Bonded Soul

Panting, a human darts and ducks between alleyway and backroad. The target of her pursuit, a criminal who's bounty occupys a portion of her purse is remaining naught but five paces ahead, just far enough to see his every step. The hunter lets out a whistle, and a wolf leaps from the shadows and overtakes him

Weary and battle-scarred, a grisled half-orc makes his slow pace across the dust road. Passereby avoid his gaze and whisper shushedly to eachother as he passes, their eyes drawn to two things: the dead basilisk slung over his shoulder, and the panther by his side, immaculate glossy fur juxtaposing his road-weary silhouette

Heroes and hellions, many rumours surround Bonded Souls wherever they may go. They are rejected by some and warmely welcomed by others, but wherever they go they are not alone. In their stalwart companion, they find company and purpose and show to the world what truly fine a line lay between beast and man

The Bonded Soul goes beyond the typical animal trainer or mounted knight. They have forged a connection to an animal so potent that their mere presence makes each of them more powerful. Together, they forge their path in the world and challenge the ideas of superiority held in the hearts of people

The bread and butter of the Bonded Soul is influence. Not social or ecenomic influence, but an influence over the battlefield. They move together as a seeming single unit carving a path through any enemy unfortunate enough to stand against them

Bonded soul
Level Proficiency Bonus Features Natural Attack
1st +2 Animal Companion, Peerless Rider, Bond d4
2nd +2 Animal Companion Improvement d4
3rd +2 First Bond Feature, Recall d4
4th +2 Ability Score Increase d4
5th +3 Extra Attack d6
6th +3 Animal Companion Improvement d6
7th +3 Second Bond Feature d6
8th +3 Ability Score Increase d6
9th +4 - d8
10th +4 Animal Companion Improvement, Take the Hit d8
11th +4 - d8
12th +4 Ability Score Increase, Third Bond Feature d8
13th +5 - d10
14th +5 Animal Companion Improvement d10
15th +5 - d10
16th +5 Ability Score Increase d10
17th +6 fourth bond feature d12
18th +6 Animal Companion Improvement d12
19th +6 Ability Score Improvement d12
20th +6 Lick Wounds d12

Creating a Bonded Soul

When making a Bonded Soul, consider the relationship between them and their animal companion. Perhaps it was forged of desperation, a grim vow to keep the other alive under the harshest conditions. Maybe it was as thanks, swearing to aid the one who saved their life. Or perhaps they come from a culture of that venerated animals, where upon birth a baby and nursling seek each other out and are raised together, two of a kind?

Did your wild tendencies make you an outcast in your society and you were cast out, finding a similar mind in the woods? Or were you pushed out by destructive invaders and swore to return and liberate your homes. Maybe you found your companion on your adventures, and vowed to protect them from all harm?

Quick build

You can make a bonded soul quickly by following these steps: first, make dexterity your highest score. Next, charisma. Take the outlander background.

Hit Points


  • Hit Dice: 1d6 per Bonded Soul Level
  • Hit Points at 1st Level: 6 + your Constitution modifier
  • Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per Bonded Soul level after 1st

Proficiencies


  • Armor: light armor and shields
  • Weapons: simple weapons, Rapiers, Shortswords, Scimitars and Whips
  • Tools: Gaming sets, Pan pipes, Drums

  • Saving Throws: Dexterity, Charisma
  • Skills: choose any 3

Equipment

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

  • (a) a shortsword or (b) a rapier (10/25)
  • (a) 10 javelins or (b) a spear (5/1 gp)
  • A suit of studded leather (45 gp)
  • an instrument of your choice
  • a toy beloved by your animal companion

Starting Gold

Alternatively, you can start with 4d4 x 10 gp

Animal Companion

You have formed a bond with an animal that cannot be broken, even by death. Choose a beast that has a challenge rating of no more than 1/4. This beast is freindly to you and your companions and follows your commands, acting during your turn in combat. You can always tell how far away you are from each other and in what direction as long as you are on the same plane, if it has a climb or swim speed you gain that speed, and it differs from others of its kind in the following ways:

  • Instead of the hit points listed in its monster manual entry, it has 6 + its constitution modifier hit points. It rolls for hit points every time you level up in this class, using the same dice as you and adding its constitution modifer
  • It adds your charisma bonus to its armor class
  • If it has a natural attack, it may replace one of the damage dice in the attack with a dice as listed in the Natural Attack Column of the Bonded Soul table
  • It shares a proficiency bonus and saving throw proficiencies with you
  • If it has any bonuses to a skill, attack roll or saving throw other than its ability bonus, it loses that bonus and becomes proficient in the roll instead
  • If it has any abilities that require a saving throw, the DC for it is calculated as 8 + your proficiency modifier + the appropriate ability modifier
  • it cannot take an action from its stat block that makes multiple attacks

Peerless Rider

If your animal companion is the same size as you or larger, you may ride it as a mount. You cannot be removed from it while mounted unless knocked unconscious or by our own will

Bond

Choose one of the bonds listed at end of this chapter. It gives you bonuses as you level up

Animal Companion Improvement

At second level, and a gain at 6th, 10th, 14th and 18th level you may choose one of the following improvements to your animal companion:

  • Increase its size class by one, increasing its move speeds by 10', then 5' on each subsequent increase. Your animal companion cannot exceed size large through this improvement.
  • Increase its strength, dexterity or constitution by two, to a maximum of twenty
  • Its land speed icreases by 10'. All other movement speeds increase by 5'
  • Its armor class increases by two
  • Its intelligence score is now permanently equal to yours
  • Its wisdom score is now permanently equal to yours
  • Its charisma score is now permanently equal to yours
  • if your DM allows, you may give your animal companion a feat

Recall

Starting at third level, your bond with your animal companion transcends the veil of life and death. If your animal companion has died, you may preform a 1-hour ritual which can be done across a short rest to restore it to life, creating for it a new body. Once you have used this feature, you can't use it again until you finish a long rest. Additionally, you may re-decide what form your animal companion takes. Choose a beast with a challenge rating of no more than one-quarter your level. You also may re-choose what Animal Companion Improvements it has

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Extra Attack

Starting at fifth level either you or your animal companion can make two attacks instead of one when you take the attack action on your turn. Once one has used this feature, the other cannot until the start of your next turn

Take the Hit

Starting at 10th level, if you are within 10' of your animal companion and one of you is hit by an attack, the other may direct the attack towards themself. You may only do this once per turn

Lick Wounds

At 20th level, you understand your companion enough to know what needs healing most. As an action, you may spend time tending to the wounds your animal companion, and heal it for 1d10+10 hit points. You may do this a number of times equalling your charisma modifier before needing to take a long rest to do it again.

As well, your animal companion may spend its turn tending your wounds and heal you for 1d10+10 hit points. It can do this a number of times equalling your proficiency modifier before you need to take a long rest to use it again

Bonds

The relationship between souls can be a mystery to those who have never felt it. It is more than the synchronization of a rider and mount, or the servitude between a wizard and their familiar. It is a brotherhood, a covenant to embolden and protect each other.

Brothers-in-Arms

The bond of brothers-in-arms is one forged in the crucible of combat. Two stalwart companions who slice through the battlefield in a piroutte of sword and claw

Bonus Proficiencies

You become proficient in medium armor and any two weapons of your choice

Back to Back

When your bond solidifies at third level your combat instincts become sharper. While within 5' of your animal companion, attacks against either of you trigger an opportunity attack for the either.

Defensive stance, Offensive stance

At 7th level while within 5' of your animal companion you may use a bonus action to either move both of you 10' towards an enemy you can see or increase your armor class by two until the start of your next turn.

Got Your Back

Starting at 12th level while within 5' of your animal companion you both add half your proficiency modifer, rounded up to all saving throws

Militant

At 17th level you have advantage on initiative rolls.

As well, when you or your animal companion are surprised on your first turn in combat and aren't incapacitated, you may act normally.

Monstrous

The monstrous bond is facilitated in the hearts of those who have been rejected by their worlds.

Bonus Proficiencies

You are proficient in martial weapons and either athletics or intimidation

Unarmored Defense

Your sheer power cannot be contained. While wearing no armour your armor class equals 10 + your dexterity modifer + your strength modifier. You can use a shield and still gain this benefit

Awaken the Beast

Also beginning at third level your animal companion's size class increases by one, giving it advantage on all strength ability checks and saving throws. You can increase it to a maximum size of huge with your animal companion improvement feature.

Savage Attack

Starting at 7th level, whenever you or your animal companion score a critical hit you may roll an additional damage dice of the type listed in the natural attack table

Unbridled aggression

At 12th level as a bonus action on your turn you may impose advantage on an attack. Every time you use this feature you take a -1 to all attack rolls until the end of the combat

The Monster Within

At 17th level you can unleash the monster within. For one minute, you and your animal companion gain advantage on all strength based attacks, ability checks, and saving throws,, You each gain 2 times your level temporary hit points at the start of your turn, and your armor class increases by two. After you have used this feature, you may not use it again until you finish a short or long rest

Spirit Animal

Your animal companion is representative of your soul, and the animalistic nature of your very being.

Ethereal Companion.

While within 30' of your animal companion, you both have darkvision out to 30' and blindsight out to 10'. As well, your animal companion can move through other creature's spaces and take actions there. If it ends its turn in another creature's space it takes 1d6 psychic damage, unless it could already occupy that creature's space

Spirit Emissary

At third level, both you and your animal companion learn to speak one language of your choice from Abyssal, Celestial, Infernal or Primordial.

Additionally, you can dismiss your animal companion and all of its gear to the astral plane or call it back to you at will. While on the astral plane, all of your animal companion's move speeds increase by 20'

Similar

From 7th level onward, you have gain all the listed traits of your animal companion, all senses and all move speeds that aren't flying or swimming, or the swarm trait. Likewise, your animal companion benefits from all of your racial features that do not increase an ability score. Any features that have limited uses share the uses between you

Spirit Usher

At twelth level You can cast the plane shift spell without providing material components, targeting only you and your animal companion. After using this feature you must finish a short or long rest before you can use it again

Greater Recall

At seventeenth level your animal companion can cast the Resurrection spell at will targeting you. It does not require your body to be present, though it must provide all other material components. If your body is not present, a new one is formed as though the True Ressurection. After it is cast both you and your animal companion suffer the drawbacks as though you each cast it and were resurrected.

After using this feature you must finish a long rest before you can use it again

Wildfront

The wildfront are chosen by the same forces that govern the natural world and its balance. they act as emissaries, warriors

Survivalist

Choose two skills from the following list: Animal Handling, Perceptino, Nature, Survival, and Stealth. You become proficient in those skills. As well, choose two skills from the same list you are proficient in. Your proficiency bonus is doubled when making ability checks using those skill

Spellcasting

At level three,

Cantrips

You learn two cantrips of your choice from the druid spell list. You learn an additional druid cantrip of your choice at 10th level. You may replace a druid cantrip you know with another druid cantrip when you level up

Spell Slots

The Wildfront Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell Cure Wounds and have a 1st-level and a 2nd-level spell slot available, you can cast Shield using either slot.

Spells Known of 1st Level and Higher

You know three 1st-level druid spells of your choice.

The Spells Known column of the Wildfront Spellcasting table shows when you learn more paladin spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

You can also change your list of prepared spells when you finish a long rest. Preparing a new list of druid spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Wisdom is your spellcasting ability for your druid spells, since you learn your spells through connection to the earth. 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 druid 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

Wildfront Spellcasting
Level Cantrips Known Spells Known 1st 2nd 3rd 4th
3rd 2 4 2 - - -
4th 2 5 3 - - -
7th 2 7 4 2 - -
10th 3 9 4 3 - -
13th 3 11 4 3 2 -
16th 3 13 4 3 3 -
19th 3 15 4 3 3 1

Form of the Wilds

At 7th level, your bond's innate magic . As an action, you may transform your animal companion into another beast of a challenge rating no greater than half your level. Your animal companion assumes the appearance and statistics of this new form, but retains its memories and personality as well as its hit point pool and intelligence, wisdom and charisma score. While in this form, your animal companion retains all features granted by this class, but does not benefit from the animal companion improvements, except those that affect it's intelligence, wisdom and charisma scores. This effect lasts for one hour or until you end it as an action

You can use this feature once, and regain the ability to do so when you finish a long rest

Upon reaching 12th level

At 17th level

Dragon Rider

Your bond has been forged not with a mundane beast, but with one of the mighty dragons

Bonus Proficiencies

You are proficient in medium armor, as well as longswords

Dragon Companion

You choose from dragons, instead of beasts, when deciding the form your animal companion takes. When you first decide so, you may choose a dragon of a challenge rating of no more than one-half

As well, you do not adjust the DC of the saving throw of any of your animal companion's breath weapons

Shared Breath

at 7th level Your animal companion can use a bonus action to grant you a use of its breath weapon. Using a breath weapon requires your action, and neither of you can use it again until it has recharged

Time-Tempered Skin

At twelth level you gain resistance to damage of the type dealt by your animal companion's breath weapon, as well as advantage on saving throws on any conditions that can be caused by your animal companion's breath weapon.

If you are in the area of your animal companion's breath weapon, you are immune ot its effects

Fury of the Dragon

At 17th level, you can call upon the fury within your animal companion. You can transform your animal companion into a dragon with a CR equal to or lower than your level for one minute. It takes on the statistics and appearance of the chosen drgon, but retains all bonded soul class features, as well as its personality and alignment. After using this feature, you cannot use it again until 7 days have passed

Optional Class Features

Beast Companion

first-level Bonded Soul feature, which replaces Animal Companion

You have formed a bond with an animal that cannot be broken, even by death.