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### Bond of the Divine Sometimes The gods grant gifts to worthy mortals, they can take all shapes and forms, but sometimes they offer a friend and protector for life. Soul Binders that make a bond with a celestial are often followers of the god that the celestial used to serve, and they make a bond to travel the world and spread the word of that god. #### Guardians of the Heavens At 1st level you bind your soul with a celestial creature, the creature can look how you want it to, as long as it follows the stat block below. Additionally, you gain proficiency with medium armor, Shield and Martial Weapons. You can also read, write and speak celestial. ___ > ## Holy Guardian >*Medium Celestial, Lawful Good* > ___ > - **Armour Class** 13 + it's Dexterity modifier + your proficiency modifier > - **Hit Points** (6 (or 1d10) + its constitution modifier) x your soul binder level. > - **Hit Die**: 1d10 per Soul Binder Level > - **Speed** 30ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|13 (+1)|14 (+2)|8 (-1)|12 (+1)|9 (-1)| >___ > > **Senses:** Dakvision 60ft > > **Damage Resistance.** Radiant, Necrotic > > **Languages** Celestial and Common, but can’t speak. > ___ > > ### Actions > ***Slash or Bite.*** *Melee Weapon Attack:* +5 *(your proficiency modifier + Its Strength modifier)* to hit, reach 5ft., one target. *Hit* 6 (1d8 + Its Strength modifier) #### Gift of Life When you reach 3rd level your companion has learned to be selfless and giving to heal you or your companions. Your companion can use an action to deal an amount of damage to itself that can be up to its current health, the companion then chooses a creature within 5 feet of it, that creature then heals for an amount of hit points equal to the damage. #### Inspiring Heal At 6th level you know how to mend wounds and inspire your Guardian to perform better in combat. You learn the "Healing Word" Spell and always have it prepared, it counts as a Soul Binder spell for you. Additionally, whenever you cast "Healing Word" on your Guardian, it can use its reaction to make a melee attack. #### Command of Radiance At the 11th level you can command Guardian with a voice that can pierce the heavens. You learn two commands. These commands functions like your "Soul Binder's Command" and will follow the same rules and uses, these will not count toward your total know commands: - **Blinding Light:** You command your Guardian to shine the light of radiance. On its next turn to can use its bonus action to force any creature of its choice within 5 feet of it to make a Dexterity saving throw, any creature that fails the saving throw is blinded until the end of its next turn. * **Mending Voice:** Your voice channels the powers of the divines to heal your Guardian. Your Guardian regains hit points equal to 1d10 + your Soul Binder Level. #### Death Prevention When you reach 17th level Your Guardian have gain the powers to protect people from the grasps of death. Whenever a creature within 60 feet of your companion drops to 0 hit points your Guardian can use its reaction to teleport to an unoccupied space within 5 feet of that creature and heal it for 10d10 hit points. Once you use this feature, you can’t use it again until you finish a long rest. > #### Credit > > Angels by Laurel "LD" Austin: http://www.blizz-art.com/illustration/6322/ > > >
\pagebreak ### Bond of the Playful Fey Somewhere there are places where the barrier between the material plane and the fey wilds are thin, and sometimes creatures from the one plane end up in another. Some soul binders have found that creatures from the fey wild make excellent companions and friends. Maybe you got your companion as a gift from an arch fey or maybe the two of you became friends naturally and made a bond. #### Trickster Spirit At 1st level you make a bond with a playful creature from the fey wilds. The Fey creature can look how you want it to as long as it follows the "Fey Companion" stat block listed below. Additionally As your soul is bonded with the creature you learn to speak its language, you can speak, read and write sylvan. ___ > ## Fey Companion >*Medium Fey, Chaotic Neutral* > ___ > - **Armor Class**: 10 + Its Dexterity modifier + your proficiency bonus > - **Hit Points**: ( 6 (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| >|:---:|:---:|:---:|:---:|:---:|:---:| >|12 (+1)|16 (+3)|12 (+1)| 8 (-1)| 10 (+0)| 14 (+2)| >___ > - **Condition Immunities** Charmed > - **Senses** Darkvision 60ft > - **Languages** Sylvan, Understand its summoner's languages, but can’t speak any > ___ > > ### Actions > ***Claw.*** *Melee Weapon Attack:* *(your proficiency modifier + Its Dexterity modifier)* to hit, reach 5ft., one target. *Hit* (1d8 + Its Dexterity modifier) > > ***Blast.*** *Ranged Spell Attack:* *(your proficiency modifier + Its Charisma modifier)* to hit, range: 60ft., one target. *Hit* (1d6 + Its Charisma modifier) #### Expanded Spell List As you bind with this magical creature from another plane, you are able to have more spells available, these spells are always prepared and don’t count towards your maximum number of prepared spells. \columnbreak ##### Bond of the Playful Fey | Spell Level | Spells | |:----:|:-------------| | 1st | Charm Person | | 2nd | Enthrall | | 3rd | Major Image | | 4th | Hallucinatory Terrain | | 5th | Dream | #### Tricksters Dance At 3rd level your companion has learned to use the magical powers that it channels from the fey wild to confuse and play trick on its enemies. Whenever your companion is hit with a melee attack, it can use its reaction to force the creature that hit it to make a Wisdom Save. On a failed save the creature gets hit by the attack instead of the companion. Once you use this feature, you can’t use it again until you finish a short or long rest. #### Magic Evasiveness When you reach 6th level you have learned to channel the powers from the fey wild and can use that energy to form a protective veil over your companion. Whenever your companion is forced to make a saving throw due to a spell or another magical effect, you can use your reaction to give your companion advantage on the saving throw if you are within 30 feet of it. #### A Jesters Commands At 11th level, you can command your companion to pull playful manoeuvres. These commands functions like your "Soul Binder's Command" and will follow the same rules and uses. You learn two new commands which will not count toward your total known commands: * **Hide and Seek**: You command your companion to hide itself from preying eyes. On its next turn it can use a bonus action to turn itself invisible until the start of its next round, the invisibility is broken if the companion attack or otherwise harms another creature. * **Hop and Skip**: You command your companion to blink in and out of the fey wild to jump to a different position. On its next turn your companion can use its bonus action to teleport up to 30 to a point that it can see.
\pagebreak #### Fooling Copycat When you reach 18th level your companion has started to like you, and have learned how to mimic you. As a bonus action your companion can create an illusion over itself so that it looks just like you, with all the cloth and equipment you are currently wearing. The illusion last for a minute or until the companion ends it as a bonus action. While the illusion is active, the companion gets the following benefits. - On its turn it can cast the "Soul Switch" Soul Binder spell without needing components or a spell slot. - While the two of you are within 5 feet of each other, you both have advantage on attack roll (unless attacking a creature with true sight) - The companion can speak any of your languages, in your voice. Once you use this feature, you can’t use it again until you finish a short or long rest. \columnbreak > #### Credit > > > - Ruvian by NukeRooster: https://www.deviantart.com/nukerooster/art/Ruvian-554084019 > > * Blue by Isihock : https://www.deviantart.com/isihock/art/Blue-493058118 > > - Made by /u/Fragsauce > > * Made using GMbinder >
\pagebreak ___ > ## Blood Demon >*Medium Fiend (Demon), Chaotic Evil* > ___ > - **Armor Class** 12 + Its Dexterity modifier + your proficiency bonus > - **Hit Points** (6 (or 1d10) + Its Constitution modifier) x your Soul Binder level > - **Hit Die**: 1d10 per Soul Binder Level > - **Speed** 30ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|12 (+1)|16 (+3)|6 (-3)|9 (-1)|12 (+1)| >___ > > - **Languages** Abyssal, Understands the Soul Binder's languages, but can't speak. > > ___ > > **Demonic Skin:** If the demon took any damage since its last turn, it gains temporary hit points equal to your proficiency modifier at the start of its turn. > > > > ### Actions > ***Claws.*** *Melee Weapon Attack:* +5 *(your proficiency modifier + Its Strength modifier)* to hit, reach 5ft., one target. *Hit* 6 (1d8 + Its Strength modifier) ## Bond of Demonic Pain #### Friend from the Abyss At 1st level you have made a bond with a demon from the depth of the abyss. The demon can look like any demon you want, as long as it uses the stat block above. As you bind your soul with this demonic being, you learn to speak with its tongue and can speak abyssal. #### Whip Master When you choose this bond at level 1 you gain proficiency with Whips, additionally when you use a whip it have special properties: * You can extends the reach of the whip with demonic fury, the whip gain an additional 5 feet reach, to a total of 15 feet. * The whip is even deadlier in your hands and brings more pain. The whips damage die increases to 1d6. This damage increases to 1d8 when you reach 6th level. #### Pain Powered Killing Machine At 3rd level your demon loves the pain, and it evokes a burning rage within it. When you use your action to let your demon use the attack action, as a part of that action you can make a whip attack against your demon. This attack always hit. The damage that the demon takes from the attack is also stored as "pain", and the next time the demon hits a creature with a melee attack it can add the damage an amount equal to its stored pain, and all the pain is then gone. The pain can stack up to a number equal to three times your Soul Binder level, and all stored damage is lost after 1 minute if unused. #### Bloody Veins when you reach level 6 your demons fights best when it is covered in blood. Whenever your demon is below half of its maximum hit points, it gain several benefits: * It gains double the amount of temporary hit points from the its "Demonic Skin". - When it is hit with your whip, you can choose to give it resistance or vulnerability to the damage, you can do this after you see the roll. * It can choose to make its melee attacks deal fire damage instead of its normal type. #### Painful Commands Starting at level 11, you can command your demon to inflict pain to both its enemies and 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: * **Painful Retaliation:** You command your demon to remember the damage that foes around it inflict on it. Until the end of your next turn, all damage that the demon takes, gets stored as pain as per the use of the "Pain Powered Killing Machine" feature. * **Sucker for Pain** With this command your demon looses all care for its own health and goes for an all out offensive. Until the start of your next turn your demon deals double damage with all its melee attacks, it also becomes vulnerable to all damage. #### Share the pain When you reach level 18th level your demon is in love with all pain, and wants to share it with others. As an action your demon can try and make a blood bond with a creature within 10 feet of it. The target have to make a Constitution saving throw or be bound by blood to the demon for 1 minute or until one of them reaches 0 hit points. Whenever the demon takes any kind of damage, the target takes half of that damage, and when the target takes damage the demon takes half of that damage. All damage the demon takes from this feature is stored and can be be used as the "Pain Powered Killing Machine" feature. the bond last one minute, and the affected target can use its action to repeat the saving throw, ending it on a success. The demon can only bond with one creature at a time.
> **Bloodfire hades art by Jaggudada:** > https://www.deviantart.com/art/Hades-529673369 > > > **Blood Moon by Gettyimages** https://www.dailystar.co.uk/news/latest-news/718549/Blood-Moon-2018-how-often-does-a-blood-moon-occur-rare-lunar-eclipse > > > >