Higher Bound

by Rizero

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Higher Bound

A young man in studded leather armor clashes with a monstrous creature, and suddenly erupts with a burst of light. A creature of white and gold whips around him as he bats the beasts blows aside and scores hit after hit. He twists and thrusts his palm into the man's chest as light surges through the beast. An arrow flies forward hitting the beast in the chest and causes him to erupt with light and collapse, limp, to the side.

Sparks fly from the battle that rages ahead of the old wizened warrior. A powerful aura of white and blue alights around him and surges forth at his command. The light rushes to a faltering section of the line, and suddenly a barrier of white light enfolds the men that were falling, protecting them. The light acts as a small bulwark, allowing the warriors' allies to regroup and recover, ready to step back into the fray after a moments rest.

A woman in scale mail is stabbed through the gut as a bandit rips the blade out ready to move to the next person. Light of white and black begins to seep from the fallen traveller. The wound bubbles out a black tar like substance and the woman stands again, taking out her blade which suddenly pulses with a darkened light. The light seems to flood from her and into the blade as the woman rushes forward with ferocity.

A Bond Between Souls

A Higher Bound is an individual of great resolve that has made a connection to one of the faded Higher Beings of the planes. This bond allows the Higher to grant strength in a myriad of ways to the bonded individual. The Higher themselves are the ones who select the individual and form the bond. The bond and granting of power usually consumes the Higher and they become a part of their bonded, but many times the Higher will become a wisp of light about a foot tall that can change form. The bonded individuals are almost always strong of will and have something to fight for.

The Higher beings were once capable of contending with the gods themselves, but they fell to a curse that sapped away nearly everything they were. Few were able to escape their fate and had to fade to a state the curse could not harm. Though this put them in a position where they could hardly interact with the world around them. Their minds have dulled due to this state and they now float between and through planes, drawn to those with the desire to change their world. As the bond strengthens and grows, the Higher, if it was not consumed in the bonding process, may slowly regain its mind.

The Ability to Fight

The Higher Bound fight for what they believe in, whatever that may be. Who they were before acts more like a template to who they become after the bond takes effect. Their resolve heightens and they become significantly more capable. A Higher Bound can come from any walk of life, but usually see some injustice or something significant that they believe should change. Their willingness to throw everything away to at least try and set things right is what draws a Higher to eventually bond with them.

Combat is where the Higher Bound shines brightest, figuratively and literally. The light that surrounds them in the midst of danger acts as a protective aura, and the power that imbues their attacks causes them to be truly devastating. These warriors are fit for the front lines and thrive in the heat of a dangerous fight.

Creating a Higher Bound

As you make your higher bound, the main thing to think about would be what you wanted to change in the world so badly you drew a Higher to bond with you. Were you an urchin and saw the way those above you were unfairly able to have anything they wanted while you struggled to survive. Did you watch as a group of monsters or marauders were allowed to destroy your home because some baron couldn’t be bothered to set patrols properly? Did you stand witness to needless murder or slavery of a people simply because they spoke a different language and had less developed weaponry? Perhaps you watched as someone rose to a position through bribery or some other means of trickery that you strove so hard for and felt you deserved instead.

The Higher have an odd sense of morality and do not discriminate based upon any sort of moral compass. This allows a Higher Bound to have any alignment, but they will almost always have strong beliefs and a forceful will.

Quick Build

You can make a higher bound quickly by following these suggestions. First, make Strength or Dexterity your highest ability score, depending on whether you want to focus on melee weapons or on archery (or finesse weapons). Your next highest score should be Constitution. Second, choose the soldier background.


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Higher Bound

Level Proficiency Bonus Features Bond Points Expanded Bond Slots
1st +2 Bond of Power, Expanded Bond, Bonded Aura
2nd +2 Strength of the Bond, Fighting Style 2 1
3rd +2 Heightened Bond, Step of the Higherborn 3 2
4th +2 Ability Score Improvement 4 2
5th +3 Extra Attack 5 2
6th +3 Ascended Aura, Higher Strike 6 2
7th +3 Heightened Bond feature 7 3
8th +3 Ability Score Improvement 8 3
9th +4 Bonded Movement 9 3
10th +4 Desperate Radiance 10 3
11th +4 Heightened Bond feature 11 4
12th +4 Ability Score Improvement 12 4
13th +5 Strengthened Vigil 13 4
14th +5 Quickened Reaction 14 4
15th +5 Heightened Bond feature 15 5
16th +5 Ability Score Improvement 16 5
17th +6 Touch of the Higherborn 17 5
18th +6 Surging Radiance 18 5
19th +6 Ability Score Improvement 19 6
20th +6 Perfected Bond 20 6

Class Features

As a higher bound, you gain the following class features.

Hit Points

Hit Dice: 1d10 per higher bound level.
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Higher Bound level after 1st

Proficiencies

Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Saving Throws: Strength, Constitution
Skills: Choose two from Acrobatics, Athletics, History, Insight, Religion, Survival

Equipment

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

  • (a) leather armor or (b) scale mail
  • (a) a shortsword and a shield or (b) a martial weapon
  • (a) a dungeoneer’s pack or (b) an explorer’s pack
  • 2 daggers
    Alternatively, you can ignore the equipment from your class and background, and start with 4d4 x 10 gp.

Bond of Power

The essence of your strength comes from your now constant companion, the ascended Higher that chose you. Their personality usually compliments your own, and they usually go unseen by everyone except you. The exceptions are, when a creature has truesight, when they decide to be seen, and usually when asked to be seen by others by their bonded. Your Higher can not truly interact with the world. It is bonded to you and grants you the strength you require.

Your Higher is not a creature, and cannot be targeted. They can take any shape they desire and are beings of a soft white light.

Bonded Aura

Starting at first level, your bond can create a defensive aura around you in times of danger. Once per round when you are attacked, you may add half your proficiency bonus to your AC. At level 11 you may use this twice per round. Additionally you may brighten your aura to gain the benefits of a torch.

Fighting Style

At 1st level, you adopt a style of fighting as your specialty. Choose one of the following options. You can't take a fighting style option more than once, even if you later get to choose again.

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.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Expanded Bond

At 2nd level you are able to expand your bond to encompass items. When you bond an item you may summon or dismiss it at will and do not have to carry it.

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You begin with 1 bond slot and gain 1 at each level you gain a Heightened Bond feature (3, 7. 11, 15) and at 19th level.

Bonding an item requires you to spend a Short Rest focused on only that item while being in physical contact with it. This focus must be in the form of a meditation like state. If the meditation is interrupted, the bonding attempt fails.

Item Bond Slots
set of armor 2
weapon 1
miscellaneous equipment 1/2

Dismissing an item takes no action.

Summoning anything of 1 bond slot or lower uses a bonus action.

Summoning anything of 2 bond slots or Higher requires 1 bond point and a bonus action.

Items you summon are immediately equipped if possible, otherwise they appear at your feet or in a 5 foot space within 10 feet of you.

Strength of the Bond

At 2nd level you are able to truly access the power within your bond through the use of bond points. These points can be used to strengthen your attacks or defenses at a moments notice.

You have 2 bond points, and you gain one additional point every time you level up, to a maximum of 20 at level 20. You can never have more bond points than shown on the table for your level. You regain all spent bond points when you finish a short or long rest.

You start by knowing only one way to use your bond points, the bonded strike.

Bonded Strike

You may spend a number of bond points up to your Constitution modifier to deal extra damage upon hitting a target. The extra damage per point spent is one weapon damage die. You may only use this once per round, upgrading to twice per round at level 11.

Heightened Bond

When you reach 3rd level you pull your strength from a particular part of your bond. You gather your power from either the bond itself, the curse that once afflicted your Higher, or the Higher themself. This forges you into a Higherkin, a Curse Caller, or a Remnant respectively. All of these are described at the end of the end of the class description. Your heightened bond grants you features at 3rd level, and again at 7th, 11th, and 15th level.

Step of the Higherborn

Starting at 3rd level you may expend 1 bond point to disengage as a bonus action.

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

Beginning at 5th level, you can Attack twice, instead of once, whenever you take the Attack action on your turn.

Ascended Aura

Starting at 6th level, you may expend bond points at any time to bolster your defenses. For every bond point spent your AC increases by 1 until the start of your next turn.

Higher Strike

At 6th level your bonded strike now counts as magical for the purpose of ignoring resistances.

Bonded Movement

Starting at 9th level you may expend a number of Bond Points to increase your walking speed for a time. For every 1 point you spend, your walking speed increases by 5 for 1 minute up to a maximum of 45. You may only use this feature once per short rest.

Desperate Radiance

Beginning at 10th level, in a time of exhaustion when all of your resources are spent, you are now capable of pushing your body further to gain necessary strength. You may gain a point of exhaustion to regain a 1 d4 bond points. You may only use this feature once per long rest.

Steed Bonding

Upon reaching 10th level, you have gained the ability to expand your bond to a mount. This causes the creature to become something more than it was, imbuing it with the energy unique to the Higher.

Bonding a steed requires you to remain in contact with the animal for an 8 hour period and focusing purely on the bond you are trying to create.

Additionally, if your steed has an Intelligence of 5 or less, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak.

When the steed drops to 0 Hit Points, it disappears, leaving behind no physical form. You can also dismiss your steed at any time as an action, causing it to disappear. In either case, using this feature again summons the same steed, restored to its hit point maximum.

You may only use this feature once per long rest.

A bonded steed requires 2 bond slots

Strengthened Vigil

At 13th level, when you must make a saving throw you may spend 3 bond points to have advantage.

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Motion Embodied

At 14th level, you have become capable of suffusing your body with the power of your bond to heighten your speed and reactions. You may now expend 4 bond points to raise your walking speed by 15 up to a maximum of 60 for a minute. During this time you may also choose to take half damage to one attack per round.

Touch of the Higherborn

When you reach 17th level, you may touch and infuse an enemy with the volatile power of your Higher. As a bonus action you may spend a number of bond points, up to your Constitution modifier + 1 (minimum of 2), and upon the target taking damage they will take the amount of bond points spent x d10 radiant damage. Upon the targets death you recover half of the bond points used.

Surging Radiance

Starting at 18th level you are able to flood yourself with the power of your Higher at a moments notice, granting you great strength or powerful defenses. This occurs through two separate abilities.

Surge of Resilience

Upon taking damage, you may spend 4 bond points and gain resistance to the attack type for 1 minute.

Surge of Force

When you hit a target, you may spend 4 bond points and have your attacks ignore any resistances and act as if immunities are resistances for one minute.

Perfected Bond

At 20th level, your Highers energy has truly melded with your own and you are capable of bursting alight with raw power. You may expend 4 bond points and for the next minute you gain the following benefits:

  • You gain 10 extra walking speed.
  • You gain an additional reaction.
  • You may jump twice your normal distance.
  • You may take the dash and disengage actions as a bonus action.
  • Each weapon attack you make is considered a bonded strike as if you had spent 1 bond point. You may spend the same amount of points per usual to enhance it.

Once you use this feature you can't use it again until you finish a long rest.

Heightened Bonds

Curse Caller

The Curse Caller is a master of the otherworldly sickness and curse that threatens the Higher. Taking that same curse into themselves, they use it to great advantage. Able to cause decay to things around them and take hits that would kill many without faltering. The curse callers aura turns a mixture of white and black.







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Cursed Strike

Starting when you choose this heightened bond at level 3, anytime you use your bonded strike, you may call forth the curse that once befell your Higher. On a successful hit, the target must make a Constitution saving throw. On a failed save the target has disadvantage on non spell attacks until your next turn.
Your bonded strike may now do necrotic damage.

Cursed Strike DC = 8 + proficiency bonus + your Strength modifier

Corroding Plague

Upon reaching 7th level, you can use the corrosive effects of the curse against your foes. When you successfully hit a target, you may spend 1 bond points to make any attacks against them have advantage until your next turn.

Cursed Grasp

At 11th level, you may spend 1 bond points and an action to touch an enemy within 5 feet and attempt to force the curse into them. The target must make a Constitution saving throw or be given disadvantage on all saving throws until your next turn. Additionally, the target takes 2d8 necrotic damage on a failed save and half as much on a successful one.

Cursed Grasp DC = 8 + proficiency bonus + your Strength modifier

Diseased Defense

Beginning at 15th level, you have taken the curse into you and are able to use it defensively. When your hit points are damaged you may gain half of that damage as temporary health. You may only use this feature an amount of times per day equal to your Constitution modifier.

Remnant

The Remnant utilize the strength of the Higher that is bound to them to protect those they care for. They become the masters of using the energy unique to the Higher to forge protective barriers or to bring the damage others would take into themselves. The Remnants aura turns a mixture of white and blue.

Thwarting Strike

Starting when you choose this heightened bond at level 3, anytime you use your bonded strike you call upon your Highers strength. On a successful hit the target must make a Constitution save. On a failed save their walking speed is reduced to 0, otherwise the target has their walking speed reduced by 10.

Thwarting Strike DC = 8 + proficiency bonus + your Strength modifier

Bonded Protection

Upon reaching 7th level, you have gained the ability to bolster your allies defenses. You may target an ally within 30 feet of you and spend 2 bond points to raise their AC by 2 until your next turn.

Great Protector

Beginning at 11th level, when a creature within 5 feet of you takes damage, you can use your reaction to magically take that damage, instead of that creature taking it. This feature doesn't transfer any other effects that might accompany the damage, and this damage can't be reduced in any way.

Radiant Bulwark

At 15th level, you have mastered the ability of manipulating the power of the Higher to forge protective barriers. You may spend 2 bond points to construct a 5 foot wall of solid, softly glowing stone, that grants three quarters cover, or two 5 foot walls that grant half cover in an empty space within 30 feet of you. These walls last 1 minute and can be dismissed with a bonus action. Additionally, whenever you or any ally starts their turn within 5 feet of one of these barriers, they gain 1d8 temporary hit points.

Higherkin

The Higherkin is a true blending of the Higher and their bonded. This bond uses the strength of bond and both involved in it in a new and wondrous fashion. The Higherkin gains an enhanced speed and strength that allows them to fight like never before. The aura of the Higherkin turns a mixture of white and gold.

United Strike

When you choose this heightened bond at level 3, whenever you use your bonded strike, you call upon the strength of your bond and may add an additional d4 weapon damage.

Deft Motion

At 7th level, you are able to use your bond to quickly ready yourself for attacks. You may spend 1 bond point to take the dodge action as a bonus action on your turn.

Strength of Unity

At 11th level, you may fill yourself with precision and speed. Upon successfully hitting a target, you may expend a bond point to make an additional attack that has an increased critical strike range of 18-20. You may only make this attack once per round, in the stead of your extra attack, and an amount of times per day equal to your Constitution modifier (minimum of 1).

By 11th level, you may imbue yourself with dangerous strength. Upon successfully landing a hit with your weapon you may expend a bond point to surge power through you as you try to force your opponent off their feet. Your target must make a Constitution saving throw or be knocked prone.

Stength of Unity DC = 8 + proficiency bonus + your Strength modifier

Fury of the Higherkin

Starting at 15th level, the mixed energy between you and your Higher is capable of flowing out in powerful bursts. Once per day when you deal damage to a target, you may spend 2 bond points to sunder the area around your target. The area within 5 feet of your target becomes magically difficult terrain and any creatures in the area must make a Dexterity saving throw. On a failed save the target takes 2d10 radiant damage and is knocked prone. On a successful save the target takes half as much damage and is not knocked prone.

Fury of the Higherkin DC = 8 + proficiency bonus + your Strength modifier

 

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