Otherworldly Patron: The Bonded One
Over the course of their journeys and adventures, warlocks who make a pact with a Bonded One find themselves as hosts to spirits of those long passed. Either found endlessly floating in the Well of Souls or stuck haunting a forgotten forest, this spirit lends a warlock their powers based on the skills they had in life in return for being part of a physical body and having a place they can call home. As the bond between spirit and host grows, so does their power, until it culminates in the two becoming one being.
Expanded Spell List
The Bonded One lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Bonded One Expanded Spells
Spell Level | Spell |
---|---|
1st | Tasha’s hideous laughter, Tenser's floating disk |
2nd | enhance ability, phantasmal force |
3rd | haste, tiny servant |
4th | freedom of movement, phantasmal killer |
5th | Bigby's hand, dominate person |
Two Souls
At 1st level, you gain a spirit of a previously living creature that inhabits your body. While you are conscious, you can telepathically speak to this spirit within you, and you have advantage against being possessed by any creature. Additionally, as a bonus action you can ask your bonded spirit a question about their view from the ethereal plane. If they see any creatures in the ethereal plane, it can tell you of its location, appearance, or where it's moving.
The nature and characteristics of your Bonded One is determined either by you and/or your DM, or you can generate it randomly by rolling on the Spirit Personality table.
Spirit Personality
d6 | Personality |
---|---|
1 | Happy and Bubbly |
2 | Sad and Moody |
3 | Aggressive and Brash |
4 | Bold and Noble |
5 | Scheming and Intelligent |
6 | Emotionless and Neutral |
Spirit Archetype
Also at 1st level, you gain powers based on the your Bonded One's skills in their life. You can pick one of the options below and gained the abilities listed along with it.
Warrior. You gain proficiency with the Athletics skill. Additionally, you can use your Charisma modifier for any Strength check or saving throw.
Additionally, as a bonus action you can either give yourself temporary hit points equal to half your warlock level (rounded up) or additional damage to your next attack equal to half your warlock level (rounded up). You can use this feature an amount of times equal to your Charisma modifier per long rest.
Protector. While you are conscious, you gain a +1 to your AC. Additionally, you gain gain proficiency in Constitution saving throws.
Bandit. You gain proficiency with the Sleight of Hand skill, Thieves' tools, and either the Persuasion, Intimidation, or Deception skill if you don’t already have it. Additionally, you can make a Sleight of Hand check as a bonus action.
Mage. You gain proficiency in either Arcana, Nature, Performance, or Religion.
Additionally, you gain an additional spell from the warlock list. This spell does not count towards the maximum number of known spells that you have and you can change it out for a different spell from the warlock spell list on a short or long rest.
Spirit Manifest
At 6th level, your Bonded One can come forth to fight on your behalf. As a bonus action, you can summon a manifested spirit. This creature uses the stat block of a specter, the statistics for which are in the Monster Manual. Roll initiative for the manifested spirit, which has its own turns. It obeys your telepathic commands, and gains an additional benefit from your chosen Spirit Archetype. If your spirit is ever more than 60 feet from you at the end of your turn, or if a minute passes, it disappears.
You can use this feature an amount of times equal to your Charisma modifier per long rest, or you expend a warlock spell slot to use it again.
Warrior. Your manifested spirit gains the multiattack ability to attack an amount of times equal to half your Charisma modifier (rounded up) and gains additional hit points equal to your warlock level.
Protector. As a reaction, you can command your spirit to block an incoming attack, imposing disadvantage on an attack targeting a creature within 30 feet of the manifested spirit.
Bandit. Your manifested spirit can deal an additional 1d6 force damage on its first attack on its turn.
Additionally, it can use its bonus action on its turn to make a Sleight of Hand check to retrieve an object in a container worn or carried by another creature, stow one object the hand is holding in a container worn or carried by another creature, or make use a set of Thieves’ tools to pick a lock or disarm a trap. Additionally, it can add your Charisma modifier to any of these checks.
Mage. You can cast warlock spells as though you were in the manifested spirit's space, however you use your own senses. Additionally, it can cast dispel magic once, and cannot do so again until summoned again.
Ethereal Step
At 10th level, your connection to your bonded spirit allows you to phase into the Ethereal Plane. As an action, you enter into the Ethereal Plane. While on the Ethereal Plane, you can see and hear the plane you originated from, which is cast in shades of gray, and you can't see anything there more than 60 feet away. You can only affect and be affected by other creatures on the Ethereal Plane. Creatures that aren't there can't perceive you or interact with you, unless they have the ability to do so. Additionally your movement speed increases by 10 feet while you are in the Ethereal Plane.
While you are in the Ethereal Plane, your spirit takes the space where you once where in the plane you originated from, dealing 2d10 + your warlock level in force damage to any creature that ends its turn within 15 feet of your spirit. It cannot make any actions or reactions, and follows where you move in the Ethereal Plane. This effect ends at the start of your next turn as you return to the plane you originated from. This feature can only be used once per long rest.
One in Soul
At 14th level, your connection to your Bonded One is greater than ever before, allowing you to combine your souls for a short while. As a bonus action you can enter into a state where you and your Bonded One are one being. In this state you gain temporary hitpoints equal to 1d8 + your Charisma modifier, truesight out to 30 feet, gain a flying speed equal to your movement speed and can hover, and an additional benefit based on your Spirit Archetype option. This state lasts for 1 minute or until you are unconscious. This feature can only be used once per short or long rest.
Warrior. If you use your action to make a weapon attack or cast a spell with a spell attack, you can make another weapon attack or cast another spell with a spell attack as part of the same turn. You can use this ability an amount of times equal to your Charisma modifier per use of this feature.
Protector. You gain resistance to bludgeoning, piercing, and slashing damage.
Bandit. As a reaction to when you take damage, you can turn invisible until the end of your next turn and move half your movement speed. If you make an attack on your turn, you end the invisibility and can make that attack with advantage, dealing an additional 3d6 damage. You can use this ability an amount of times equal to your Charisma modifier per use of this feature.
Mage. When you enter this state, you gain two additional spell slots to cast a spell of 1st, 2nd, or 3rd level. Once this state ends, you lose any unspent spell slots.
Created by Hicks
Edited and helped by the wonderful people of the Discord of Many Things server.
Art by Beatrice Pelagatti and Jan Sidoryk