Bondsman - Class in Dromaria | World Anvil

Bondsman - Class


Temporary Image of a Bondsman
Behind any extraordinary king is a faithful guardian, ensuring their protection. Every champion has their constant companion, fighting fearlessly side by side regardless of the odds, unity enough to turn the tide of any battle. Important diplomats have their arcane advisors, and their families protected from the shadows by unseen eyes. This is the role of a bondsman. Trained in the arcane arts to serve, bondsmen are mystical defenders tasked with protecting a charge. This duty is sacred to these coveted warriors and their skills are highly valued. Taught in only four locations on Dromaria, to work alongside a bondsman is rare, but to share a bond is an honor that provides undeniable peace of mind.  

Magical Bodyguards


A bondsman's might derives from intense physical exercise and the magical bond they can share with others. Through tactical choices and training each individual learns an array of unique abilities. Bondsmen regularly share the damage of another, lessening the burden and taking it upon themselves. They shape this power into spells and tactics, strengthening the bondsman and their charge.   The protection a bondman offers varies and depends on the region they were taught. Those educated at the School of Ania are hired as martial forces against supernatural threats. Bondsmen of Lumai are heralded for their healing and support capabilities, the ultimate companions on the war front, battling illness and disease. A bondsman trained under the dragons of Sower is a potent spellcaster, bolstering the potency of others, and potentially serving as council. The School of Bannitallis teaches students to work from the shadows, eliminating potential threats before they become serious concerns, or helping to escort clients across dangerous borders without drawing attention.   To be a bondsman is to never be alone. It is the connections and comradery that make a bondsman’s journey special. Once you have completed your education, continuing a relationship with your school is up to you to decide. Many bondsmen maintain contact as they travel, and benefit from the backing of their institution. Others take their knowledge and are free to pursue employment at their leisure, bonding only with those they choose, and defending them as they deem best. Bondsmen have something for every taste. Inspired by the likes of Groot (Marvel), Riza Hawkeye (Full Metal Alchemist), and Samwise Gamgee (Lord of the Rings), these characters rise above by helping others. If you enjoy the seemingly otherworldly protectors and guardian angels, or the blades in the dark keeping the party safe, you will enjoy the many options provided in this class.  

The Price of Adventure


Bondsmen train endlessly, seeking lasting relationships that unlock their true potential. They offer a wide array of styles, from stealthy assassins, or sage-like advisors, to ferocious hunters and steadfast shields. Known for heavy fees, the cost of a bondsman is equal to their skill. Urged to continue a legacy beyond the institution, bondsmen who pursue adventure seek peers who will complement their own special talents and push them beyond what they have learned.   While there is a lot of coin to be made for anyone who remains employed by their school, nothing compares to the excitement of an adventure. Whether it's escorting a nobleman, protecting a caravan, or backing up local law enforcement, bondsmen are exceptional at what they do and can easily find employment. Those craving a bit more action might hunt especially dangerous beasts and bounties, or create distractions for members of their group with stickier fingers. Whatever reason a bondsman decides to pick up the adventuring lifestyle, they all share the bond and the lessons from their training. As an ally, there are no more reliable companions to have on your side.  

Creating a Bondsman


A bondsman’s abilities to take damage for another, deploy their special tactics, and cast spells originate from the power of their bond, making Constitution their primary statistic. The school you choose will determine what style of play you embody. A bondsman from Ania has access to heavy armor but is also trained in arcana, able to pinpoint the danger of spells before they happen. Someone from the School of Bannitalis is more likely to practice stealth and precautionary setup, opting toward a more dexterous approach. Those who find mastering skills or spells to their liking will find a home in the School of Sower, choosing intelligence, wisdom, or charisma to balance their high constitution.   At 1st level the bondsman acquires their bond and selects their school of origin. While all bondsmen share abilities, each one employs unique strategies developed by their tactics. The schools provide your foundation, and as you progress you will develop these tactics and disciplines to fit your needs. Each part changes your playstyle, defining how you approach the challenges ahead.
Quick Build   You can make a bondsman quickly by following these suggestions. First, put your highest ability score into Constitution, followed by Strength or Dexterity depending on whether you seek to be a melee or ranged combatant. Second, take the sage background.
 

The Bondsman Table


Level Proficiency Bonus Class Features Tactics Known Spell Slots Per Level
1st2nd3rd4th5th
1st +2 School of Study, Bonded Caster -
2
-
-
-
-
2nd +2 Tactics 2
2
-
-
-
-
3rd +2 Discipline 2
3
-
-
-
-
4th +2 Ability Score Improvement 2
3
-
-
-
-
5th +3 - 3
4
2
-
-
-
6th +3 School Feature 3
4
2
-
-
-
7th +3 4
4
3
-
-
-
8th +3 Ability Score Improvement 4
4
3
-
-
-
9th +4 5
4
3
2
-
-
10th +4 School Feature 5
4
3
2
-
-
11th +4 5
4
3
3
-
-
12th +4 Ability Score Improvement 6
4
3
3
-
-
13th +5 6
4
3
3
1
-
14th +5 School Feature 6
4
3
3
1
-
15th +5 7
4
3
3
2
-
16th +5 Ability Score Improvement 7
4
3
3
2
-
17th +6 7
4
3
3
3
1
18th +6 8
4
3
3
3
1
19th +6 Ability Score Improvement 8
4
3
3
3
2
20th +6 Bonded Devotee 8
4
3
3
3
2
 

Multiclassing and the Bondsman


If your group uses the optional rule on multiclassing in the Player’s Handbook, here’s what you need to know if you choose bondsman as one of your classes.  
Temporary Bond Image
A Symbol of the Bond
Ability Score Minimum. As a multiclass character, you must have at least an Constitution score of 13 to take a level in this class, or to take a level in another class if you are already an bondsman.   Proficiencies Gained. If bondsman isn’t your initial class, here are the proficiencies you gain when you take your first level as an bondsman: light armor, medium armor, shields, simple weapons.   Spell Slots. Add half your levels (rounded up) in the bondsman class to the appropriate levels from other classes to determine your available spell slots.
 

Class Features


As an bondsman, you gain the following class features.  

Hit Points

Hit Dice: 1d8 per bondsman level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 6) + your Constitution modifier per bondsman level after 1st  

Proficiencies

Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Constitution, Intelligence
Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival  

Equipment

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

Temporary Image of the Bond Activating

Various Manifestations of the Bond

The Bond

A bondsman may choose one willing humanoid within 5 feet to apply their bond to each day at dawn. Forming the bond takes 10 minutes, appearing as an arcane mark. The bondsman chooses where and how the mark appears on themselves, being mirrored on their target. The bondsman can remove the bond as an action and cannot bond a new target until they complete a long rest. The bond ends if the bondsman or their bonded target drops to 0 hit points.   The bond cannot be dispelled, but is suppressed by the effects of an Antimagic Field or a similar ability. The bond appears as abjuration magic under the effects of Detect Magic or a similar ability.   When a bond is active you gain Bonded Fury and the target of your bond gains Bonded Resolve.  
  • Bonded Fury. Each time the bonded target takes damage, you take the same amount of damage. If a creature attacks your bonded target, you have advantage on attack rolls against them until the end of your next turn. If you are within 5 feet of your bonded target, attacks against them have disadvantage.
  • Bonded Resolve. While your bonded target is within 60 feet of you, they gain a +1 bonus to AC and saving throws, and have resistance to all damage.
  Maintaining a bond is tiring and requires fortitude. Each day beyond the first that you maintain a bond with the same individual you must make a Constitution saving throw, DC equal to 10 + twice the number of days you have been bonded. On a failure you gain a level of exhaustion. You can not remove exhaustion gained this way until you finish a long rest without having a bond.  

Bonded Caster

At 1st level you have learned to cast spells through dedicated training. See Spells Rules for the general rules of spellcasting and the Spells Listing for the Bondsman spell list.   Spell Slots
The Bondsman table shows how many spell slots you have to cast your bondsman 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 cure wounds using either slot.
What is the Bond?
  The bond is a physical and mental union between two people that is applied using a merger of trust and magic. Placed as an arcane mark on an individual, a bondsman can relay tactics, cast spells, and absorb harm. While the damage taken on behalf of a bond is very real, it is the bondsman's ability to endure this punishment that they train so vigorously for. Those who are under their protection can feel the energy coursing through them, becoming shielded and emboldened.   All bondsmen are taught a core philosophy: belief matters. The bond is empowered by believing in one another. It is a connection that allows for untold potential to become unlocked. A person’s willingness to connect with their bondsman is what allows the bond to occur. Without this faith the magic would be useless.   How the arcane mark manifests is dependent on the bondsman. Shape, color, and design are all up to the bondsman, and are most often house or school symbols, or marks of private design. While many bondsmen prefer to hide their presence as a tactical advantage, nobles have been seen proudly displaying bonded marks on their hands as a deterrent to those who would consider violence.
  Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the bondsman spell list.   The Spells Known column of the Bondsman table shows when you learn more bondsman spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.   Additionally, when you gain a level in this class, you can choose one of the bondsman spells you know and replace it with another spell from the bondsman spell list, which also must be of a level for which you have spell slots.   Spellcasting Ability
Constitution is your spellcasting ability for your bondsman spells; your understanding of the theory behind magic allows you to wield these spells with superior skill. You use your Constitution whenever a bondsman spell refers to your spellcasting ability. In addition, you use your Constitution modifier when setting the saving throw DC for a bondsman spell you cast and when making an attack roll with one.  
  • Spell save DC = 8 + your proficiency bonus + your Constitution modifier
  • Spell attack modifier = your proficiency bonus + your Constitution modifier
  Spellcasting Focus
You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your bondsman spells.   Ritual Casting
You can cast a bondsman spell as a ritual if that spell has the ritual tag and you have the spell prepared.  
Bondsman Spell List
  1st Level
Alarm, Armor of Agathys, Command, Comprehend Languages, Cure Wounds, Detect Magic, Disguise Self, Expeditious Retreat, False Life, Feather Fall, Fog Cloud, Jump, Longstrider, Protection from Evil and Good, Sanctuary, Shield, Thunderwave, Thunderous Smite   2nd Level
Arcanist's Magic Aura, Blindness/Deafness, Blur, Branding Smite, Calm Emotions, Cordon of Arrows, Detect Thoughts, Enhance Ability, Enthrall, Invisibility, Find Traps, Magic Weapon, Mirror Image, Rope Trick, See Invisibility, Silence, Spider Climb   3rd Level
Blinding Smite, Commanding Smite, Conjure Barrage, Counterspell, Create Food and Water, Detonation, Feign Death, Fly, Nondetection, Protection from Energy, Sending, Tiny Hut, Tongues, Water Breathing   4th Level
Death Ward, Dimension Door, Faithful Hound, Freedom of Movement, Greater Invisibility, Private Sanctum, Resilient Sphere, Sapping Smite, Stoneskin   5th Level
Banishing Smite, Conjure Volley, Far Step, Legend Lore, Mass Cure Wounds, Passwall, Seeming, Telekinesis, Wall of Stone
 

Schools of Study


Only four schools in Dromaria offer the knowledge and skills necessary to become a bondsman. Each school is named after the city it is located in and each one features unique powers and abilities prized within their respective region. Bondsman who come from the same schools share in their roots, but are just as likely to be rivals as allies in the years to come.   These schools form the foundations to becoming a bondsman, teaching the necessary skills and philosophies. Some bondsman are raised from birth, while others travel from far off lands to acquire the specialized training.  

The Four Schools of Bondsman

School of Ania


You have studied under the tutelage of a bondsman of Ania. Martial guardians located in the heart of the Tritos Dominion, bondsmen from the School of Ania are trained as specialists against those who wield supernatural abilities. Preferring to overpower their foes with numbers, strength, and intelligence, the bondsman of Ania use their expertise to strike at the most capable of arcane opposition. Working under the mantle of hit hard and often, Ania bondsmen are among the highest level of protection against magical threats.   Extra Proficiency
At 1st level, you acquire the training necessary to effectively arm yourself for battle against any foe. You gain proficiency in Arcana and Heavy Armor.
School of Ania Features
Bondsman
Level
Feature
1st Extra Proficiency, Anti-Arcane Strategy
6th Extra Attack
10th Targeted Disruption
14th Anti-Arcane Synergy
Anti-Arcane Strategy
When a creature you can see within 60 feet of you begins to cast a spell, you may roll an Intelligence (Arcana) check DC equal to 10 + the spell’s level. If you are successful you know the name and effects of the spell.   As a reaction, if your ability check was successful, you may use one of the following abilities:  
  • You and your bond gain resistance to an element of your choice until the start of your next turn.
  • You and your bond gain advantage on the next spell saving throw until the end of this turn.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.   Extra Attack
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.   Targeted Disruption
At 10th level, you excel at close range combat and spellcasting. When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration. In addition, when you cast a spell within 5 feet of another creature they have disadvantage on the saving throw.   Anti-Arcane Synergy
At 14th level when you use your Anti-Arcane Strategy you are able to respond with speed and force. When you use your Anti-Arcane Strategy reaction you may immediately move up to your speed toward the spell caster and make a melee attack roll against the target if able. If you hit, the creature must immediately make a Constitution saving throw, DC equal to the damage taken. On a failure, the spell fails and has no effect.  

School of Bannitallis


You have studied under the tutelage of a bondsman of Bannitallis. Located in the Belwin region of Pathriam, the school focuses on stealth and preemptive planning. Originating from a need to protect nobles from the ravages of the Otherwyld, many of the fey's own tactics and abilities are frequently deployed. While others pride themselves on their protective capabilities, those from the school of Bannitallis prefer their charges are never spotted at all, cloaking them in invisibility and shadows to guide them safely to their destination.   Cantrips
You learn three cantrips: Mage Hand, Minor Illusion, and Shared Knowledge.   Extra Proficiency
You gain proficiency in Stealth.
School of Bannitallis Features
Bondsman
Level
Feature
1st Cantrips, Extra Proficiency, Bonded Invisibility
6th Traceless Presence, Shrouded Strike
10th Enhanced Invisibility
14th Perfect Passage, Prelude to Battle
Bonded Invisibility
As a bonus action, you make yourself or your bond become invisible. The target may remain invisible for a number of rounds equal to your Constitution modifier. The effect ends when the target attacks, or casts a spell. Only one creature may be invisible with this ability at a time.   You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.   Traceless Presence
Starting at 6th you and your bond cannot be tracked by non-magical means.   Shrouded Strike
Starting at 6th level you may magically highlight the weak points of a creature. As a bonus action you choose a creature you can see. The first time the target is dealt damage by an unseen creature they are vulnerable to the damage. This effect lasts 1 minute or until the creature is damaged.   This feature may not be used again until you finish a long rest.   Enhanced Invisibility
Starting at 10th level you gain expertise in Stealth. In addition when you use your Bonded Invisibility, both you and your bond become invisible. The effect no longer ends when you attack or cast a spell.   Perfect Passage
Starting at 14th you and your bond cannot be tracked by magical means.   Prelude to Battle
Starting at 14th level, you have mastered the art of striking decisively before anyone else in combat. If you are not surprised, before the first round of combat begins, you can choose one creature within 30 feet of you as your target. You make a single melee or ranged weapon attack against that target.   Once you use this feature, you can't use it again until you finish a short or long rest.  

School of Lumai


You have studied under the tutelage of a bondsman of Lumai. Instructed in the nation of Yen Su Ma, bondsmen of Lumai are experts in preservation and restoration. The first school, the Lumai bondsman protects their bond through healing magic, sheltering them not just from injury, but illness and disease. Able to shape the bond into a nearly physical shield, a lumai bondsman can reduce incoming damage, and occasionally ignore it completely.   School of Lumai Expanded Spell List
You learn additional spells when you reach certain levels in this class, as shown in the School of Lumai Expanded Spells table. Each spell counts as a bondsman spell for you, but it doesn’t count against the number of bondsman spells you know.   Renewed Fortitude
Starting at 1st level, when you restore hit points to a creature with a spell, you can expend one spell slot to give any creatures healed this way temporary hit points. The temporary hit points are 2d6 for a 1st-level spell slot, plus 1d6 for each spell level higher than 1st, to a maximum of 5d6. If your bond would receive temporary hit points in this way, they add your Constitution modifier to the total. These temporary hit points last 1 hour.   Security Measures
Starting at 6th level, you are hyper-aware of threats to your bond and have emboldened them in advance.   You have +10 to your passive Wisdom (Insight) score when dealing with creatures that are hostile to you or your bond. In addition, your bond gains your Constitution modifier to their initiative and your Bonded Resolve increases to +2 AC and Saving Throws.
School of Lumai Features
Bondsman
Level
Feature
1st Extra Spells, Renewed Fortitude
6th Security Measures
10th Soften the Blow
14th Nullify Harm
 
School of Lumai Expanded Spells
Bondsman
Level
Spells
1st Healing Word, Bless
2nd Lesser Restoration, Prayer of Healing
3rd Aura of Vitality, Mass Healing Word
4th Aura of Life, Aura of Purity
5th Greater Restoration, Mass Cure Wounds
  Soften the Blow
Starting at 10th level, you gain the ability to strengthen your bond, lessening incoming damage before it impacts your bonded companion. Whenever your bond takes damage, reduce that damage by an amount equal to your Constitution modifier.   Nullify Harm
Starting at 14th level you have learned to prevent even the strongest of blows. As a reaction when another creature you can see takes damage, you cause them to take no damage instead. Once you use this feature, you can't use it again until you finish a long rest.  

School of Sower


You have studied under the tutelage of a bondsman of Sower. One of the prolific Sunseer Academies, bondsmen of Sower are trained under Nath’sunseer’s ideal that a mortal armed with the knowledge and wisdom of the dragons could go on to do impossible things. Bondsman of Sower uses this expertise to become arcane savants, drawing on their bond to fuel powerful spellcasting with elemental influence. Many of the bondsman of Sower share abilities similar to those of dragons, believing them to be the world's best defenders.   School of Sower Expanded Spell List
You learn additional spells when you reach certain levels in this class, as shown in the School of Sower Expanded Spells table. Each spell counts as a bondsman spell for you, but it doesn’t count against the number of bondsman spells you know.   Cantrips
You learn two cantrips: Blade Ward and Spare the Dying.   Spell Partition
Starting at 1st level, when you cast a spell with a range of self, you can also target your bond with the spell if they are within 30 feet of you. However, if the spell allows you to make an attack, your bond does not gain that benefit. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.   Dampened Potency
Starting at 6th level, when two or more creatures that you can see take damage from a spell or attack, you may use your reaction to reduce the damage by 2d6 plus your Constitution modifier. You can use this ability once, and you regain its use after a short rest.
School of Sower Features
Bondsman
Level
Feature
1st Extra Spells, Cantrips, Spell Partition
6th Dampened Potency
10th Frightening Resilience
14th Elemental Retribution
 
School of Sower Expanded Spells
Bondsman
Level
Spells
1st Absorb Elements, Chromatic Orb
2nd Alter Self, Misty Step
3rd Blink, Elemental Weapon
4th Fire Shield, Conjure Minor Elemental
5th Mislead, Flame Strike
  Frightening Resilience
Starting at 10th level, you and your bond become immune to the frightened condition. Additionally, when another creature attempts to frighten either of you, you can use your reaction to turn the tables and attempt to frighten that creature instead. The creature must make a Wisdom saving throw against your spell save DC, or it becomes frightened of you for 1 minute or until it takes any damage, whichever comes first. You can use this ability once, and you regain its use after a short or long rest.   Elemental Retribution
Starting at 14th level, when you take damage, you may store it and unleash a fury of retribution. On your next turn, the first time you hit with a melee attack, the target takes an equal amount of damage of the triggering type. You can use this ability once, and you regain its use after a long rest.  

Tactics


Through the rigors of training and practice, both with your bond and on your own, you have learned a variety of special tactics. These tactics can augment both you and your bond with uncanny skills and abilities.   At 2nd level, you gain two tactics of your choice. The tactics and their prerequisites are detailed below. When you gain certain Bondsman levels, you gain additional tactics of your choice, as shown in the Tactics column of the Bondsman table.   Additionally, when you gain a level in this class, you can choose one of the tactics you know and replace it with another tactic that you could learn at that level.   You must meet any required prerequisites before you can select a tactic. You can learn a tactic at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class. You can only have one of each tactic at a time.   Adamant Vigilance
Prerequisite: 5th level, Discipline of the Hunt   You no longer need to sleep. Instead, you must meditate in the morning for 10 minutes uninterrupted.   Advanced Preparation
Prerequisite: Discipline of Mastery   When you perform an ability check you may add a d4 bonus.   In addition, you may attempt a skill you are not proficient in and add 1d8 instead of 1d4. You may not use this part of the feature again until you finish a short or long rest.   Arcane Intervention
Your bond gains this feature. As a reaction you may disrupt attackers. When you are hit with an attack you may force the creature to reroll and take the second result. Until the start of your next turn attack rolls targeting you or your bondsman have disadvantage. This feature may not be used again until you finish a short or long rest.   Bonded Beast
You can bond a beast that trusts you as an additional bond. The target must have an Intelligence of 3 or less and have a challenge rating of ¼ or lower. The beast counts as your bond for all abilities and features. The beast responds to commands as it normally would. You may only have a single beast bonded this way.   Bonded Blessing
You are capable of marking and summoning weapons with arcane runes.   You can use your action to mark a weapon or shield weighing no more than 10 pounds. You or your bond may summon an item marked this way as a bonus action. The item instantly appears in the recipient’s hand regardless of physical distance. Upon summoning, the mark fades. You may have a number of marks this way equal to your Constitution modifier.   Bonded Boon
Prerequisite: 7th level, Bonded Blessing Tactic   When a creature summons an item using bonded blessing, a concussive blast follows, clearing the area around them. Any large or smaller creatures of their choice within 5 feet of the summoner are pushed back 15 feet. Non-magical weapons summoned in this way are considered magical for 1 minute.   Collective Caster
Prerequisite: 9th level, School of Sower   As an action, you can cast a spell from your bond’s spell list. The spell must have a casting time of an action and be of a spell level you are capable of casting. The spell uses your spell slot.   In addition, as an action, you may expend a spell slot allowing your bond to recover an equal amount of expended spell slots. This feature may not be used again until you finish a short or long rest.   Combo Strike
When you take the Ready action and make an attack roll with your reaction at the same time as a friendly creature who is within 5 feet of you, both targeting the same creature, you both gain advantage on your attack rolls.   Coordinated Guidance
You and your bond may use the Help action on each other up to a distance of 30 feet.   Defensive Driving
You gain proficiency in land vehicles. When a creature attacks a mount or vehicle that you are riding on they do so with disadvantage.   Dissuading Riposte
As a bonus action, you can surround your bond with a protective shield of thorns. This shield grants them a +1 bonus to their Armor Class, and whenever a creature makes a successful melee attack against them, that creature takes damage equal to your proficiency bonus. This effect lasts for a number of rounds equal to your Constitution modifier. This feature may not be used again until you finish a short or long rest.   Elemental Boost
Prerequisite: School of Sower   Choose an element type from acid, cold, fire, lightning, and thunder. Once per round when you or your bond deals damage of that type you may add your Constitution modifier to the damage.   Enchanted Empowerment
Prerequisite: 7th level   When you cast a spell of 1st level or higher, you store a small portion of the power in the bond. The next time you or your bond would roll an ability check, attack roll, or saving throw add a d6 to the roll.   Every Eye on You
Prerequisite: 9th level   You create a distraction so compelling others can't help but look at you. Creatures that can see and hear you within 60 feet must make a Wisdom saving throw. On a failed save, the creatures become charmed for the duration. While this way, the creatures are incapacitated and have a speed of 0.   The effect ends after 1 minute, if a creature takes any damage, or someone uses an action to shake the creature. You may end the effect at any time. Any creatures warned of the distraction are immune to its effect.   You can use this feature once, and you regain its use after finishing a long rest.   Expanded Bond
Prerequisite: 15th level   You may have an additional bond, chosen at dawn as normal.   Fight in Tight Spaces
Prerequisite: 7th level   You can occupy the same space as another creature, regardless of their disposition towards you. While sharing a space with a creature, you may treat them as half cover against attacks from other creatures.   Additionally, if the creature you are sharing a space with is hostile towards you, they have disadvantage on attack rolls against any creature other than you, as long as you remain within their reach.   Fog of War
Prerequisite: 9th level   As an action, you summon a magical fog centered on a point you can see. The fog spreads 20 feet in all directions, spreads around corners, and its area is heavily obscured. When you or a friendly creature start their turn within the fog, gain 2d6 temporary hit points. This fog lasts for 10 minutes, spreads around corners, and cannot be dispersed unless you choose to end this effect (no action required). A creature with truesight can see through the fog.   This feature may not be used again until you finish a short or long rest.   Force of Personality
Prerequisite: 12th level, Discipline of Mastery   You and your bond have advantage on deception, intimidation, and persuasion ability checks.   Group Transport
Prerequisite: 15th level   You may cast Arcane Gate without expending a spell slot. You can’t do so again until you finish a long rest.   Heavy Training
Prerequisite: 5th level, Discipline of Mastery   Choose a fighting style from the following list:  
  • Archery You gain a +2 bonus to attack rolls you make with ranged weapons.
  •  
  • Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
  •  
  • Great Weapon Fighting When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
  •  
  • Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
  Impact Reduction
Prerequisite: 7th level   As a reaction, when a creature within 30 feet of you takes damage, you can expend one spell slot to absorb some of it. Prevent 2d6 damage + your Constitution modifier for a 1st-level spell slot, plus 1d6 for each spell level higher than 1st, to a maximum of 5d6.   Improved Bonded Beast
Prerequisite: 7th level, Bonded Beast Tactic   When a bonded beast takes damage you no longer receive any of it through the bond. The beast retains all the benefits of the bond. The challenge rating of beasts you can bond increases to 1/2 or lower.   Know Your Foe
Prerequisite: Discipline of the Hunt   You have studied your enemies closely but have kept yourself and your own tactics hidden. Once per round, if you have advantage on a weapon attack, you can deal an additional 1d6 damage. When you reach 10th level in this class, the damage increases to 2d6.   Locate Quarry
Prerequisite: 12th level, Discipline of the Hunt   Choose a creature and name it, gaining knowledge of its location on the same plane of existence, regardless of distance. Until you name a new creature, you continuously know the location of the named creature. If the named creature blocks divination magic or similar effects, you are only aware of whether it is on the same plane or not.   Additionally, when you first encounter the named creature, you have advantage on the first die roll you make against it.   Linguistics Mastery
At the start of each day you may choose a language you have interacted with in the last 24 hours. You can read, speak, write, and understand the chosen language until you choose another.   Magical Distraction
Prerequisite: 7th level, School of Bannitalis   You may cast Mage Hand and Minor Illusion as a bonus action.   As an action, after casting Mage Hand or Minor Illusion, you can make a Charisma (Deception) check against a creature you can see that isn’t incapacitated, contested by the target’s Wisdom (Perception) check. If you succeed, you can distract the target. The next time the target rolls an attack roll or saving throw they must roll a d6 and subtract the number rolled from the attack roll or saving throw.   Magical Facade
Prerequisite: 5th level   You may cast Arcanist's Magic Aura at will, without expending a spell slot or material components.   Mark Your Prey
You may cast Hunter's Mark at will, without expending a spell slot.   Meditative Rest
When you roll a Hit Die to regain hit points, you regain the maximum amount.   On Guard
You can't be surprised while you are conscious and have +1 to your initiative.   Peak Condition
Prerequisite: 5th level   You have advantage on saving throws against exhaustion. If your bond fails a saving throw to become exhausted you may choose to suffer from the level of exhaustion instead.   Phantom Stable
Prerequisite: 5th level, Discipline of Maneuverability   You gain the Phantom Steed spell. When you cast the spell, as long as you have a bond, you summon an additional steed. When you reach 9th level in this class your Phantom Steed duration is 8 hours.   Pinning Smite
Prerequisite: 5th level   Once per turn when you hit a creature with a melee weapon, you can expend a bondsman spell slot to deal an additional 1d6 force damage to the target, plus another 1d6 per level of the spell slot, and the target must make a Dexterity saving throw. If the creature fails, its speed is reduced to 0 until the end of its next turn.   Planned Path
Prerequisite: 12th level, Discipline of Maneuverability   For you and your bond, moving through difficult terrain costs no extra movement. When traveling at a fast pace you may still use stealth, imposing no negative penalties. You are aware of the presence of any creatures that are not invisible, within 120 feet of you at all times.   Practiced Speech
You gain proficiency in deception. Magic that determines lies and truth believes what you choose.   Precautionary Inoculation
Prerequisite: 7th level, School of Lumai   You and your bond are immune to disease and poison.   Preventative Medicine
Prerequisite: School of Lumai   You gain proficiency in alchemist's supplies. You can take 1 hour each day and prepare either a potion of healing or antitoxin without ready supplies.   Protective Surveillance
Prerequisite: 5th level   As an action you may summon a tiny air elemental to serve as a scout. The elemental is invisible and flies, surveying an area of up to 1,000 feet, returning after 1 minute before it disappears. During this time you mentally receive visual information from the elemental, which has normal vision and darkvision out to 60 feet.   You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.   Provide Cover
Prerequisite: 5th level   As an action, using anything at your disposal, you can create a measure of cover. You and any creatures within 5 feet of you gain half cover (+2 AC and +2 Dex). Given 1 minute of uninterrupted prep time you can create total cover. Any cover created this way lasts until you move.   Quick Exit
As a bonus action, you may teleport an unoccupied space that you can see within 30 feet. If your bond is within 30 feet of you when you teleport, they may accompany you. Your bond must be willing and capable of landing safely within 5 feet of you. This feature may not be used again until you finish a short or long rest.   Rapid Coverup
Prerequisite: School of Bannitallis   You gain proficiency in disguise kits and do not need a kit to create a believable disguise. If you have a disguise kit you may apply it as an action.   Raw Aggression
Prerequisite: 7th level   When you hit a creature with a melee or ranged weapon attack you can immediately make two additional attacks of the same type against the target. This feature may not be used again until you finish a short or long rest.   Sacrificial Play
Prerequisite: 5th level   As a reaction, if a spell or ability would deal damage to more than one target within 30 feet, you may have it only deal damage to you instead. After you use this ability, make a Constitution saving throw, with a DC equal to half of the damage you take. On a failure, you suffer from exhaustion. This feature may not be used again until you finish a long rest.   Safe Haven
Prerequisite: 15th level   You may cast Forbiddance without expending a spell slot or material components. You can’t do so again until you finish a long rest.   Secret Spells
Prerequisite: School of Ania   When you cast a spell you can do so without using somatic or verbal components. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.   Shared Focus
Prerequisite: 7th level, School of Sower   You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage. When your bond is within 30 feet of you and is forced to roll a concentration saving throw as a result of taking damage, you roll as well. They may choose the better result.   Slow the Approach
When you hit with a ranged attack or ranged spell attack, the target's speed is reduced by 5 feet. If your bond is within 5 feet of you their ranged attacks and ranged spell attacks do the same.   Soothing Presence
Prerequisite: 5th level   You may cast Calm Emotions at will, without expending a spell slot.   Strategic Wayfarer
Prerequisite: 12th level, Discipline of the Hunt   Name a creature and know where they are on the same plane of existence. Until you name a new creature you know the location of this one. If a creature blocks divination magic all you get is the knowledge if they are on the plane or not. You gain advantage on the first die roll you have vs this creature.   Sudden Extraction
Prerequisite: 9th level   When a creature you are bonded with takes damage, you can use your reaction to force another creature of Large size or smaller within 30 feet to switch places with the bonded creature. The target creature must make a Constitution saving throw. On a failed save, the target switches places with the bonded creature and takes the damage instead.   You can use this feature once, and you regain its use after finishing a long rest.   Surprise Advance
Prerequisite: Discipline of Maneuverability   As a reaction, immediately after a creature within 5 feet of you moves, you may move up to half your speed. This movement does not provoke opportunity attacks.   Telepathic Link
You gain a telepathic link with your bond and limited telepathy. You and your bond can communicate telepathically whether or not you have a common language. The communication is possible over any distance, though it can't extend to other planes of existence.   In addition, you can speak telepathically to a creature you can see within 30 feet of you. The creature understands you only if they share a language. Your communication doesn’t give the creature the ability to respond to you telepathically.   Truesight
Prerequisite: 15th level   You may cast True Seeing without expending a spell slot or material components. You can’t do so again until you finish a long rest.   Unerring Sentinel
Prerequisite: 15th level   You are immune to the blinded, deafened, and incapacitated conditions. You have advantage on saving throws against becoming paralyzed, restrained, or stunned you have advantage on the saving throw.   Unseen Passage
Prerequisite: 5th level   You may cast Pass without Trace without expending a spell slot. You can’t do so again until you finish a long rest.   Warded Wit
While you and your bond are within 60 feet of one another your surface thoughts reflect whatever you wish them to when targeted by Detect Thoughts or similar telepathic abilities. Intelligence (Investigation) ability checks targeting your or your bond meant to discern illusions or disguises are made with disadvantage.   Warning System
When you are stationary for more than 10 minutes the area becomes covered in the Alarm spell. You designate the creatures that won’t set off the alarm at that time.  

Disciplines


At 3rd level, your training has formed into a discipline that you practice regularly. You gain one of the following features of your choice.   Discipline of the Hunt
You gain proficiency in Dexterity saving throws and Thieves' Tools.   Discipline of Maneuverability
Your walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed.   Discipline of Mastery
You gain proficiency in 3 skills of your choice. In addition, gain expertise in one of the chosen skills.    

Bondsman Devotee

Starting at 20th level you no longer take damage from the Bond. As long as you are alive, your bond cannot be reduced to less than 1 hit point.


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