Spirit-Bond (5e Class)
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A Spirit Bond is a class centered around maintaining a second summoned presence in the world.
In addition to your own character, you will have a second semi-permanent summon in play under your control to use as you see fit. the connection between you and this summon, or Spirit Bond, is more than ordinary friendship and can manifest in many ways. If you're looking for a summoner build focus with light spell casting, this class should fit you very well.
What is your Bond?
Sometimes a soul is to great to be housed in an typical vessel. When this happens a soul is often split so that at least one part can live its life; The remaining part often drifts among the planes and never returns. Some, however do return and find who they were broken from. If reunited they will often take on characteristics from its brief travel through the planes. perhaps the other part of your soul drifted in and out of the elemental planes. Maybe it drifted up to the celestial realms or visited one of the hells before returning. Once united with it's original self, it does everything it can to help its previous part of itself.
Creating a Spirit Bond
- Character Prompts
- How did you and your bond find each other?
- What is the relationship between you and your Spirit Bond?
- Why did it find its way back to you?
- How long have you known about your bond?
- Is your Spirit Bond a secret?
- Quick Build
You can make a Spirit Bond quickly by following these suggestions. First, either Strength or Dexterity should be your highest ability score, followed by Wisdom. Second, choose the City Watch background.
As a Spirit Bond you gain the following class features.
- Hit Points
Armor: light, medium, shields
Weapons: Simple & Martial Weapons.
Saving Throws: Strength, Wisdom
Skills: Choose three Skills from Arcana, Acrobatics, Animal Handling, Athletics, History, Persuasion, Insight, Intimidation
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a shield and a Heavy Sword or (b) a Heavy Crossbow and 20 bolts
- (a) a shield and Hand Crossbow and 20 bolts or (b) a halberd or (c) a Longbow and 20 arrows
- (a) Scale Mail or (b) studded leather armor
- (a) dungeoneer's pack or (b) burglar's pack
- If you are using starting wealth, you have 5d4x10 gp in funds.
|Features||Bond's CR||Cantrips||Bond Surges|
|2nd||+2||Bond's Magic, Bolstered Spirit||1/4||2||2|
|4th||+2||Ability Score Improvement||1/2||2||4|
|7th||+3||Simple Forms, Shared Senses||2||3||7|
|8th||+3||Ability Score Improvement||2||3||8|
|12th||+4||Ability Score Improvement||5||4||12|
|16th||+5||Ability Score Improvement||9||5||16|
|19th||+6||Ability Score Improvement||10||5||19|
Spirit Bond Class Features
A shape changing being of some unknown origin has invited you to call upon it when needed. At 1st level, you gain the ability to summon any large or smaller beast as your Spirit Bond whose CR is no greater than what is displayed on your Spirit Bond Class Table. Regardless of it's intelligence and known languages it always obeys and understands your instruction. The summoning ritual takes 10 minutes and can be done once per short rest. If you use this ability while your Spirit Bond’s physical form is still alive, it is summoned next to you at full health taking on the applicable form of your choice. The summoning works even if it’s previous form has died or is on another plane of existence. In combat your Spirit Bond rolls it's own initiative. You can't use this feature to turn your bond into a unique or named creature with special stat-blocks and any equipment the Spirit-Bond is summoned with, disappears if the Spirit-Bond disappears.
- Your bond may never benefit from lair actions, legendary actions, or legendary resistances.
- Your bond is immune to charm effects that would turn it against you, but will always side with you if you are charmed.
Your Spirit Bond blurs the line between where your spirit ends, and its spirit begins. Allowing for the free flow of magic from your Bond to you.
Cantrips At 2nd level, you know 2 cantrips of your choice from the Spirit Bond Spell list. You learn additional Spirit Bond cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Spirit Bond table.
Bond Surges At 2nd level, you have 2 bond surges to spend on your class features. You have a number of surges = to your level in this class. You recover all bond surges at the end of a long rest.
Bond's Casting If the form your Bond takes ever has access to spells, it is free to cast them. However, it must consume one of your bond surges to cast any non at-will spell. Regardless of your bond’s form, It is still otherwise limited to the casting limitations of its form(x times per day)
- Note: if your bond takes on multiple forms in a day that each can cast the same spell X times per day. they share the count of times the spell was cast.
Spellcasting Ability Wisdom is your spellcasting ability for your Spirit Bond spells. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Spirit Bond spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
You can use an arcane focus as a spellcasting focus for your Spirit Bond spells.
At 2nd level, You gain the ability to spend one of your bond surges as a bonus action and heal your bond's HP = 1d4 + your Wisdom Modifier. this increases by an additional 1d4 at 5th level in this class and again at 11th and 17th level.
Choose a revealed origin archetype and gain the benefits associated with that archetype at 3rd level, and again at 6th,11th, and 15th level. Revealed Origins
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.
At 5th level, As an action you can spend one of your bond surges to magically enhance your combat speed for a turn and you make 2 weapon attacks.
Beginning at 7th level, your Bond is becoming more adept at changing into simpler forms. Over the length of one minute, you can perform a ritual and change your bonds form into any CR 1 or lower creature whose size is large or smaller, You must be within 30 feet of your bond for the duration of the ritual and you can revert it's form as an action. If its simple form drops to 0 HP it reverts to the form it had when summoned with your Spirt Bond feature. Any extra damage carries over to its previous form.
At 7th level, You gain telepathy with your bond. This is not limited by distance, though you must still be on the same plane of existence. Additionally, so long as you and your bond are with 1 mile of each other, you can use a bonus action to see through your bond’s senses until the end of your next turn.
Beginning at 10th level whenever you may use your action to transform your bond into any beast or creature associated with its Revealed Origin whose CR is no greater than it’s current allowed max +3. Example: at 10th level your bonds max CR is 4, which means your bond can transform into a CR 7 or lower creature. For your bond to maintain this form you must maintain concentration( as if concentrating on a spell) . This transformation lasts for 10 minutes and cannot be used again until you finish a long rest. If you break concentration or If your Bond drops to 0 hp while in this form it reverts to its previous form at the same HP it had when transformed, any additional damage carries over to the previous form.
Beginning at 18th level you may use your Empowered Bond feature twice per long rest, but only once per short rest. In addition, your True Bond feature’s size limitation is removed when you use this feature.
Note: The higher CR creature you force your bond to manifest, the worse shape it will start in.
- at Max CR+1 it has 100% of its total HP max.
- at Max CR+2 it has 80% of its total HP max.
- at Max CR+3 it has 60% of its total HP max.
Beginning at 14th level, Provided you and your bond are on the same plane of existence, when a spell or magical effect targets only you, your bond can use its reaction to also gain the effect of the spell. Additionally, if a spell or magical effect targets only your bond, you can use a reaction to also gain the effect.
At 20th level, you may use your Spirit Bond feature an unlimited number of times between short rests, and now only takes a minute to summon your bond.
Sometimes a new dragon’s soul fails to find the right vessel and is forced to land in a humanoid body instead. Unfortunately, a humanoid body is not able to fully house a true dragon soul. When this happens, it is forced to split, leaving the second half wander the material plane, searching for a way to be whole again.
- Note: this is intended to use the spell casting variant dragon stat blocks.
- Dragon Heart
At 3rd level, your Spirit Bond’s origin is revealed itself to be of Draconic origin. Your Bond may take the form of a draconic creature, in addition to that of beasts. It must still otherwise abide by your CR limitations. In addition you learn draconic
- Note: At your DM's discretion, your DM can open this up to Dragon like creatures that do not necessarily have the dragon type. (example Hydra)
- Dragon's Strike
Beginning at 6th level, you begin to take on some of the hearty resilience of your Bond. Your Constitution score increases by 2 and your Constitution score max increases to 2. In addition when one of your bond surges is expended, you gain advantage on the next attack you make.
- One Breath
At 11th level, when your Bond uses a breath weapon and is within 300 feet of you, you may spend a bond surge to use your reaction to become the source of the breath attack, using your spell Save DC.
- Dragon's Fury
At 11th level, if your bond's hp has dropped to 0, your bond bestows a draconic boon before it departs. While you have this boon, your crit-range with any attack becomes 19-20 and you may use a bonus action to make a single weapon attack.. You lose this boon the next time you use your Spirit Bond feature.
- Dragon Toughness
At 15th level, you gain 20 HP and each time you gain a new level in this class you add your Wisdom Modifier to your maximum HP.
You're Bond managed to descend into on of the hells. upon it's return it desired to be reunited with it's other half, but it treats the reunion like a contract.
- Fiendish Contract
At 3rd level, your Spirit Bond’s origin is revealed itself to be of Fiendish origin. Your Bond may take the form of a Fiendish creature, in addition to that of beasts. It must still otherwise abide by your CR limitations. You learn either Abyssal or Infernal as a language. Limitation: No fiend can use an at will teleport. This limitation is removed when you use your Empowered Bond feature.
- Soul Eater
At 6th level, you and your Bond seem to be revitalized by killing in combat. Whenever you or your bond reduce an enemy to 0 hp, you both heal hp = to your Wisdom modifier.
- Part of the Deal
At 11th level, while within 120 feet of your Bond, when you or Bond or gets hit with an attack (or is subject to any area of effect damage roll) you or your Bond may expend a bond surge and use a reaction to teleport into each other’s places before the damage is rolled. The creature who was targeted is the one that spends the reaction.
- Fiend's Parting Boon
At 11th level, if your bond has been reduced to 0 hp, It can grant you a boon before it departs depending on the type of fiend it was. If the last bond you summoned with your Spirit Bond was a demon, you gain Rampage. If it was a devil you gain Devil Sight. If your bond's shape was neither a demon nor a devil you gain Fiendish Resistance.
- Devil Sight: you can see as normal out to 120 feet; Even through magical darkness.
- Fiendish Resistance When a spell or magical effect causes you to make a saving throw, you can use a reaction to give yourself advantage on the save.
- Rampage: When you reduce a creature to 0 hit points, you can use your reaction to move up to half your speed and make a weapon attack, before the end of your next turn. This movement does not provoke opportunity attacks, and it ignores difficult terrain, but you must be able make an attack roll by the end of the movement.
You lose this boon the next time you use your Spirit Bond feature
- Shared Burden
At 15th level, when subject to a Charisma, Wisdom, or intelligence saving throw while your bond is within 30 feet of you, you may make the save using your bond's saving throws.
Sometimes a split soul will try to find a vessel of its own and will try to inhabit a vessel that is no longer used. It picks up a preference for this type of existence, and will gravitate to these types of forms once it is reunited with itself.
- Restless Soul
At 3rd level, your Spirit Bond’s origin is revealed itself to be of Undead origin. Your bond may take the form of an Undead creature, in addition to that of beasts. It must still otherwise abide by your CR limitations..
- Horde of Undeath
Beginning at 6th level, you gain the ability to split your bond into multiple undead vessels when you use your Spirit Bond Feature; When your bond is split in this way, it has a total CR = to the sum of the CRs of the chosen creatures, however each undead is considered to add an additional 1/4 to it's CR. for example at 6th level you Spirit-Bond's Max CR = 1. Thus your Spirit Bond can be split into up to 2 1/4th CR zombies. The creatures do not need to be the same type of creature, but they all must be undead.
- If you're bond is forced to revert to this Horde of Undeath form, they are all instantly summoned to points of your choice within 30 feet of you, or the place your bond's simple form died (assuming it died on the ground), and you may split any extra carry-over damage amongst the Horde of Undeath how you wish.
- If a member of your bond's horde is ever on a different plane of existence than you for more than 6 seconds. it instantly drops to 0 hp and dies. Your Shared Senses class feature can be used on any vessel in the horde.
- Only one member of the horde can benefit from your Bolstered Spirit per turn.
- Dance of the Dead
At 11th level, if your bond has been reduced to 0 hp, It can grant you a boon of etherealness before it departs. When one of your bond surges is expended you take on a ghostly quality until the end of your next turn. You gain resistance to bludgeoning, piercing and slashing damage from non magical sources as well as non-silvered weapons, and your movement is incorporeal; You can move through other creatures and objects as if they were difficult terrain. you takes 5 (1d10) force damage if you end your turn inside an object. You lose this boon the next time you use your Empowered Bond feature.
- Undead Fortitude
At 11th level, When you are reduced to 0 hp by a non critical hit that does not use radiant damage and your bond(or at least one member of its Horde of Undeath) is within 60 feet of you. you may use your reaction to expend a bond surge to make a Constitution Saving throw = 5+ the damage taken past 0. if you succeed on the check you drop to 1 hit point instead.
- Cloak of Death
At 15th level, when one of your Bond Surges is expended, you and your bond gain a bonus to attack rolls = to your Wisdom modifier until the start of your next turn. your bond must be within 30 feet of you for you to gain this benefit.
Your bond seems to have spent some time drifting in and out of the elemental planes before returning to find you.
- Elemental Essence
At 3rd level, your Spirit Bond’s origin is revealed itself to be of Elemental origin. Your Bond may take the form of an Elemental creature, in addition to that of beasts. It must still otherwise abide by your CR limitations. In addition, you learn primordial as a language.
- Shared Element
At 6th level, when you use your Spirit Bond feature to summon your Bond, if your bond's summoned form has any elemental resistances or immunities (fire, cold, lightning, thunder, acid, poison) you may gain any one of your choice an resistance. This resistance ends when you use your Spirit Bond Feature again unless the new form has no resistances or immunities. Additionally, every time you spend a bond surge your damage rolls deal 1d4 extra damage until the end of your next turn. (If your bond used the bond surge, it would be till the end of your bond's next turn.)
- Primordial's Parting Boon
At 11th level, when your bond's hp drops to 0 it grants you a boon of protection before it departs. while you have this boon, you can choose a second damage type (fire, cold, lightning, thunder, acid, poison) as a resistance. In addition, you can expend a bond surge to use a reaction when you take damage to gain immunity, until the end of your next turn. to any elemental damage rolled for your 'Shared Element' or 'Primordial Boon' resistances. (choose one) You lose this boon the next time you use your Spirit Bond feature.
- Elemental Surge
When ever you or your bond take damage of a type that you have resistance to or it has immunity to, your bond gains temp HP equal to the damage averted (max tmp hp = Wisdom modifier + your level in this class.)
- Mantle of the Elements
At 15th level, when you take damage of the same type as your Essence of Elements immunity or Shared Element resistance, you gain a bonus to damage rolls = to half the damage you would half taken on your next spell or weapon damage roll before the end of your next turn. (if you were hit twice or more before your last attack, you may choose the larger damage).
Before rejoining you in the material plane, your Spirit Bond must have ventured far into the Far Realm. Who knows exactly what it saw there. Perhaps time will tell.
- Aberrant Resonance
At 3rd level, your Spirit Bond’s origin is revealed itself to be of Aberrant origin. Your bond may take the form of an Aberrant creature, in addition to that of beasts. It must still otherwise abide by your CR limitations. In addition you also learn Deep Speech.
- Aberrant Traits
At 6th level, Choose two Traits from the following list of Aberrant Talents:
- Far Realm Cunning: you gain a bonus of half your proficiency bonus(rounded down) to any skill you are not proficient in, for 10 minutes
- Adaptive Essence: you gain a bonus of half your proficiency bonus(rounded down) to any save you are not proficient in, for 1 minute
- Aberrant Color: You become invisible for 10 minutes until you make an attack or cast a spell.
- Aberrant Stealth: You gain immunity from having your mind read and all insight checks against you have disadvantage for 1 hour.
- Aberrant Mind: You add your Wisdom modifier to all intelligence based skill checks and you make these checks with advantage. This benefit lasts 1 hour.
You gain the ability to activate one of those talents with your bonus actions at the expense of one bond surge. You can use this feature multiple times; You can use a second bonus action on a later turn and have both active at simultaneously
- 6th Sense
At 11th level, your bond never stops feeding you extra sensory information, providing you an edge when danger is close at hand. You add your Wisdom Modifier to any Dexterity save you make as well as all your Initiative checks. In addition, you cannot be surprised as long as your bond is within 60 feet of you and is not incapacitated. It can even wake you from a non magical sleep.
- Persistant Bond
At '11th Level, When your bond drops to 0 hp it bestows an Aberrant Boon. Choose one benefit you can activate with your Aberrant Talents feature:
- Psychic Defenses: you gain a psychic barrier, providing a +2 bonus to AC for 1 minute.
- Aberrant Mobility: gain a teleport speed of 15 feet (movement) and the ability to hover for 1 minute
You lose this boon the next time you use your Spirit Bond feature.
- Aspects of the Far Realm
At 15th level, You gain resistance to psychic or force damage(your choice when you gain this trait), and when one of your bond surges is expended, you gain a bonus 1d6 psychic or force damage(same as what matches your resistance) to weapon attacks and spells until you land your next attack or take a short rest. (this bonus is cumulative, if two bond surges are spent add 2d6 instead)
- Cordiality Construct
At 3rd level, your Spirit Bond’s origin is revealed itself to be of a construct origin. Your bond may take the form of a construct, in addition to that of beasts. It must still otherwise abide by your CR limitations. Limitation: your bond is limited to forms that cannot hover until level 6.
- Spell Analyzing Construct.
At 6th level, when you or your bond is damaged or targeted by a spell of 1st level or higher, you can use your reaction to capture the spell at the level it was cast. Once you have a spell captured. you can use an action/bonus-action (as appropriate for the spell) to cast the spell yourself, expending a bond surge in the process. You can only store one spell at a time, and you loose access to the captured spell for the following reasons:
- if you try to capture another spell and don't have room to store it.
- if you use your action/bonus-action to cast the captured spell,
- if you store a spell that has already been cast by you since your last long rest(even if it is at a different level)
- if you complete a long rest.
Limitation Removed: your bond is no longer limited to forms that cannot hover.
- Parting Boon of the Machine
At 11th Level, If your bond has dropped to 0 hp, It grants you a boon to give you the focus of an Axiomatic Mind before it departs. you have advantage against charm effects and if you fail a charm save, you can use your reaction to spend a bond surge and roll again. You lose this boon the next time you use your Spirit Bond feature.
- Bolstered Construct.
At 11th level, every time one of your bond surges gets expended, your bond gains temporary hit points = to your proficiency bonus + your Wisdom modifier.
- Perfect Spell Recall.
At 15th level, when you use your Spell Analyzing Construct Feature, you no longer loose access to a stored spell at the end of a long rest. In addition, you can store up to 2 spells at a time, but they must be different spells.
- Big Sibling
At 3rd level, your Spirit Bond’s origin is revealed itself to be of Giant origin. Your bond may take the form of a giant creature, in addition to that of beasts. It must still otherwise abide by your CR limitations. In addition, you learn to speak giant.
At 6th level, when use your Spirit Bond, Empowered Bond, or Simple Forms features, you can change the size of your bond. you can transform them into a CR 1 higher that you normally would with the following draw-backs.
- It is one size category smaller than normal
- it has 25% less max HP
- the first hit it lands on its turn deals one die less on the damage roll.
- it has a -1 to attack rolls
- Giant's Parting Boon
At 11th Level, When your bond drops to 0 hp it bestows a Giant's Boon, while you have this boon, you have regeneration = your proficiency score. If you take acid or fire damage this trait will not function until the end of your next turn. You loose this boon the next time you use your Spirit Bond feature.
- Little Sibling
At 11th level, If your bond is at least one size larger than you, you can share a space with your bond without squeezing. If you are sharing a space with your bond, and are hit with an attack, you may use your reaction and roll a d6. on a 1, 2, 3, or 4 it hits you, on a 5, 6 it hits your bond. An ally can benefit from this effect as well, though not as well. if an attack hits an ally they spend a reaction and roll a d4; On a 4 the attack hits your Bond. If your Bond is at least two sizes larger than you, two creatures of the same size as you can share in your bond's space.
- Bigger Sibling
At 15th level, when you use your Spirit Bond or Empowered Bond features you can increase the the base CR of the creature by one (provided that CR+1 is still within your CR Limitations) and make a larger version of the creature gaining the following benefits.
- it's size increases by one size category.
- an additional +1 AC
- an additional +1 to all attacks
- an additional +20% HP
- its Spell Save DC increases by 1
- one damage roll on it's turn deals an extra die of damage.
Spirit Bond Spell List
Blade ward, booming blade, control flames, fire bolt, frostbite, green-flame blade, lightning lure, mending, mold earth, poison spray, produce flame, ray of frost, resistance, shape water, shocking grasp, spare the dying, sword burst, thorn whip, thunderclap, toll the dead, true strike.
Prerequisites. To qualify for multiclassing into the Spirit-Bond class, you must meet these prerequisites: 13 Wisdom
Proficiencies. When you multiclass into the Spirit-Bond class, you gain the following proficiencies: shields, light, and medium armor