##### The Bonder
–Spell Slots per Spell Level–
| Level | Proficiency
Bonus | Features| Evolutions | Cantrips
Known | 1st | 2nd | 3rd | 4th | 5th |
|:----:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|
| 1st | +2 | Soul Bond, Bonded Companion, Hidden Form | 2 | — | — | — | — | — | — |
| 2nd | +2 | Spellcasting, Edict | 2 | 2 | 2 | — | — | — | — |
| 3rd | +2 | Bond Feature, Magic Item Absorption | 2 | 2 | 3 | — | — | — | — |
| 4th | +2 | Ability Score Improvement | 2 | 3 | 3 | — | — | — | — |
| 5th | +3 | Advanced Offense, Soul Linked Casting | 2 | 3 | 4 | 2 | — | — | — |
| 6th | +3 | Companion's Protection, Soul Infused Attacks | 2 | 3 | 4 | 2 | — | — | — |
| 7th | +3 | Bond Feature, Project Senses | 3 | 3 | 4 | 3 | — | — | — |
| 8th | +3 | Ability Score Improvement | 3 | 3 | 4 | 3 | — | — | — |
| 9th | +4 | Resting Voice | 3 | 3 | 4 | 3 | 2 | — | — |
| 10th | +4 | Countermeasure | 3 | 4 | 4 | 3 | 2 | — | — |
| 11th | +4 | Bond Feature, Advanced Offense (both options) | 3 | 4 | 4 | 3 | 3 | — | — |
| 12th | +4 | Ability Score Improvement | 4 | 4 | 4 | 3 | 3 | — | — |
| 13th | +5 | — | 4 | 4 | 4 | 3 | 3 | 1 | — |
| 14th | +5 | Soul Purification | 4 | 4 | 4 | 3 | 3 | 1 | — |
| 15th | +5 | Bond Feature | 4 | 4 | 4 | 3 | 3 | 2 | — |
| 16th | +5 | Ability Score Improvement | 4 | 4 | 4 | 3 | 3 | 2 | — |
| 17th | +6 | — | 5 | 4 | 4 | 3 | 3 | 3 | 1 |
| 18th | +6 | Resonating Voice | 5 | 4 | 4 | 3 | 3 | 3 | 1 |
| 19th | +6 | Ability Score Improvement | 5 | 4 | 4 | 3 | 3 | 3 | 2 |
| 20th | +6 | Soul Infused Giant | 5 | 4 | 4 | 3 | 3 | 3 | 2 |
| Array | Str | Dex | Con | Int | Wis | Cha |
|:-:|:------:|:------:|:------:|:------:|:------:|:-----:|
| A | 16 |14 |12 | 6 |13 | 8 |
| B | 8 |16 |12 | 9 |15 | 7 |
| C | 16 |10 |16 | 5 |10 | 11 |
### Step 3: Size and Speed
Companions comes in different sizes, they can be small and nimble or large and hulking. Pick one of the following options for your companion.
* **Medium.** The size of your companion is medium and it has 40 feet walking speed.
* **Small.** The size of your companion is small and it has 25 feet walking speed. Aditionally your companion can use its Dexterity modifier for it's naturals weapons instead of its Strength modifier.
* **Large.** The Size of your companion is large and it has a 30 feet walking speed.
### Step 4: Weapons
Your companion needs to be able to deals with enemies. Pick two of the following natural weapons for your companion:
* **Bite.** This natural weapon deals 1d8 piercing damage on hit, and you can reroll any 1's or 2's rolled on the d8.
* **Claws.** This natural weapon deals 1d4 slashing damage on hit. If your companion takes the attack action and makes at least 1 attack with claws, it can use its bonus action to make another claw attack, this attack does not add its ability modifier to the damage roll.
* **Fist.** This natural weapon deals 1d8 bludgeoning damage, and once per turn when your companion hits a creature with this attack it can push that creature 5 feet away.
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* **Tentacle** This natural weapon deals 1d6 bludgeoning damage on hit. If your companion hits another creature with a tentacle, it can make a grapple check against that creature as a bonus action
* **Tail.** The natural weapon deals 1d6 bludgeoning damage on hit and it has a 10 foot reach instead of the normal 5 foot reach.
* **Ranged** The natural weapon deals 1d6 piercing or bludgeoning damage on hit, it is a ranged attack with a range of 30/60, your companion can use either Strength or Dexterity when attacking with this weapon.
For all the attacks you can change the damage type to either bludgeoning, slashing or piercing, if for example you want a crab that can grapple with its claws, change the tentacle to slashing damage and name it something else, all the natural weapons will always count as two separate weapons even if you name and describe them the same.
### Step 5: Defense
Your companion also needs to be able to protect itself if it gets attacked. Pick one of the following options:
* **Reflexes.** Your companion has an AC equal to 11 + its Dexterity modifier + your proficiency modifier.
* **Tough.** Your companion has an AC equal to 10 + its Constitution modifier + your proficiency modifier.
* **Plating.** Your companion has an AC equal to 14 + your proficiency modifier.
### Step 6: Hit Points
In case enemies gets past your companions defense, it needs to be able to take some damage. Pick one of the following options:
* **Beefy.** Your companions maximum hit points are equal to 4 + (4 + your companions Constitution modifier) x your Bonder level.
* **Resistant:** Your companions maximum hit points are equal to 4 + (3 + your companions Constitution modifier) x your Bonder level., also pick two of the following damage types: acid, cold, fire, lightning, necrotic, poison, psychic, radiant and thunder, your companion is resistant to the two types you picked.
* **Resilient.** Your companions maximum hit points are equal to 4 + (4 + your companions Constitution modifier) x your Bonder level, and it gains a +1 to its AC.
### Step 7: Evolutions
You can modify your companion with different traits, choose two evolutions from APPENDIX B: evolutions.
You gain more evolutions as you gain levels in this class as described in the Bonder class table.
During a long rest you can switch one of your companions evolutions for another one.
\pagebreakNum
#### Example companion
Lets go through all the steps and make a companion, lets make a crocodile for fun.
* At step 1 we get the Beast type as for this example we chose Link to the Wilds.
* At step 2 we pick array C, and we want it strong and tanky.
* At step 3 we pick Large, to give it the proper size.
* At step 4 we give it a bite and Tentacle attack, as crocodiles have strong teeth and can grapple, we rename the tentacle to "Grab Bite" and change its damage to piercing.
* At step 5 we pick Tough, to make it durable.
* At step 6 we pick Beefy to make sure it can take a punch.
* At step 7 we of course pick Aquatic because crocodiles live it water and we can just flavor it as the crocodile is holding its breath for long. Lastly we pick Mask of the Wild so it can hide and ambush better.
When we add it all up we get ourselves a nice statblock for our croco-companion.
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___
> ## Crocodile
>*Large Beast, Neutral*
> ___
> - **Armor Class** 15 (Tough skin)
> - **Hit Points** 11
> - **Speed** 30ft, swim 30ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|16 (+3)| 10 (+0)| 16 (+3) | 5 (-3) | 10 (+0) | 11 (+0) |
>___
> - **Skills** Athletics +5, Stealth +2
> - **Senses** passive Perception 10
> - **Languages** Knows the Bonder's Languages but can't speak.
> ___
>
> **Aquatics.** The crocodile gains a swimming speed equal to it's movement speed, and the ability to breathe underwater.
>
> **Mask of the Wild.** The crocodile can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
>
> ### Actions
> ***Bite.*** *melee weapon attack:* +5 to hit, 5ft reach, one target. *Hit:* 2d4 piercing damage, reroll any 1's rolled on the 1d4's.
>
> ***Grab Bite.*** *melee weapon attack:* +5 to hit, 5ft reach, one target. *Hit:* 1d6 piercing damage. Can attempt to grapple a creature hit with this attack as a bonus action.