The Bond: An Enduring Link

by ControlZero

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The Bond: a D&D 5e Prestige Class

A Different Approach

Ever wanted to have fate on your side? To have a being, invisible to all but yourself, watching over you? How about having a force living inside you that grants strange powers only when you most need them?

Well, what about instead of having those things, you were them? That's right. In this prestige class, you create and then act as some kind of outside presence (it could be anything!) that is permanently linked to your character, granting power and protection as you see fit. This presence is called the bond.

Prestige Class: An Explanation

A prestige class requires you to already have levels in another class. It's somewhere between a class that can only be accessed via multiclassing and a second subclass. If you look at the "Min. Total Level" column below, it shows the overall level needed to gain each new level in The Bond.

Bond
Level Min. Total Level Features Luxury Features (see next page) Intervene # Spell Level
1 3 Bond, Intervention Insightful Whispers, Manifest Symbol 2 2
2 6 Affinity, Bond feature Ability Score Increase 2 2
3 10 Bond feature Additional Affinity and Intervention 2 3
4 13 Bolstered Affinity, Manifest Form Ability Score Increase 3 3
5 16 Bond feature, True Visage -- 3 4

The Rundown

A bond occurs when an incorporeal entity is, whether by fate or happenstance, connected to a mortal adventurer. It can be a force, a god, a strong being, or an unreasonably powerful pixie. It's entirely up to you, since the being itself is not physically present.

Benefits: Initially, the bond simply grants a bit of help when it is able. As it grows, it provides passive benefits, and can even manifest a body. The bond has lots of options, so no two should feel quite the same. However, it should also never feel like it is "outclassing" an adventurer's main abilities.

Character: A bonded being's personality can vary a ton. Unlike an unknowable god or patron, who often might as well not exist, it should become an active part of the team. Creating a bond from scratch can be tough. For inspiration, see Build-a-Bond on page 7.

Leveling Up: The bond is not meant to be a full-fledged class. A player can only gain the next bond level if their total level is high enough, as shown in the class feature table above. For example, if a level 2 bond's total level is not 10 before leveling up, they cannot become a level 3 bond upon leveling up.

Example Scenario 1

Lathel, a drow druid, has been communing in a forest and feels a strange presence. Through a series of events she realizes it is a corrupt beast, slays it, then absorbs its corruption to save the forest. What is it? Why was it corrupting the beast? How did she gain its trust (or compel it to serve her)? Find out next time...

Example Scenario 2

A dragonborn warlock named Zeryx is searching for fragments of his shattered patron because he believes it will grant him more power. However, one of the fragments has a will of its own and refuses to join with the rest, instead begging Zeryx to hide it. He agrees to do so, as long as the fragment helps him out.

Prestige Class Features

  • Hit Dice: 1d8 for each level and luxury level

  • Tools: Gain proficiency in either one set of artisan's tools or one musical instrument

  • Skills: Gain proficiency in one skill that uses an ability score your bond excels at (see Bond feature)

Level 1

At level 1, you're feeling out your new bond. Maybe the creature you've bonded to is weak, maybe you don't understand this is going to work, or maybe you just aren't interested in revealing your full power.

Heads Up: Class features are written informally and in 2 sections. It first presents a feature from the perspective of the bond, then offers some advice for you, the player.

Bond

You've somehow gotten mixed up with an adventurer. How exactly is this going to work? Your nature is either vigilant or forceful. Each nature is discussed further starting on page 5. You can also gain a single bond action, which always refreshes after your ward's turn. (Note: ward refers to the player/adventurer).

But wait, there's more! You also have an origin, such as fey, and two attributes you excels at most, such as Dexterity and Charisma. You also know 2 languages. Your ward now understands both of these languages.

What kind of creature, entity, or presence have you ended up bonding with? This feature answers that while revealing the theme of the relationship. There are a lot of options when choosing an origin. Check out the first Build-a-Bond table, found on page 7, for a list of origin examples. Keep in mind: the bond has no physical form, and will never have a permanent stat block. It's more of a presence or source of power than a real creature. Also, a bond can have a variety of dynamics, but it's up to you and your DM to come up with them. One of which should probably (but not necessarily) be a name.

Intervene

You help out at critical moments. Perhaps because you don't yet have the strength to do more. Perhaps doing more isn't worth your time. Using your nature's spell list, choose two interventions. Each can be used once. You can choose new interventions when your ward finishes a long rest. Interventions increase in power at Level 3, and again at Level 5.

Interventions require a bond action, and use your resonating modifier. To figure that out, take your ward's ability score for an attribute you excel at, and use that for spellcasting as normal:

  • Save DC: 8 + proficiency + resonating modifier
  • Spell attacks: proficiency + resonating modifier
Your resonating modifier is the only real ability score scaling in the bond, so make sure you're good at least one ability score your bond excels at. On a less minmax-y note, the way you describe interventions occurring can vary. Is it divine blessings from on high? Is your body being taken over temporarily? Maybe a thick mist forming around you for a moment? All 3?! Why not.
Luxury Features: What Are They?

Luxury levels are optional. Maybe you like having bond but want to prioritize your main class... or, maybe you want a more even split. Enter, luxury levels! A luxury level counts towards your total level for things like proficiency and min. level, but can be skipped (or chosen later) if you don't want to spend a level on the benefit.

Luxury: Insightful Whispers

You and your ward have grown familiar enough with each other for you to offer occasional advice. When your ward rolls an ability check related to your origin, they add their proficiency bonus to the roll, up to a total maximum of double their proficiency.

Also, you can use your bond action to grant your ward advantage on one roll that uses an attribute you excel at right before they roll. Your ward must finish a long rest before you can use this feature again.

How did you learn so much about your bond? Was it conversation, interrogation, or some other method? Also, what is stopping your bond from helping you out all the time? Part of the fun of this prestige class and D&D in general is coming up with cool answers to questions like these! (Only if you want to, of course.)

Luxury: Manifest Symbol

You have enough synergy with your ward to create a shallow image of yourself through it. Pick a mascot-like creature that represents you. As a bond action, you can appear to your ward or another creature your ward is aware of in that form. You can't directly interact with the physical world in this form and can only see and be seen by the creature you appear to. Your bond nature provides an additional benefit.

You can also temporarily transform into or enhance a weapon. Choose either fire, lightning, cold, acid, necrotic, or radiant damage. You can use a bond action to materialize in your ward's hand as any weapon or to enhance an already held weapon.

The weapon counts as magical and can deal your chosen damage type if you wish, but has no other properties. Any ammo is magically provided. if you use a bond action, you immediately exit this form.

One use of this: a budget version of the message cantrip. Since your bond's appearance isn't limited, it could be anything. The same is true for the weapon. Translucent, overly decorated, garishly pink... it's up to you! Side note: damage types are limited for balance reasons. If your GM allows, feel free to choose other damage types!

Level 2

Some time has passed since your paths first crossed. Have you grown more in tune, or is there some other reason the bond now grants passive power?

Affinity

You provide a constant stream of power. Choose one affinity theme from the Affinity list on page 6.

You can cast the first spell at will, and the second spell for its duration. Your ward must use a bonus action to attune itself, allowing you to immediately use a bond action to cast the spell on it.

If the spell requires Concentration, it only uses yours. Additionally, if you use another bond action, your Affinity wavers. Your ward can use a reaction to maintain any affinities, otherwise they ends.

For spells not castable at will, you can turn them on and off, conserving any leftover time. Each use drains at least 10%. For example, if you channel invisibility even for a few seconds, subtract 6 minutes overall from the 1 total hour of usage available.

Your affinity improves at Level 4.

You might think this is basically a powered up warlock invocation, but it requires the bond to focus on it, and can also be interrupted by other bond actions. This means it's more of a state that is jumped into and out of, rather than a single, ongoing benefit.

Luxury: Ability Score Increase

You give your ward stats. For... reasons. Grant your ward +2 to a stat or +1 to 2 stats. Normal rules apply.

This is normally where level 4 would go, so it's standard for you to get a stat increase here. If an ASI in a prestige class like this is strange to you, then consider grabbing one of the Bond feats on Assorted Stuff (page 7).

Level 3

As you grow, your bond nature bolsters your ward. Perhaps this symbolizes a narrative-based turning point, such as a revelatory event or a new approach. Perhaps it doesn't. Either way, you're getting stronger.

Bolstered Intervention

Interventions are cast as 3rd level spells.

Luxury: Additional Affinity

Choose another affinity. It doesn't improve at Level 4.

Luxury: Additional Intervention

Gain an additional intervention.

Not much to comment on here. Hooray for more power!

Level 4

The moment we've all been waiting for. You can grace your ward with your presence. Or maybe freak them out. It really depends on which monster you choose.

Additional Intervention

Gain an additional intervention.

Bolstered Affinity

Your ward is able to channel an increased amount of power. You can cast the second spell of your affinity at will, and the third spell for a limited amount of time.

This may seem way too strong for a level 4 ability (and it is strong), but keep in mind that you must be, at minimum, level 14 to acquire this ability. The same reasoning applies to a lot of the bond's features.

Manifest Form

Finally, you're free to stretch your appendages. Through whatever process you and your ward have devised, you can appear in the physical realm temporarily. Choose a monster that shares your origin and has a CR of a third your ward's total level or lower. Over a minute, you can appear in this form, slowly forming in a location of your choice. If you have the Manifest Symbol feature, this only takes a bond action.

You can maintain this form for 8 hours or until your HP reaches 0. Bond actions can't be used during this time. In fights, roll your own Initiative and act as you wish. You can use this feature once per week.

There is no specific limit to what your bond is willing to do, but (both player and DM) try to be reasonable with how it acts. Unless gnomes are involved. By the rules, it must exterminate all gnomes. If you chose an origin that doesn't have a creature for your level, then look for another creature that could theoretically have the same origin if it is "reflavored". It might need a couple changes (and your DM's approval), but it's better than wishing you chose fiend just to get a good monster.

Luxury: Ability Score Increase

Grant +2 to a stat or +1 to 2 stats. Normal rules apply.

Just like before, this is where level 8 would normally be, so an ASI is standard. Boring, but necessary.

Level 5

You have reached the peak of your abilities. What does this final form look like? Are you capable of wordless communication? Maybe you can't even remember what life was like before the bond. Maybe you look back on those days with fondness. To each their own.

Bolstered Intervention

Interventions are cast as 4th level spells.

True Visage

Your ward companion is all grown up. They do lots of damage, take a long time to die, and are generally worthy of your being. Grant your companion constant advantage on one skill check, proficiency in one saving throw, and +2 to an ability score up to a max of 22. You must excel at each relevant ability score.

Also, as an action, your companion can assume (and unassume) your origin and rough appearance while keeping their original size, and can also allow you to speak through them with your own voice.

You are now able to draw directly from your bond's character, gaining a bunch of useful perks from your immense familiarity with the entity you bonded with. You do have to decide what your bond actually looks like, which may be challenging, but by now you should have at least a general idea.

Bond Nature

Your nature defines how you act around your ward. Are you a silent watcher? Potent presence? Mischief maker? Pick one! If you pick two, the DM will be upset.

There is a difference between the entity that makes up the bond and the nature of the bond itself. For instance, a dastardly devil contracted to protect an adventurer might be vigilant, or a kindly tree spirit that has trouble containing its power might be forceful.

Vigilant

Likely origins: celestial, construct, dog, sylvan

A vigilant bond actively watches out for the welfare of its ward, as well as those nearby. While vigilant beings are often associated with goodness, they could just as easily be providing protection for nefarious purposes.

Level 1: Protector

You act as a guardian, extending your protection to others. You can intervene on friendly creatures within 30 feet of your ward, and can use shield on your ward once as a special intervention without requiring a trigger. Additionally, you can choose to intervene if a friendly creature within 30 feet is critically hit or falls to 0 hit points.

Choose either the light, mending, or spare the dying cantrip. You can cast it as a bond action on a target your ward is aware of within 30 feet of them.

Possible reasons why your bond is protective: a sense of duty, compassion, or just because you asked nicely.

Luxury: Guide (Manifest Symbol)

You catch a faint glimpse of a creature's soul. While you appear to a creature, you can detect if its morality (e.g. "good") is the same as yours. If it is, you can add a d4 to one ability check it rolls per round (until you leave).

Think of this as your bond brushing up against the essence of another creature. Creepy? Yeah, slightly.

Level 2: Keep from Harm

You have a nose for danger. When your ward presents you two distinct possibilities, you instinctively know which one is less dangerous. If both are similarly risky, you choose the one which offers a greater reward.

If your ward chooses the risky option or neither option, you take protective measures against being slighted, and won't help again until the next day.

Inspired by the 4e ritual Hand of Fate! Your DM is responsible for the bond's answer.

Level 3: Insulating Aura

You serve as a buffer, anticipating potential threats. Gain a pool of points equal to your bond level * 5. When your ward takes damage, you can spend these points to reduce it by up to half. Also, choose a damage type, which you can change when your ward finishes a long rest. If any friendly creature within 30 feet takes that type of damage, you can spend points on it, and also grant temporary HP equal to the points you spent.

This uses all levels you've invested in the bond, so if you're Level 3 with 1 Luxury level, gain 20 points.

Level 5: Gentle Nudge

By extending your influence to others, you subtly shape their destiny. As a bond action, grant a creature the ability to reroll three d20 rolls of its choice at any point from now until it dies. You can't grant this boon to the same creature twice.

The lucky feat for anyone that your bond decides deserves it, but can only be granted once. Ever.

Vigilant Intervention List

  • 1st: Sanctuary, Heroism, Cure Wounds, Absorb Elements
  • 2nd: Warding Wind, Silence, Lesser Restoration, Calm Emotions
  • 3rd: Daylight, Spirit Guardians, Dispel Magic, Beacon of Hope
  • 4th: Fire Shield, Otiluke's Resilient Sphere, Aura of Purity, Aura of Life

FORCEFUL

Likely origins: dragon, elemental, fiend (devil), toddler

A forceful bond is full of power, and often eager to use it. One problem: the vessel can be overwhelmed by it. And being exhausted by raw energy is seldom fun.

LEVEL 1: Power at a Cost

By pushing the constraints of your vessel, you exceed your own limits. If you've already used an Intervention, you can use it one more time. If you do, a drawback occurs. If two drawbacks occur before your ward finishes a long rest, the effects of feedback occur until a long rest is finished. Additionally, you can choose to intervene if a hostile creature within 30 feet is critically hit or falls to 0 hit points.

Choose either the control flames, shape water, or shape earth cantrip. You can cast it as a bond action on a target your ward is aware of within 30 feet of them.

The strongest base ability comes from forceful bonds. However, the consequences can be devastating. To figure out your drawback, roll a 1d6 on the drawback table.
1d6 Drawback Description (from player perspective)
1 Drained Roll again. If you roll this twice, gain a level of Exhaustion.
2 Numb Become blind, deaf, or mute for the next hour (roll 1d3: 1=blind, 2=deaf, 3=mute).
3 Awestruck Disadvantage on saving throws for the next hour or until your health falls to 0.
4 Recoil Lose a hit die and take damage equal to the result.
5 Feedback Lose all features granted by your bond for the next minute.
6 Withstand Roll again. If you roll this twice, you suffer no penalty.

LUXURY: Analyze (Manifest Symbol)

You are able to identify a creature's defenses. When your ward finishes a long rest, choose a damage type. While you appear to a creature, you know how that damage type affects it, as well as if there are any spells cast on it. If it is willing, you learn what the spells are.

Good for checking a creature's defenses. Or to see if the bard used enhance ability to beat you at arm wrestling.

LEVEL 2: Unleashed Strength

When circumstances align, you are able to unleash your full might. When your ward lands a critical hit, the target suffers a drawback. If the roll is a 4 or 5, stun the creature until the end of your next turn instead.

Great with champion fighters and eldritch blasters. Not so great with mages that cast saving throw based spells. If you're in a situation where this feature is kind of underwhelming, consider changing it to a once per long rest feature that can be used when you damage a creature. Still not very good, but not bad either.

LEVEL 3: Focused Blow

Your force enhances attacks, causing them to hit with extreme prejudice. When you gain this feature, choose a damage type. You can change the damage type when your ward finishes a long rest. Once per turn when you or your ward hit a creature with that type of damage, increase the damage roll by 1d8.

Notice that it says "per turn," meaning this benefit can potentially be used multiple times per round.

LEVEL 5: Overwhelming Power

Your companion is now resilient enough to channel your full power and survive. When you use an Intervention, you can reroll any number of damage dice once, using the new result. Also, your companion can suffer 3 drawbacks before entering its feedback state.

Power level: maximum. When you read features like this, you might think "Wow this is insane for a level 5 feature," and you'd be right. However, this is really a level 17 feature due to minimum level requirements.

Forceful Intervention List

  • 1st: Earth Tremor, Dissonant Whispers, Thunderwave, Command
  • 2nd: Earthbind, Phantasmal Force, Darkness, Blindness Deafness
  • 3rd: Fear, Hunger of Hadar, Erupting Earth, Slow, Fireball
  • 4th: Phantasmal Killer, Wall of Fire, Compulsion, Conjure Minor Elementals
Capricious Bonds: Too Much Fun

You may have noticed a 3rd bond type about mischievousness mentioned earlier. While it's not quite serious enough to be listed here, you can click this link to view the current version, now with hilarity and hijinks. It's my personal favorite.

Interventions

At Level 1, cast as 2nd level spells. At Level 3, cast at 3rd. And, at Level 5, cast at (you guessed it) 4th level. Each Intervention consists of a single spell and a corresponding trigger, which allows it to be cast.

Triggers and Casting

For each Intervention, pick a single trigger from the list below. If it's possible, the spell must include either your ward (if beneficial) or a living creature within 30 feet that triggered the spell. To intervene without a trigger occurring, you and your ward must each Concentrate for 1 minute, then cast it as a bond action.

  • your ward is targeted by a 1st level or higher spell
  • your ward is afflicted with a negative condition
  • a hostile creatures moves within 10 ft of your ward
  • your ward takes half their current HP in damage
  • your ward is hit when it's not the attacker's turn

Intervention Examples

If interventions seem weird, here's an example of what a Level 3 Vigilant Bond might prepare.

Intervention 1

  • Spell: cure wounds (cast at 3rd level)
  • Trigger: takes 1/2 current HP in damage
  • Trigger: a friendly creature falls to 0 HP or is crit

Intervention 2

  • Spell: spirit guardians
  • Trigger: a hostile creature moves within 10 feet
  • Trigger: a friendly creature falls to 0 HP or is crit

Special Intervention (from bond feature)

  • Spell: shield (cast at 1st level)
  • Trigger: none (can be cast at any time)

Affinity

At Level 2, the first listed spell can be cast at will and the second for a limited time. At Level 4, the second can be cast at will, and the third for a limited time.

Spell Modification Examples

Many of the spells have been slightly altered. Here are more thorough explanations for some of the spells.

  • Supa Fly: Grants a fly speed of 60 and causes attacks against you to have disadvantage
  • Pass With Trace: Grants you +3 to Stealth, hides your trail, and prevents you from being tracked.
  • Fast Water Walking: Lets you walk on liquids and increases your speed by 10 feet while on them

Themes (Choose One per Affinity)

Unless otherwise noted, all the spells use their default duration and Concentration requirements. Remember that using a bond action disturbs an ongoing affinity.

Movement

  • Longstrider
  • Spider Climb
  • Blink

Flight

  • [Light] Jump (also cuts all fall damage in half)
  • [Kinda] Fly (use base speed instead of 60 ft)
  • [Supa] Fly (1 min. duration, combine fly and blur)

Vision

  • Darkvision (also adds 60 ft to natural Darkvision)
  • See Invisibility
  • Blindsight (custom, see Custom Spells on page 7)

Sneak

  • Pass Without Trace (+3 Stealth, only affects you)
  • Invisibility
  • Meld Into Stone

Communication

  • Comprehend Languages
  • Sense Emotions
  • Tongues

Protection

  • Protection from Evil and Good
  • Protection from Poison
  • Protection from Energy

Modification

  • Disguise Self
  • Alter Self
  • Gaseous Form

Antimagic

  • Detect Magic
  • Resist Magic (custom, see Custom Spells on page 7)
  • Nondetection

Nature

  • Speak with Animals
  • Speak with Plants
  • Locate Creature (can't change creature if re-cast)

Water

  • Water Breathing (self only)
  • [Fast] Water Walking (self only, +10 ft on water)
  • Repel Water (custom, see Custom Spells on page 7)

Assorted Stuff

Feat: Partial Bond

If you haven't yet, choose your bond characteristics (see Bond feature). Then, gain the following benefits:

  • two 1st level Interventions from your nature's list
  • proficiency in a skill of your choice
  • advantage on ability checks to identify, track, or understand the motives of creatures that you know share your bond's origin
Partial Bond can be taken as a feat either before or after becoming a full bond, or perhaps even granted as a consequence of acquiring an ability, curse, or item.

Feat: Bond Ritual Casting

For each Bond level you have, choose a ritual of a matching spell level. For example, if you're Level 2, gain one (or two with a luxury level) 1st and one 2nd level spell. While casting a ritual, you can't use bond actions, and your ward can't be incapacitated or take damage. You can switch spells upon leveling up.

Bond Ritual Casting requires levels in Bond, but doesn't require all spells chosen to belong to a single class. Also, any creatures summoned by it are controlled by the bond, not the player. Even familiars can have familiars!

Custom Spells

Since casting time, components, range, and target are all irrelevant, they are not included in the spells.

Resist Magic

2nd-level abjuration


  • Duration: Concentration, up to 1 minute

Your entire body resonates with strange frequencies, attempting to deflect magical abilities. Spell attacks against you are rolled at disadvantage, and you have advantage on saving throws against magical abilities.

Blindsight

3rd-level transmutation


  • Duration: 1 hour

Who even needs eyes, anyway? For the duration, gain blindsight out to a range of 60 feet.

Repel Water

3rd-level transmutation


  • Duration: Concentration, up to 1 hour

A constant force pushes all nonmagical liquid up to 20 feet away from you. You can use this to walk on ocean floors, jetpack over lava lakes, or float around in a bubble. Use your default speed for movement.

Build-a-Bond

Here, you'll find a few tables. They can be rolled on, but are meant more for inspiring ideas than creation.

d12 Origin Example
1 Aberration a friendly being from an alien realm
2 Beast A giant eagle flock living in your sword
3 Celestial a guardian sent from your god
4 Construct a computer connected to your mind
5 Dragon a great dragon's husk you absorbed
6 Elemental a mighty force from the earth's core
7 Ethereal A lifelong friend that only you can see
8 Fey A mischievous presence that likes you
8 Fiend a devil contracted to you against its will
10 Plant A tree of life that is slowly withering
11 Sylvan The once protector of a dead forest
12 Undead A past self that doesn't realize it's dead
d6 Quirk
1 Likes flowery speech. Probably too much.
2 Wants you to steal anything shiny.
3 Really hates gnomes. And I mean really.
4 Brags about past accolades, which are all made up.
5 Likes to bring up logic puzzles. They're really easy.
6 Tries to scare you by shouting "Boo!" in your head.
d6 Attitude
1 Respectful: holds you in high esteem
2 Argumentative: always thinks there's a better way
3 Admiring: fawns over you at every opportunity
4 Friendly: thinks of you as its best bud
5 Superior: considers itself better than you
6 Standoffish: only talks to you when necessary

Also check out:

Credits

  • GMBinder - for providing a platform to make this
  • ControlZero - for making it
  • ControlZero's parents - for making ControlZero
  • Everyone who gave feedback - for giving feedback

 

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