Bonded (5e Class)

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Bonded[edit]

An Elf holds a pocket knife, moving through the night. Suddenly, a shadow falls over her. "Time is up, elf!" An orc warlord says. The elf curses, then shouts a command word. The pocket knife turns into a sword, and she slashes out at the orc. A dwarf looks behind himself and sees the bugbears that are chasing him. He opens his palm, and a golden rope lashes out at the bugbear in the lead. He repeats the motion, and knocks out all of his pursuers. A gnome holds a small ivory handle. She pulls back her arm, imitating shooting a bow. A arrow of ghostly energy lances forth from her "bow" and a hole appears in the target, but no arrow remains.

Interesting Power[edit]

Bondeds walk the road between the physical and the arcane. The have a special weapon that can take multiple forms, are also spellcasters and can imbue their weapons with spells. Those of the Order of the Golden Whip usually avoid those of the Order of the Knife. Order of the Knife tends to avoid Order of the Bow, who in the past, has allied with Order of the Golden Whip. This intricate relationship between the Orders has caused many a dispute and quite often leads to duels.

Creating a Bonded[edit]

When creating a Bonded, think about how they got their bonded weapon. Is it a family heirloom and you awakened it? Or did you randomly just find it? Did it give them their magic, or some higher power? Also consider who gave you your Tattoo.

Quick Build

You can make a Bonded quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Dexterity, then Wisdom or Strength. Second, choose any Cultist background or Arcanist or Inheritance related background..

Class Features

As a Bonded you gain the following class features.

Hit Points

Hit Dice: 1d8 per Bonded level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Bonded level after 1st

Proficiencies

Armor: Light Armor
Weapons: Bonded Weapons, Quarterstaffs, Light Crossbows, Slings.
Tools: None
Saving Throws: Dexterity, Intelligence
Skills: Choose three from Arcana, Insight, Investigation, Perception, or Stealth

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) Explorer's pack or (b) Dungeoneer's pack or (c) Scholar's Pack
  • (a) Quarterstaff or (b) Light Crossbow
  • (a) Studded Leather Armor or (b) Breastplate(If Proficient)
  • If you are using starting wealth, you have 5d4*5 in funds.

Table: The Bonded

Level Proficiency
Bonus
Features Spells Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Bonded Weapon, Spellcasting, Imbue(3) 4 2
2nd +2 Parry 6 3
3rd +2 Shake Hands 8 4 2
4th +2 Ability Score Improvement 9 4 3
5th +3 10 4 3 2
6th +3 Bonded Weapon Feature, Imbue(6), Extra Attack 11 4 3 3
7th +3 11 4 3 3 1
8th +3 Ability Score Improvement 11 4 3 3 2
9th +4 12 4 3 3 3 1
10th +4 Imbue(8) Bonded Weapon Feature 12 4 3 3 3 2
11th +4 12 4 3 3 3 2 1
12th +4 Ability Score Improvement 12 4 3 3 3 2 1
13th +5 14 4 3 3 3 2 1 1
14th +5 Imbue(10) 14 4 3 3 3 2 1 1
15th +5 14 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 14 4 3 3 3 2 1 1 1
17th +6 16 4 3 3 3 2 1 1 1 1
18th +6 Bonded Weapon Feature 16 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 18 4 3 3 3 3 2 1 1 1
20th +6 Imbue(14) 20 4 3 3 3 3 2 2 1 1

Spellcasting[edit]

You can invoke the power of your weapon to cast any spell on the wizard spell list, with the following rules.

Cantrips

At 1st level, you know three cantrips of your choice from the wizard spell list. You learn additional Bonded cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Bonded table.

Casting Spells

The Bonded table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

Spells Known of 1st Level and Higher

You know 4 Bonded spells that are available for you to cast, choosing from the wizard spell list. The spells must be of a level for which you have spell slots.

Spellcasting Ability

Charisma is your spellcasting ability for your bonded spells. You use your Charisma whenever a bonded spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a bonded spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Ritual Casting

You can cast a bonded spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus

You can use your bonded weapon as a focus for your bonded spells.

Bonded Weapon[edit]

At first level, you get your Bonded Weapon. Your Weapon cannot be destroyed. If you lose it, you can summon it back by saying "Back!". It appears on your hand in Tattoo form. Any hostile creature who touches your weapon when it is in its open position takes 1d6 psychic, necrotic and radiant damage. This increases by 1d6 of each type every 5 levels. This effect is negated in battle. Only you can use this weapon. Choose between Order of the Bow, Golden Rope, and Pocket Knife. You get a magical Tattoo on your dominant hand based off of your choice. Your choice grants you additional features at first level, as well as at 6th, 14th, and 18th.

Imbue[edit]

At 1st level, you can imbue a spell in your Bonded Weapon. To do this, spend 10 minutes undisturbed with your Weapon. If it is a beneficial spell, it can only affect you or an ally you can touch. If it is negative, it can only target hostile creatures within 10ft of the target of the attack. When you attack with your bonded weapon, you can choose to activate one of the spells Imbued in the Weapon. You cannot cast an Imbued spell while it is Imbued. You can only have 3 imbued spells in your Weapon. This increases to 6 at 6th level, 8 at level 10, 10 at 15th level, and 14 at 20th level.

Parry[edit]

At 2nd level you gain the power to parry melee attacks. If you are holding a sword in your hand you can use your reaction to make a Strength Saving Throw whenever you are hit by a melee attack. If you succeed on the Saving Throw you take half damage, and can attack the target back with the sword you used to parry.

The DC for "Parry" is 8 + Creature's Challenge Rating + Creature's Strength Modifier.

Ability Score Improvement[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Shake Hands[edit]

At 4th level, you strike out at someone while remaining very diplomatic. You can use these features twice before completing a long rest:

Message

You shake hands with a creature who shares at least one language with you. You carve into their hand a message that cannot exceed two sentences. This deals no damage. They do feel you carving the message. The message stays on their hand for 1 hour.

Diplomatic Strike

You shake hands with a creature of your choice. Your sword slides out and slashes them. It is not visible. They feel like they have been cut on their other hand. This deals 1d6 slashing damage. This can only be used outside of combat.

Extra attack[edit]

When you reach 5th level, you can attack twice, instead of once when using the Attack action on your turn.

Bonded Weapons[edit]

Each Bonded has a Bonded Weapon. Those who bear the Pocket Knife can inscribe arcane runes. Those who bear the Bow can flux emotions. Those who bear the Golden Rope are more damage based. All of these signify in a sort of way, seeing as it works for only you.

Order of the Bow[edit]

Note: You cannot imbue spells in special arrows.

Tattoo[edit]

You Tattoo is of an ivory handle that can be both of a bow and a sword. When you say a command word(No action required), the handle shows up in your hand. No action required, you can make a longsword sprout out of it. You can also imitate firing a longbow and strike with an invisible arrow that deals 1d8 damage. These are magical weapons with a bonus of +1 that increases by one every 4 levels.

Geist Arrow[edit]

At first level, you get Geist Arrows. Each long rest, you get a Geist Arrow. This is stackable. A Geist Arrow deals an additional 1d8 necrotic damage and the target must succeed on a Constitution saving throw against your spell save DC or be frightened by you for an amount equal to the amount they failed by.

Eros Arrows[edit]

At 6th level, you start to get Eros Arrows. Each long rest, you get a Upside Eros Arrow and a Downside Eros Arrow. This is stackable. They each have special powers:

Upside

Eros's most famous arrow. This arrow can make people fall in love. Well, you get it's weaker version! This arrow deals normal damage. Then the target must succeed on a Wisdom saving throw against your spell save DC or be charmed by the target creature of your choice for an amount of minutes equal to how much they failed by x 5.

Downside

Eros's less well known arrow. It can make people hate each other. This arrow deals normal damage. Then the target must succeed on a Wisdom saving throw against your spell save DC or have to attack the target creature of your choice every chance they get for an amount of turns equal to how much they failed by x 5.

Effect Arrow[edit]

At 12th level, you start to get Effect Arrows. Each long rest, you get a Effect Arrow. This is stackable. When you hit with an effect arrow, you can choose either blinded, deafened and prone, or stunned. The target then must succeed on a Wisdom saving throw against your spell save DC or be under the effect/effects you chose for an amount of turns equal to how much they failed by.

Haunting Arrow[edit]

At 17th level, you start to get Haunting Arrows. Each long rest, you get a Haunting Arrow. This is stackable. A haunting arrow deals an extra 12d8 necrotic damage. If they die, the effect is considered waisted. The target then must succeed on a Wisdom saving throw against your spell save DC or be susceptible to your will for an amount of turns equal to how much they failed by x 5. While the creature is "Haunted", you can see an hear through them, as well as talk through them. You can take an action through them. If you do, you can cast a spell you know through the creature or attack using something the creature is holding. If something kills the creature you are haunting, this effect stops and you take 2d10 necrotic damage. Only one creature can be Haunted by you at a time.

Order of the Golden Rope[edit]

Tattoo[edit]

You Tattoo is of an small golden string. When you say a command word(No action required), the string shows up in your hand. No action required, you can make a longsword or a whip sprout out of it. The whip deals 1d8 slashing damage. They are magical weapons with a bonus of +1 that increases by one every 4 levels.

Prehensile[edit]

You can use the whip to bring things to you and climb. You get 30 feet of climbing speed. As an action you can grab an item from 60ft away from you with your whip. Your whip has a reach of 60ft.

Elemental Whip[edit]

Starting at level 6, you know three Elemental Coatings of your choice. You learn 1 more at 12 level and 17th level. Here are the Coatings:

Acid

As a bonus action, you coat your whip with acid. This lasts for an amount of turns equal to half your Bonded level. While coated in acid, your whip deals an extra 1d8 acid damage. The first target to get hit by this Coating gets vulnerability to acid damage for 2 turns.

Cold

As a bonus action, you coat your whip with cold elemental energy. This lasts for an amount of turns equal to half your Bonded level. While coated, your whip deals an extra 1d8 cold damage. The first target to get hit by this Coating gets their speed halved for 2 turns.

Fire

As a bonus action, you coat your whip with fire. This lasts for an amount of turns equal to half your Bonded level. While coated in fire, your whip deals an extra 1d8 fire damage. The first target to get hit by this Coating an additional 1d6 fire damage for the next 2 turns, seeing as they are burning.

Lightning

As a bonus action, you coat your whip with lightning. This lasts for an amount of turns equal to half your Bonded level. While coated, your whip deals an extra 1d8 lightning damage. The first target to get hit by this Coating gets blinded for 2 turns.

Necrotic

As a bonus action, you coat your whip with necrotic energy. This lasts for an amount of turns equal to half your Bonded level. While coated in energy, your whip deals an extra 1d8 necrotic damage. The first target to get hit by this Coating gets frightened by you for 2 turns.

Poison

As a bonus action, you coat your whip with poison. This lasts for an amount of turns equal to half your Bonded level. While coated in poison, your whip deals an extra 1d8 poison damage. The first target to get hit by this Coating gets poisoned for 2 turns.

Radiant

As a bonus action, you coat your whip with light. This lasts for an amount of turns equal to half your Bonded level. While coated, your whip deals an extra 1d8 radiant damage. The first target to get hit by this Coating gets incapacitated for 1 turn.

Thunder

As a bonus action, you coat your whip with thunderous energy. This lasts for an amount of turns equal to half your Bonded level. While coated, your whip deals an extra 1d8 thunder damage. The first target to get hit by this Coating gets deafened for 2 turns.

Lasso of Truth[edit]

At level 12, you can use your whip like Wonder Woman's Lasso of Truth. As an action, make a ranged weapon attack. On a success, you lasso a target creature. That creature is restrained and grappled. This lasts for 5 turns. During that time, the creature cannot tell a lie. Nothing can dispel this and no spells can negate its effect, short of a ""Wish"" spell.

Cocoon[edit]

At 17th level, you can envelop people in your witp and make a cocoon around them. Make a ranged weapon attack against the target creature of your choice. On a hit, you wrap them in your golden rope. The creature takes 2d8 bludgeoning damage. They must succeed on a DC 18 - the creature's CR Strength saving throw or be grappled and restrained. On their turn, they must make the same saving throw or be petrified into a golden statue. They can still do Strength saving throws normally. If they succeed, they are released. They repeat the saving throw on three turns following the first. If they fail all three, they are permanently petrified until targeted by a Greater Restoration spell or a Wish spell. If they succeed, they are released.

Order of the Pocket Knife[edit]

Tattoo[edit]

You Tattoo is of an pocket knife with two small blades. When you say a command word(No action required), the pocket knife shows up in your hand. No action required, you can make a longsword or a dagger sprout out of it. The dagger deals 1d8 piercing and can only be used as a ranged weapon. Once it deals damage, the dagger returns to the pocket knife. They are magical weapons with a bonus of +1 that increases by one every 4 levels.

Carving[edit]

You can use your imbue feature on your ally's weapons and small stones. Imbued spells are removed from the item if they are more than 100ft away from you. If that happens, you regain the ability to cast that spell. You can spend another hour with the imbued weapon or small stone to increase its range by 100ft. You also can cast Glyph of Warding once per week.

Arcanist Thief[edit]

At 6th level, you learn to basically replicate a spell you have seen. If someone casts a spell that is of 1 level higher than your Spell Level MAX or less you can attempt to copy it. You can only use the spell that you saw once but can carry the temporary spell for a week. To temporarily learn the spell, you must complete a Wisdom(Perception) check equal to 16 + the difference between the spell's level and your Spell Level MAX. If you fail, you take 2d6 necrotic damage and must take a long rest before you you can use this feature. If you succeed on the check, you have to wait a week and a long rest before you regain this feature.

Tool Knife[edit]

Starting at level 12, your Pocket Knife has many tools. Once per week, choose a kit or a set of tools. You are proficient in it and, on command, your knife can turn into it. You can use the kit once. You have to take a long rest before you can use the kit/tools again.

Spell Craft[edit]

At 17th level, you are so skilled with inscription and arcana that you can make your own spell. Make up a 7th level spell. Consult with your DM to see if it is OK. If it is OP, or the DM does not like it, repeat the process. Repeat the process until you and your DM agree on the spell. This does not count against your number of spells known. You cannot prepare it. You can only cast your spell once per week.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Bonded class, you must meet these prerequisites: 15 Strength, 16 Intelligence

Proficiencies. When you multiclass into the Bonded class, you gain the following proficiencies: Arcana, Athletics.


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