TBD
Beast bonded individuals have forged an unbreakable connection with an animal companion, an extraordinary bond that empowers them both to achieve strengths they could never reach alone. This deep and symbiotic relationship transcends the ordinary and offers unique advantages to those who are bound to their animal companions.
The aptitude that evolves as your bond deepens depends on the type of beast you have bonded with. These abilities range from coordinated attacks and the ability to mount them in combat to the creation of illusions and other remarkable feats that showcase the power of this extraordinary connection.
The first step in becoming a beast bonded is to determine which animal you have created this bond with. The origin of this encounter can be as diverse and imaginative as you and your Dungeon Master desire. Whether it's a chance encounter, a companion gifted at birth, or the result of an opportune rescue, the beast becomes an intricate part of your story.
When selecting the beast to bond with, it will belong to one of five categories, influencing the perks you get from the bond:
Terrestrial Beast: This category covers all medium-sized beasts that roam the earth, ranging from wolves, bears, raptors, serpents, and more.
Aerial Beast: This category includes all small to medium-sized beasts that soar through the skies, such as giant eagles, giant bats, griffins, or winged serpents.
Dragon Whelp: You bonded with a dragon whelping from the moment of its birth. The color of its scale influences its abilities (Red, Blue, Green or White).
Terrestrial Swarm: Swarms in this category are collectives of smaller insects or beasts that form a single entity or live in colonies crawling on the ground. Examples include rats, maggots, frogs, scorpions, and more.
Aerial Swarm: Swarms in this category are collectives of smaller insects or beasts that form a single entity or live in colonies buzzing and flying through the air. They can be flies, butterflies, locusts, beetles, and more.
These categories offer a diverse range of bonding experiences and unique perks based on the type of beast you choose to bond with. Beyond that how your beast look like is up to your imagination be it a swarm of pixies, a large chihuahua, a bronze whelping, a crow or a swarm of snakes.
Your beast bond grants you the following effects:
Your beast's lifespan is extended to match yours.
Your Health points are permanently increased by five time your level.
You and your beast share a health pool, with damage dealt to your beast taken out of your combined health pool. You both go unconscious at the same time.
You can sense each other's presence, always knowing in which direction the other is located.
You can communicate mentally regardless of the distance between you.
Beast ability that uses Willpower, uses yours.
This bond creates an unbreakable connection between you and your animal companion, allowing you to share not only your thoughts but also your well-being.
Your beast stats are the following:
Strength: 8 + Half your level.
Agility: 8 + Half your level.
Intelligence: 5 + Half your level.
Wits: 5 + Half your level.
Defense: 10 + Twice your level.
Speed: 5 + Half your level.
Your beast's power is calculated as 1.5 times your level + 10.
Your bonded beast acts on your turns, taking actions when you wish it to do so. It has its own 6 action points and reaction points and can perform any standard actions granted it is possible for it to do so (e.g., it cannot swap weapons as it does not have any). Additionally, it learns a set of abilities based on the type of beast it is, gaining new ones as you rank up in beast bond.
You can see and hear through your beast's senses. While doing so, you cannot use your own senses. Additionally, you can cast spells that require touch through your beast.
Your beast grows from mediun size to large. Additional it gains the ability to change its size from small to large at will.
While large your beast damage deals twice the amount of dice indicated.
When you or your beast attacks, the other gains advantage on their next attack against the same target.
Both you and your beast have your Action Points and Reaction Point maximum increased by 1.
Your dragon whelp ability damage type is dependent on the whelp scales color:
Red: Fire
Blue: Cold
White: Lightning
Green: Decay
Your beast can perform the following abilities:
Action Point: 4
Melee Attack
On a successful attack roll, you deal 1d6 + Half Attack Power as Sharp damage.
Action Point: 4 // Willpower Point: 2
Ability
You exhale a 6-meter (20-foot) cone of destructive power. All creatures in the area must make a Strength or Agility saving throw against your Spellpower. A creature takes 1d6 + Half Spellpower damage the dragon damage type on a failed save, or half as much on a successful save.
Your beast can perform the following abilities:
Action Point: 4 // Willpower Point: 2 // Range: 18 Meters (60 Feet)
Ranged Attack
On a successful attack roll, you deal 2d6 + Spell Power damage the dragon damage type.
Your dragon grows from Whelp to Juvenile. You can now draw from the well of magic within your beast, gaining Willpower equal to half your level.
Additionally, your dragon abilities that determine their damage based on their scale have additional effects based on the color:
Red: Creatures that take fire damage must succeed in a Strength saving throw against your Spellpower. On a failure, they take fire damage equal to half your Spellpower at the start of their turn for 3 turns.
Blue: Creatures that take Cold damage must succeed in an Agility saving throw against your Spellpower. On a failure, their move action cost is increased by 1 on their next turn.
White: Creatures that take Lightning damage must succeed in a Strength saving throw against your Spellpower. On a failure, they lose 3 reaction points.
Green: Creatures that take decay damage must succeed in a Strength saving throw against your Spellpower. On a failure, they become poisoned.
Your dragon grows from juvenile to young. You can now ride your dragon, while riding the dragon your Defense is increased by 1.
Your beast can perform the following abilities:
Action Point: 2 // Willpower Point: 1
Ability
You unleash a powerful gale of wind with your wings, affecting all creatures in front of you within 6 meters (20 feet). They must succeed in a Strength saving throw against your attack power or be pushed 6 meters (20 feet).
Your dragon grows from Young to Adult. Its size increases to huge. Up to 3 creatures can ride on its back, but you are no longer able to make melee attacks while riding it while huge.
Breath attack range is doubled.
Your dragon gains Threatening Presence, meaning creatures making attacks against your dragon while it is large have to succeed in a Wits or Intelligence saving throw against your spell power; otherwise, they have disadvantage twice on their attack rolls. Once this effect succeeds, the creature cannot be affected by it for the duration of the combat.
Your beast can perform the following abilities:
Terrestrial Swarm move speed is increased by 3.
Action Point: 4
Melee Attack
On a successful attack roll, you deal 1d6 + Half Attack Power as Sharp damage.
You gain the following abilities:
Action Point: 2 // Willpower Point: 2 // Range: 9 Meter (30 Feet)
Ability
Your body disperses into members of your swarm, rejoining at a point you can see within range to reform your body.
Your beast can perform the following abilities:
Action Point: 4 // Willpower Point: 2
Ability
The swarm spreads in a 3-meter (10-foot) area centered around itself for 5 turns. All hostile creatures that start their turn in the swarm have disadvantage on all actions until the start of their next turn.
The swarm can continue to take actions as normal while swarming. When using Invasion while swarming, all hostile creatures inside of it are attacked instead.
While your beast is swarming it can use the following ability:
Action Point: 4 // Willpower Point: 2
Ability
The swarm releases spores from itself. All hostile creatures within the swarm make an Strength or Agility saving throw against your Spellpower. On a failure, the creature unable to move on its next turn. This effect ends if they are moved out of the swarm.
While your beast is swarming it can use the following ability:
Action Point: 2 // Willpower Point: 4
Ability
For as long as swarming lasts, creatures starting their turns within the swarm make a Strength or Agility saving throw against your spellpower. On a failure, they take 1d6 + Half Attack power damage. The swarm heals by half the damage dealt.
You gain the following abilities:
Action Point: 60 (1 minute) // Willpower Point: 8
Ability
You and your swarm disperse and spread throughout a 5-kilometer (3-mile) radius area. The dispersion lasts for 1 hour. While dispersed, you and your swarm can have an objective set, which may include spying, tracking, or finding anything in the area the swarm covers. At the end of the hour, you and your swarm can reform anywhere you wish within the area covered.
The success of these endeavor is determined by rolling a skill check with your spell power against a DC set by your dungeon master based on the difficulty of the information you are trying to gather.
You can do Swarm Walk once per turns without paying the Willpower cost. Invasion cost 1 less action points and Devouring is always active when the beast is swarming.
Your beast can perform the following abilities:
Aerial swarm have a fly speed equal to their movement speed.
Action Point: 4
Melee Attack
On a successful attack roll, you deal 1d6 + Half Attack Power as Sharp damage.
You gain the following abilities:
Action Point: 2 // Willpower Point: 2 // Range: 9 Meter (30 Feet)
Ability
Your body disperses into members of your swarm, rejoining at a point you can see within range to reform your body.
Your beast can perform the following abilities:
Action Point: 4 // Willpower Point: 2
Ability
The swarm spreads in a 3-meter (10-foot) area centered around itself for 5 turns. All hostile creatures that start their turn in the swarm have disadvantage on all actions until the start of their next turn.
The swarm can continue to take actions as normal while swarming. When using Invasion while swarming, all hostile creatures inside of it are attacked instead.
While your beast is swarming it can use the following ability:
Action Point: 4 // Willpower Point: 4
Ability
The swarm releases spores from itself. All hostile creatures within the swarm make an Intelligence or Wits saving throw against your Spellpower. On a failure, the creature becomes stunned. This effect ends if they are moved out of the swarm or they take damage.
Your beast can perform the following abilities:
Action Point: 2 // Willpower Point: 6
Ability
The swarm reforms into two identical copies of their bonded one. In this form, the two copies can perform any standard actions but lose the ability to use their swarm actions.
A creature can make a Wits or Intelligence saving throw against your Spellpower; on success, they can tell you apart from your clones.
If a swarm clone is hit by an attack, it is destroyed and the swarm take not damage. When both clones are destroyed, the swarm reforms. Additionally, you can dismiss the clones at any time you wish.
Additionally, it can mimic making a weapon attack with the bonded one's equipped weapon. Making an attack that mimics all the weapon properties apart from the action cost, which is 4, and the damage, which will be dealt as if the attack was Invasion.
You gain the following abilities:
Action Point: 60 (1 minute) // Willpower Point: 8
Ability
You and your swarm disperse and spread throughout a 5-kilometer (3-mile) radius area. The dispersion lasts for 1 hour. While dispersed, you and your swarm can have an objective set, which may include spying, tracking, or finding anything in the area the swarm covers. At the end of the hour, you and your swarm can reform anywhere you wish within the area covered.
The success of these endeavor is determined by rolling a skill check with your spell power against a DC set by your dungeon master based on the difficulty of the information you are trying to gather.
You can do Swarm Walk once per turns without paying the Willpower cost. Invasion and attacking with your clones cost 1 less action points.