Bond of the beast

You have been in touch with nature itself, and have offered something of yourself, in return you are given a trusty animal companion, that will protect you and carry out your orders. You and the beast will form a bond that will make you inseparable.

Bonus Proficiencies

When you choose this Bond at 1st level, you gain proficiency with martial weapons and medium armor.

Beast Companion
At 1st level you gain the company of a loyal beast, you choose yourself what kind of beast it is, as long as you use the “Beast Companion” stat block. You get to allocate some stats to your beast. You can get: 16, 14, 12. You can place them into the beasts Strength, Constitution or Dexterity.

Beast Companion Medium Beast, unaligned Armor Class 10+ Its Dexterity modifier + your proficiency bonus Hit Points (5 (or 1d8) + Its Constitution modifier) x your Soul Binder level Hit Die: 1d8 per Soul Binder Level
  • Speed* 30ft.
  • STR DEX CON INT WIS CHA*
    10 (0) 10 (0) 10 (0) 3 (-4) 12 (1) 10 (0)
Languages Understands the Soul Binder’s languages, but can’t speak.
  • Actions*
    Claws. Melee Weapon Attack: +2 (your proficiency modifier + Its Strength modifier) to hit, reach 5ft., one target. Hit 6 (2d6 + Its Strength modifier)
  • Bite.* Melee Weapon Attack: +2 (your proficiency + Its Dexterity modifier) to hit, reach 5ft., one target. Hit 5 (1d8 + Its Dexterity modifier)

The beast does not speak, But it will understand all of your languages, and you can communicate basic ideas to with the ease of a few hand signs and head nods.

Its also get one Beast Trait, you can pick one trait for your beast from the following:

Keen Hearing and Smell. The beast has advantage on Wisdom (Perception) checks that rely on hearing or smell. Sneaky. The beast gets expertise in stealth. Beast of Burden. The beast is considered to be one size larger for the purpose of determining its carrying capacity. Nocturnal. The beast has darkvision with a range of 60 feet. Amphibious. The beast can breathe air and water. It also gains a swimming speed equal to its walking speed.
  • Leaper.* The beast’s long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.
Spider Climb. The beast can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Run With the Pack
When you reach 3rd level you and your beast is bonded closer than most family is, and you perform best in combat when you are together. When you and your beast is within 10 feet of each other, and neither of you is incapacitated, you gain the following benefits:

As a bonus action, you can give your companion advantage on their next attack. You Both gain +1 to your AC If one of you is prone, it only takes 5ft movement to stand up again.

Beastial Evolution
At 6th level your beast is infused with magic via your bond, and can evolve itself in different ways. You can pick one of the following feature to grant to your beast:

Fast Flyer: Your beast gains a flying speed equal to double its walking speed. It also gains Flyby witch makes it so that it doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.
  • Big Charger:* Your beast’s size becomes Large and it gains an extra 10 feet walking speed. Additionally, If the beast moves at least 20 feet straight toward a target and then hits it with an attack on the same turn, the target takes an extra 11 (2d10) damage. If the target is a creature, it must succeed on a Strength saving throw (DC is your Soul Binder Spell Save DC) or be knocked prone.
Relentless Rampager When the beast is reduced to 0 hit points but not killed outright, it can drop to 1 hit point instead. it can’t use this feature again until you finish a long rest. Additionally when the beast reduces a creature to 0 hit points with a melee attack, the beast can use it’s reaction to move up to half its speed and make one attack. If it hits with that attack, it gains half of the damage dealt as temporary hit points.

You also get to pick an additional Beast Trait from the “Beast Companion” feature.

Natures Commands
At level 11, you can command your beast with the guidance of nature itself. These commands functions like your “Soul Binder’s Command” and will follow the same rules and uses, you learn two new commands, these will not count toward your total know commands:

Tooth and Nail: Your beast can use its action to make a melee attack against each creature of its choice within 5 feet of it, with a separate attack roll for each target. Dodge and Evade Until the end of your next turn, whenever an attacker that your beast can see, hits it with an attack, it can use its reaction to half the attacks damage against it.

Ultimate Evolution
When you reach level 18, your beast has surpassed any limits you could imagine, and your soul is bonded so closely with it that you are able to push it to the limit with energy, and its uses this energy to evolve itself.

You can pick another feature from the “Beastial Evolution” and two new Beast Traits from “Beast Companion”.

Additionally the range of “Run with the Pack”, that you and your beast have to be within to get the benefits, is now 20 fe
Soul binder

Bond of the beast

The stars of Pash-Mara patrickvandeleemput