Nature, favoring the bow, moving with the winds and the waves, travelling wherever the road takes you?
-  Maybe you attuned to the Shadow, preferring to operate according to your own rules, leveraging your combined strengths to seize whatever you want? 

Choose between Nature or Shadow, detailed at the end of the class description. Your choice grants you features at 3rd and again at 6th, 9th, 13th, and 17th level.


Ability Score Increase[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you get a pool of three ability score points to assign to yourself and your creature companion.

You may not allocate more than two ability score points to a single creature (ie. you may assign 2 points to your player character and 1 point to yourBonded Companion, however you may not allocate three points to your player character and no points to your companion).

On either yourself or your creature companion, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. Then allocate the remaining ability score point to the creature that has not yet increased its ability score at this level.

As normal, you can't increase an ability score above 20 using this feature.

If your Player Character elects to forgo the Ability Score Increase in order to take a Feat, you may still allocate 1 ability score point to your Bonded Companion creature, this 1 additional point cannot be applied to your Player Character.


Elemental Training[edit]

Beginning at 5th level, you and your Bonded Companion become attuned to a natural element.

Roll a d6, the result is the type of damage both your Beast Twin and Bonded Companion are now resistant to.

In addition, whenever your Bonded Companion makes an attack action, it adds an additional one d4 elemental damage of the type rolled.

Result Damage Type
1 Cold
2 Fire
3 Lightning
4 Radiant
5 Necrotic
6 Acid

Starting at 11th level, you and your Bonded Companion's damage resistance becomes damage immunity.

In addition, the additional elemental damage your Bonded Companion deals upgrades from one d4 to one d6.


Action Surge[edit]

Starting at 7th level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action.

Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 15th level, you can use it twice before a rest, but only once on the same turn.


Companion Attack[edit]

Beginning at 14th level, your Bonded Companion can attack twice, instead of once, whenever it takes it's Attack action on your turn.

The number of attacks increases to three when you reach 20th level in this class.

Bond Resonance[edit]

The bond between the Beast Twin and their Bonded Companion is deep and resonates with the natural world. Most Beast Twin's bonds resonate with either Nature energy or Shadow energy.


Nature Resonance[edit]

Training in the Natural World

Your Beast Twin may find their bond with their Bonded Companion strongly resonates with the natural world. This grants you the ability to leverage your bond in order to perform incredible feats together.

Beginning at 3rd level, you gain proficiency in the Nature skill, if you already had proficiency you now gain Expertise.

Also at 3rd level, if a creature would trigger an attack of opportunity against you or your Bonded Companion, as long as you're both within range, you both make attacks of opportunity against that creature, this shared reaction counts as a single reaction.

At 3rd level you choose another Bond to learn from either the Beast list, or the Nature list.

You can't learn a single Bond more than once. You can't use more than one Bond per turn.


Your Kindred Spirit Depth is 1, this reflects that the bond between you and your Bonded Companion is strong.

You will gain additional Bonds at the 6th, 9th, 13th, and 17th Beast Twin level, as shown in the Bonds Known column of the Beast Twin Class Table.


Arrow Training

You walk the woods or the city streets, practicing with your bow, and tracking your targets alongside your Bonded Companion.

At 6th level you become proficient in the use of ranged attacks.

Also beginning at 6th level, you gain advantage on attacks against creatures that are poisoned.

You choose another Bond to learn from either the Beast list, or the Nature list.


Your Kindred Spirit Depth is 2, this reflects that the bond between you and your Bonded Companion has deepened.


Ranged Training Regime

You and your Bonded Companion spend your spare moments sparring, increasing your skills.

At 9th level your time spent training your companion to dodge ranged attacks has paid off, your Bonded Companion now gains +2 to AC against ranged weapon attacks.

You choose another Bond to learn from either the Beast list, or the Nature list.


Your Kindred Spirit Depth is 3, this reflects that the bond between you and your Bonded Companion has deepened even further.


Poison Weapon Training

You and your Bonded Companion spend time testing different natural plants and concoctions, creating potent poisons.

At 13th level your time spent concocting with whatever you could find has borne fruit, you, with the support of your Bonded Companion, have learned to create poisons which can be used to coat your ammunition.

The poison you create can coat as many arrows as you like, however the poison loses it's effectiveness after 8 hours. A creature hit with this poisoned ammunition must make a Constitution saving throw with a DC of 10 + your Wisdom modifier. On failure, they take 2d6 poison damage and are poisoned for 1 minute. On success, they take half as much poison damage, but are not poisoned.

You choose another Bond to learn from either the Beast list, or the Nature list.


Your Kindred Spirit Depth is 4, this reflects that the bond between you and your Bonded Companion has now approached the highest levels.


Rest and Relaxation

You and your Bonded Companion spend your spare moments enjoying life's little things.

At 17th level your time is better spent enjoying yourselves than slaving away at the grindstone, due to your closeness, you can now instinctively cover each other's backs.

Whenever you're within 5 feet of each other, attacks made against either of you are made as though you were both in Half Cover.

You choose another Bond to learn from either the Beast list, or the Nature list.


Your Kindred Spirit Depth is 5, this reflects that the bond between you had deepened to the greatest point possible.

Shadow Resonance[edit]

Training in the Realm of Shadow

Your Beast Twin may find their bond with their Bonded Companion strongly resonates with the darkness of shadows. This grants you the ability to leverage your bond in order to perform underhanded tasks and surprise your enemies.

Beginning at 3rd level, you gain proficiency in the Intimidation skill, if you already had proficiency you now gain Expertise.

At 3rd level, if a creature would trigger an attack of opportunity against you or your Bonded Companion, as long as you're both within range, you both make attacks of opportunity against that creature, this shared reaction counts as a single reaction.

Also at 3rd level you choose another Bond to learn from either the Beast list, or the Shadow list.

You can't learn a single Bond more than once. You can't use more than one Bond per turn.


Your Kindred Spirit Depth is 1, this reflects that the bond between you and your Bonded Companion is strong.

You will gain additional Bonds at the 6th, 9th, 13th, and 17th Beast Twin level, as shown in the Bonds Known column of the Beast Twin Class Table.


Savage Attack Regime

You spend extra time training your Bonded Companion, increasing the savagery of its attacks.

At 6th level your time spent training your companion has paid off, your Bonded Companion now rolls an additional damage die whenever it makes a critical hit.

You choose another Bond to learn from either the Beast list, or the Shadow list.


Your Kindred Spirit Depth is 2, this reflects that the bond between you and your Bonded Companion has deepened.


Reaction Training

You and your Bonded Companion spend additional time training your reaction speed.

At 9th level, your Bonded Companion now has its own reaction. Any reaction made by your Beast Twin does not use your Bonded Companion's reaction.

You choose another Bond to learn from either the Beast list, or the Shadow list.


Your Kindred Spirit Depth is 3, this reflects that the bond between you and your Bonded Companion has deepened even further.


Intimadation Aura

You and your Bonded Companion have become attuned to the perceptions of others, and are now able to leverage them to your advantage.

At 13th level you and your Bonded Companion gain advantage to all attack rolls made against creatures who are Frightened.

You choose another Bond to learn from either the Beast list, or the Shadow list.


Your Kindred Spirit Depth is 4, this reflects that the bond between you and your Bonded Companion has now approached the highest levels.


Targeted Training Regime

You and your Bonded Companion have spent so much time sparring together, you're able to target each other's weak points with pinpoint accuracy.

At 17th level, attacks you or your Bonded Companion make score a critical hit on a roll of 19 or 20.

You choose another Bond to learn from either the Beast list, or the Shadow list.


Your Kindred Spirit Depth is 5, this reflects that the bond between you had deepened to the greatest point possible.


Bonds[edit]

Unless otherwise specified, a Bond requires a standard Action.


Beast Twin Bonds[edit]

Beast Twin Bonds can be learned at each Kindred Spirit level, regardless of which resonance your bond manifests as.


Bond Name Description Details
Bond of Agility Your Bonded Companion pushes its agility to its limits. You touch your Bonded Companion, for one hour it's speed is increased by 10 feet, and its jumping distance doubles.


At Depth 5 of Kindred Spirit, on touch, for one hour, this Bond increases your Bonded Companion's speed by 20 feet, and its jumping distance triples instead.

Bond of Apothecary Refine the blood of your Bonded Companion into a poultice or poison. On touch, you drain a few ounces of blood (or equivalent material) from your Bonded Companion to craft one potion.

Roll a d4, on a 1 or 2 the resulting Potion is a Healing Potion which heals the drinker for 1d8 + their Constitution modifier. On a 3 or 4 the resulting Potion is a Virulent Potion which, when consumed causes the drinker 1d8 + your Wisdom modifier in acid damage, they are also Poisoned for 1 minute.

In addition, both Potions are somewhat effective if applied to the skin. If the Healing Potion or Virulent Potion is thrown on the ground it will splash on all creatures within a 5 foot radius, the target(s) is(are) either healed for 1d6 + their Constitution modifier, or damaged for 1d6 + your Wisdom modifier acid damage respectively.

After 24 hours these Potions spoils and lose all effectiveness.


This Bond's Potions grow stronger by 1 die for each additional Depth Level of Kindred Spirit between you and your Bonded Companion. (ie. 1d8 or 1d6 at Depth 1, 2d8 or 2d6 at Depth 2 and so on.)

Bond of Protection Leverage your bond's resonance to create a layer of protection for your Bonded Companion You touch your Bonded Companion.

For one minute, the target's skin is covered by a visible sheen that represents your bond (the sheen is white until 3rd level when your Bond's resonance changes the colour). For the duration, the Base AC of your Bonded Companion increases to 11, and it gains resistance to piercing, and slashing damage.


This Bond's protection increases the Base AC by 1 for each Depth Level of Kindred Spirit between you and your Bonded Companion beyond 1. (ie. AC11 at Depth 1, AC12 at Depth 2 and so on.)

Bond of Proximity You fling your weapon out, reducing the damage dealt to your Bonded Companion. Provided you are within 5 feet of your Bonded Companion, if your Bonded Companion is hit by an attack and before damage is applied, you may, as a reaction, reduce the damage by 1d6 + your Wisdom modifier.


This Bond's damage reduction increases by an additional 1d6 for each Depth Level of Kindred Spirit between you and your Bonded Companion beyond 1. (ie. 1d6 at Depth 1, 2d6 at Depth 2 and so on.)

Bond of Scale Adjust the size of your Bonded Companion to suit the situation you find yourself in. You touch your Bonded Companion.

For 1 hour, you increase the target's size by one class higher or decrease its size by one class lower. For instance, you can increase a Small creature's size to be Large, or decrease its size to Tiny.

This has no bearing on the target's Ability Scores, however it does double, or halve their speed depending on whether you increase, or decrease their size respectively.

Bond of Surefoot You guide your Bonded Companion's steps, helping it move through uneven terrain. You touch your Bonded Companion. For 1 hour, the target's movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the target's speed nor cause the target to be paralysed or restrained.

The target can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled. Finally, being in water or underwater imposes no penalties on the target's movement or attacks.

Bond of Vitality Your bond inspires your Bonded Companion to try harder in combat, increasing its available Hit Points. You touch your Bonded Companion. It gains a number of temporary hit points equal to 1d8 + your Charisma modifier.


This Bond's temporary hit point allocation increases by an additional 1d8 for each Depth Level of Kindred Spirit between you and your Bonded Companion. (ie. 1d8 at Depth 1, 2d8 at Depth 2 and so on.)

Nature Bonds[edit]

Nature Bonds can be learned at each Kindred Spirit level, as long as your Bond resonates with Nature.


Bond Name Description Details
Bond of Communication Nature's resonance allows you to speak with animals. You gain the ability to comprehend and verbally communicate with beasts for a day. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day.

You might be able to persuade a beast to perform a small favour for you, or deliver a message.

In addition, while the Bond is in effect, you can keep track of any beasts you've communicated with, being able to infer the general direction, as well as the rough distance that the beast is from your character.

Bond of Charming Couple The visible bond with your Bonded Companion helps people to believe your words. For 1 hour, you Bonded Companion will assist you in making Deception, Intimidation, Performance, or Persuasion checks.

For the duration, as long as you are within 15 feet of your Bonded Companion, you will have advantage on any Charisma based Skill checks.

Bond of Obscuring Your bond with your companion allows you to disguise it as another creature. On touch, for 1 hour, your Bonded Companion is made to look, feel, sound, and smell exactly like a particular species of creature—but only to other members of that species.

Members of closely related species are also fooled; for instance, the appearance of a dog will also fool wolves and death dogs, and the appearance of an elf will also fool drow and half-elves.

However, this spell does not give you or your Bonded Companion any ability to communicate with those creatures if they cannot already do so.

Bond of Remedy Nature's bounty assists you in treating your companion's poisons. You touch your Bonded Companion. If it is poisoned, you neutralize the poison. If more than one poison afflicts the target, you neutralize all poisons currently present.

For one hour, your Bonded Companion has advantage on saving throws against being poisoned, and it has resistance to poison damage.

Bond of Seeing Your companion keeps an eye on your enemies, marking your targets. On touch, for 1 hour, your Bonded Companion assists you in marking targets for ranged attacks.

When making long ranged attacks, as long as your Bonded Companion is within 10 feet of your target, the long ranged attack no longer has disadvantage.

Moreover, if you and your Bonded Companion are within 5 feet of your target when you're making a ranged attack, this too no longer incurs disadvantage.

Bond of Venom You channel nature's resonance to imbue your Bonded Companion's attacks with poison. You touch your Bonded Companion. For 1 minute, all attacks made by your Bonded Companion do an additional 1d4 + your Wisdom modifier as poison damage. After a successful hit, the target must make a Constitution saving throw, (the DC is 10 + your Wisdom modifier + your proficiency bonus) if unsuccessful, the target is Poisoned until the end of its next turn.


This Bond's poisoning affect grows stronger by an additional 1d4 for each additional Depth Level of Kindred Spirit between you and your Bonded Companion. (ie. 1d4 at Depth 1, 2d4 at Depth 2 and so on.)

Bond of Vitriol Your angered words cause your companion to spit venom. As long as your Bonded Companion is within 60 feet and visible to you, you may have it spit venom toward a creature you can see within 30 feet of your Bonded Companion.

This counts as a ranged spell attack, on a hit, the target takes 2d8 + your Wisdom modifier as poison damage.

After a successful hit, the target must make a Constitution saving throw, (the DC is 10 + your Wisdom modifier + your proficiency bonus) if unsuccessful, the target is Poisoned until the end of its next turn.


This Bond's damage increases by an additional 1d8 for each additional Depth Level of Kindred Spirit between you and your Bonded Companion. (ie. 2d8 at Depth 1, 3d8 at Depth 2 and so on.)

Shadow Bonds[edit]

Shadow Bonds can be learned at each Kindred Spirit level, as long as your Bond resonates with Shadow.


Bond Name Description Details
Bond of Calming You lay a hand on your Bonded Companion, calming and curing it of status conditions. On touch, your Bonded Companion is cured of the Charmed, Frightened, or Stunned conditions.

In addition, for 1 minute, the Bonded Companion gains advantage on rolls against these conditions.


At Depth 5 of Kindred Spirit, in addition to the above, this Bond also cures the Bonded Companion of the effects of Confusion.

Bond of Counterattack Your bond allows for you and your Bonded Companion to better respond to attacks. On touch, for one hour, whenever you take damage from an attack, provided it is in range, your Bonded Companion may use a reaction to make a single melee attack against the attacker.
Bond of Fear You and your Bonded Companion let loose a warcry, striking fear into your opponents. You and your Bonded Companion together make a loud scream, all creatures within sight of you or your Bonded Companion must roll a Wisdom saving throw (the DC is 10 + your Charisma modifier + proficiency).

Any creatures that fail the save are Frightened for 1 minute.

Bond of Illusion Create an illusory clone of your Bonded Companion to confuse your enemies You conjure an Illusory Clone of your Bonded Companion within 20 feet which lasts for 1 minute.

The Illusory Clone has full movement and moves on your turn, it can perform the Dash, and Disengage actions. If the Illusory Clone is attacked, it ceases to exist, and the attacker must make a Wisdom saving throw, (the DC is 10 + your Charisma modifier + proficiency ) on a failure, the attacker is Frightened for 1 minute and takes 1d6 + your Wisdom modifier in psychic damage. On a success nothing happens.


The psychic damage this Bond can deal increases by an additional 1d6 for each additional Depth Level of Kindred Spirit between you and your Bonded Companion. (ie. 1d6 at Depth 1, 2d6 at Depth 2 and so on.)

Bond of Invisibility Your Shadow's resonance encases your Bonded Companion, making it invisible. On touch, your Bonded Companion becomes invisible, vanishing from sight, even from darkvision.

If the companion was carrying gear, that vanishes too. Neither you nor your allies can see your companion, unless you can normally see invisible things or you employ magic to do so.

Items dropped or put down by your companion while in this state become visible; items picked up disappear. Light, however, never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible source). Any part of an item that the subject carries but that extends more than 10 feet from it becomes visible.

Of course, the subject is not magically silenced, and certain other conditions can render the recipient detectable (such as stepping in a puddle).

Bond of Paralysis Channel the Shadow resonance of your bond to freeze your enemies in fear Choose a creature that you can see within 30 feet of your Bonded Companion.

The target must succeed on a Wisdom saving throw, (the DC is 10 + your Charisma modifier + proficiency) or be paralysed for 1 minute on a failure.

At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the target is no longer paralyzed.

As long as the target is Frightened, it has disadvantage on any Saves made against this Bond.


At Depth 5 of Kindred Spirit, this Bond can target an additional creature in range.

Bond of Silence Your bond with your companion allow you to travel silently. On touch, for 1 hour, both you and your Bonded Companion's footsteps make no sound.

For the duration, your Bonded Companion becomes proficient in the Stealth skill. In addition, you gain advantage on all Stealth checks made during this period.


At Depth 5 of Kindred Spirit, when using this Bond, for the duration, your Bonded Companion gains expertise in the Stealth skill.

Example Beasts[edit]

Creature Name Type Alignment Size CR AC STR DEX CON INT WIS CHA
Axe Beak Beast U Large 1/4 11 14 12 12 2 10 5
Baboon Beast U Small 0 12 8 14 11 4 12 6
Badger Beast U Tiny 0 10 4 11 12 2 12 5
Bat Beast U Tiny 0 12 2 15 8 2 12 4
Blood Hawk Beast U Small 1/8 12 6 14 10 3 14 5
Boar Beast U Medium 1/4 11 13 11 12 2 9 5
Camel Beast U Large 1/8 9 16 8 14 2 8 5
Cat Beast U Tiny 0 12 3 15 10 3 12 7
Constrictor Snake Beast U Large 1/4 12 15 14 12 1 10 3
Cow* Beast U Large 1/4 10 18 10 14 2 10 4
Crab Beast U Tiny 0 11 2 11 10 1 8 2
Cranium Rat* Beast LE Tiny 0 12 2 14 10 4 11 8
Deer Beast U Medium 0 13 11 16 11 2 14 5
Dimetrodon* Beast U Medium 1/4 12 14 10 15 2 10 5
Draft Horse Beast U Large 1/4 10 18 10 12 2 11 7
Eagle Beast U Small 0 12 6 15 10 2 14 7
Elk Beast U Large 1/4 10 16 10 12 2 10 6
Flying Snake Beast U Tiny 1/8 14 4 18 11 2 12 5
Flying Sword Construct U Small 1/4 17 12 15 11 1 5 1
Frog Beast U Tiny 0 11 1 13 8 1 8 3
Giant Badger Beast U Medium 1/4 10 13 10 15 2 12 5
Giant Bat Beast U Large 1/4 13 15 16 11 2 12 6
Giant Centipede Beast U Small 1/4 13 5 14 12 1 7 3
Giant Crab Beast U Medium 1/8 15 13 15 11 1 9 3
Giant Fire Beetle Beast U Small 0 13 8 10 12 1 7 3
Giant Frog Beast U Medium 1/4 11 12 13 11 2 10 3
Giant Lizard Beast U Large 1/4 12 15 12 13 2 10 5
Giant Poisonous Snake Beast U Medium 1/4 14 10 18 13 2 10 3
Giant Rat Beast U Small 1/8 12 7 15 11 2 10 4
Giant Weasel Beast U Medium 1/8 13 11 16 10 4 12 5
Giant Wolf Spider Beast U Medium 1/4 13 12 16 13 3 12 4
Goat Beast U Medium 0 10 12 10 11 2 10 5
Hadrosaurus* Beast U Large 1/4 11 15 10 13 2 10 5
Hawk Beast U Tiny 0 13 5 16 8 2 14 6
Hyena Beast U Medium 0 11 11 13 12 2 12 5
Jackal Beast U Small 0 12 8 15 11 3 12 6
Lemure Fiend (Devil) LE Medium 0 7 10 5 11 1 11 3
Lizard Beast U Tiny 0 10 2 11 10 1 8 3
Male Steeder* Monstrosity U Medium 1/4 12 15 12 14 2 10 3
Manes* Fiend (Demon) CE Small 1/8 9 10 9 13 3 8 4
Mastiff Beast U Medium 1/8 12 13 14 12 3 12 7
Monodrone* Construct LN Medium 1/8 15 1 13 12 4 10 5
Mule Beast U Medium 1/8 10 14 10 13 2 10 5
Needle Blight* Plant NE Medium 1/4 12 12 12 13 4 8 3
Octopus Beast U Small 0 12 4 15 11 3 10 4
Owl Beast U Tiny 0 11 3 13 8 2 12 7
Panther Beast U Medium 1/4 12 14 15 10 3 14 7
Poisonous Snake Beast U Tiny 1/8 13 2 16 11 1 10 3
Pony Beast U Medium 1/8 10 15 10 13 2 11 7
Pteranodon* Beast U Medium 1/4 13 12 15 10 2 9 5
Quipper Beast U Tiny 0 13 2 16 9 1 7 2
Rat Beast U Tiny 0 10 2 11 9 2 10 4
Raven Beast U Tiny 0 12 2 14 8 2 12 6
Riding Horse Beast U Large 1/4 10 16 10 12 2 11 7
Scorpion Beast U Tiny 0 11 2 11 8 1 8 2
Sea Horse Beast U Tiny 0 11 1 12 8 1 10 2
Shrieker Plant U Medium 0 5 1 1 10 1 10 3
Slaad Tadpole* Aberration CN Tiny 1/8 12 7 15 10 3 5 3
Spider Beast U Tiny 0 12 2 14 8 1 10 2
Stirge Beast U Tiny 1/8 14 4 16 11 2 8 6
Twig Blight* Plant NE Small 1/8 13 6 13 12 4 8 3
Velociraptor* Beast U Tiny 1/4 13 6 14 13 4 12 6
Violet Fungus Plant U Medium 1/4 5 3 1 10 1 3 1
Vulture Beast U Medium 0 10 7 10 13 2 12 4
Weasel Beast U Tiny 0 13 3 16 8 2 12 3
Wolf Beast U Medium 1/4 13 12 15 12 3 12 6
Zombie Undead NE Medium 1/4 8 13 6 16 3 6 5
* - refers to homebrew content, discuss with your DM prior to making your selection.


Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Beast Twin class, you must meet these prerequisites: Charisma 13 and Wisdom 13

Proficiencies. When you multiclass into the Beast Twin class, you gain the following proficiency: Animal Handling

Bonded Companion When you multiclass into the Beast Twin class, you gain a Bonded Companion, you'll need to be conscious of how, and why the bond with your Bonded Companion was established.


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