Bound Fool (5e Class)
[edit]
<!-Introduction Leader->[edit]
Creating a[edit]
- Quick Build
You can make a <!-class name-> quickly by following these suggestions. First, <!-Ability score-> should be your highest ability score, followed by <!-Ability score->. Second, choose the <!-background name-> background. Third, choose <!-elaborate on equipment choices->
Class Features
As a you gain the following class features.
- Hit Points
Set parameter to Hit Dice per level, e.g. 1d10
- Proficiencies
Armor:
Weapons:
Tools:
Saving Throws:
Skills:
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
Level | Proficiency Bonus |
Features |
---|---|---|
1st | +2 | <!-Class Feature1-> |
2nd | +2 | <!-Class Feature2-> |
3rd | +2 | <!-Class Feature3-> |
4th | +2 | Ability Score Improvement |
5th | +3 | — |
6th | +3 | — |
7th | +3 | — |
8th | +3 | Ability Score Improvement |
9th | +4 | — |
10th | +4 | — |
11th | +4 | — |
12th | +4 | Ability Score Improvement |
13th | +5 | — |
14th | +5 | — |
15th | +5 | — |
16th | +5 | Ability Score Improvement |
17th | +6 | — |
18th | +6 | — |
19th | +6 | Ability Score Improvement |
20th | +6 | — |
<!-Class Feature->[edit]
<!-Class feature game rule information->
- <!-Use semi-colons for subheaders->
<!-Subclass Feature->[edit]
<!-At <!-insert level-> level, you chose a <!-insert name of subclass feature i.e. path, archetype, discipline, etc.->. Choose between <!-list the subclass options->, <!-all/both-> detailed at the end of the class description. Your choice grants you features at <!-insert the level when subclass features begin-> and again at <!-list all the levels the class gains subclass features->.->
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.
<!-Class Feature->[edit]
<!-Class feature game rule information->
<!-Class Option 1->[edit]
<!-For subclasses introduce this class option here->
- <!-Class Feature->
<!-Class feature game rule information->
- <!-Class Feature->
<!-Class feature game rule information->
- <!-Class Feature->
<!-Class feature game rule information->
<!-Class Option 2->[edit]
<!-Introduce this subclass here->
- <!-Class Feature->
<!-Class feature game rule information->
- <!-Class Feature->
<!-Class feature game rule information->
- <!-Class Feature->
<!-Class feature game rule information->
Spell List[edit]
You know all of the spells on the basic spell list and additional spells based on your subclass.
- 1st Level
<!-1st level spell list->
- 2nd Level
<!-2nd level spell list->
- 3rd Level
<!-3rd level spell list->
- 4th Level
<!-4th level spell list->
- 5th Level
<!-5th level spell list->
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:
Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:
Back to Main Page → 5e Homebrew → Classes
Quick Build[edit]
You can make a Bound Fool quickly by following these suggestions. First, put your highest ability score in Constitution, followed by Strength or Dexterity. Second, choose the Acolyte or Soldier background.
Class Features[edit]
As a Bound Fool, you gain the following class features.
Hit Points[edit]
- Hit Dice
- 1d10 per Bound Fool level
- Hit Points at 1st Level
- 10 + your Constitution modifier
- Hit Points at Higher Levels
- 1d10 (or 6) + your Constitution modifier per Bound Fool level after 1st
Proficiencies[edit]
- Armor
- Light armor, medium armor, heavy armor, shields
- Weapons
- Simple weapons, martial weapons
- Tools
- None
- Saving Throws
- Constitution, Charisma
- Skills
- Choose two from Athletics, Insight, Persuasion, Religion, Intimidation, and Survival
Equipment[edit]
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a martial weapon and a shield or (b) two martial weapons
- (a) chain mail or (b) scale mail
- (a) an explorer's pack or (b) a priest's pack
The Bound Fool[edit]
Level | Features | Bonus Damage | Bond Range | Heartfelt Skill |
---|---|---|---|---|
1st | Emotional Bond, Fool's Might | 1d6 | — | — |
2nd | Devotion Unyielding | 1d6 | — | — |
3rd | Unbreakable Connection | 1d6 | — | 1 |
4th | Ability Score Improvement, Heartfelt Skill | 1d6 | — | — |
5th | Champion's Vow | 2d6 | 30 ft. | — |
6th | Protective Guardian | 2d6 | 30 ft. | — |
7th | Heartbond Surge | 2d6 | 40 ft. | — |
8th | Ability Score Improvement | 2d6 | 40 ft. | 2 |
9th | Overwhelming Devotion | 2d6 | 40 ft. | — |
10th | Soul Swap | 2d6 | 50 ft. | — |
11th | Unstoppable Force | 3d6 | 50 ft. | — |
12th | Ability Score Improvement, Heartfelt Skill | 3d6 | 50 ft. | 3 |
13th | Unbreakable Will | 3d6 | 60 ft. | — |
14th | Eternal Promise | 3d6 | 60 ft. | — |
15th | Fool's Finale | 3d6 | 60 ft. | — |
16th | Ability Score Improvement | 3d6 | 60 ft. | 4 |
17th | Divine Reckoning | 3d6 | 60 ft. | — |
18th | Immortal Bond | 3d6 | 70 ft. | — |
19th | Ability Score Improvement | 3d6 | 70 ft. | — |
20th | True Devotion | 4d6 | 70 ft. | 5 |
Class Features[edit]
Emotional Bond[edit]
- 1st-level Bound Fool feature*
You form an emotional bond with a person (the "Bonded"). While within 30 feet of your Bonded, you gain advantage on saving throws against being frightened, charmed, or paralyzed. Additionally, your attacks deal 1d6 bonus damage when they target creatures within 30 feet of your Bonded.
Fool's Might[edit]
- 1st-level Bound Fool feature*
You gain proficiency in Charisma saving throws. Your Strength or Dexterity score increases by 2, and you may add your Charisma modifier to your damage rolls instead of your Strength or Dexterity modifier.
Devotion Unyielding[edit]
- 2nd-level Bound Fool feature*
Whenever your Bonded takes damage, you may use your reaction to absorb half of that damage (rounded down), taking it yourself instead. You cannot reduce this damage below 1. You can use this ability a number of times equal to your Charisma modifier (minimum of once), and regain all expended uses after a long rest.
Unbreakable Connection[edit]
- 3rd-level Bound Fool feature*
Your emotional bond strengthens. You can now communicate telepathically with your Bonded, regardless of distance, as long as you are both on the same plane of existence.
Additionally, whenever your Bonded is hit by an attack, you can use your reaction to increase the damage dealt to that attack by your Bound Fool level (up to a maximum of 10 extra damage).
Ability Score Improvement[edit]
- 4th-level feature, and again at 8th, 12th, 16th, and 19th levels.*
When you reach a level with Ability Score Improvement, you can increase one ability score of your choice by 2, or two ability scores by 1 each. Alternatively, you can take a Heartfelt Skill.
Champion's Vow[edit]
- 5th-level Bound Fool feature*
Your vow to your Bonded strengthens. Whenever you take the Attack action, you may make one additional attack as part of the same action. Additionally, your attacks score a critical hit on a roll of 19 or 20.
Protective Guardian[edit]
- 6th-level Bound Fool feature*
Whenever a creature you can see attacks your Bonded, you may use your reaction to impose disadvantage on the attack roll. If the attack misses, you may make a melee weapon attack against the attacker as a part of your reaction.
Heartbond Surge[edit]
- 7th-level Bound Fool feature*
Once per short rest, you may activate a surge of emotional power. For 1 minute, you gain advantage on all attack rolls, saving throws, and skill checks. Additionally, you may add your Charisma modifier to your AC.
Overwhelming Devotion[edit]
- 9th-level Bound Fool feature*
When you reduce a creature to 0 hit points, you can choose to channel your devotion into a powerful burst of energy. All creatures within 20 feet of you must make a Constitution saving throw or take 4d6 force damage (half on a success).
Soul Swap[edit]
- 10th-level Bound Fool feature*
As an action, you can swap places with your Bonded as long as they are within 50 feet. After doing so, you gain temporary hit points equal to your Bound Fool level + your Charisma modifier. These temporary hit points last for 1 minute.
Unstoppable Force[edit]
- 11th-level Bound Fool feature*
Whenever you are reduced to 0 hit points, you can use your reaction to immediately gain 1d10 temporary hit points and continue fighting as if you had not been reduced to 0. Once you use this feature, you can't use it again until you finish a long rest.
Unbreakable Will[edit]
- 13th-level Bound Fool feature*
You gain advantage on saving throws against being stunned, frightened, or charmed. Additionally, any creature that attempts to charm or frighten you suffers disadvantage on their saving throw.
Eternal Promise[edit]
- 14th-level Bound Fool feature*
Your bond with your Bonded becomes unbreakable. You cannot be frightened, paralyzed, or stunned while your Bonded is within 60 feet of you. Additionally, if your Bonded is reduced to 0 hit points, you can immediately use your action to revive them with 1 hit point once per long rest.
Fool's Finale[edit]
- 15th-level Bound Fool feature*
When you fall to 0 hit points, you can make one final desperate attack against a creature within your range. This attack is made with advantage, and on a hit, it deals maximum damage.
Divine Reckoning[edit]
- 17th-level Bound Fool feature*
For 1 minute, you become a force of nature. You gain resistance to all damage, and your attacks deal an additional 3d6 damage. You may use this feature once per long rest.
Immortal Bond[edit]
- 18th-level Bound Fool feature*
Your bond is immortal. As long as your Bonded is alive, you cannot die. If you are reduced to 0 hit points, you are instead brought to 1 hit point and immediately regain 2d10 hit points at the start of your next turn.
True Devotion[edit]
- 20th-level Bound Fool feature*
Your devotion to your Bonded reaches its peak. You can take two full turns during each of your turns, one before and one after your Bonded’s turn. Once per long rest, you may choose to deal an additional 4d6 radiant damage on every successful hit for 1 minute.
Heartfelt Skills[edit]
Skill | Effect |
---|---|
Ability 1 | Increase your Charisma modifier by 2. Your Bonded's attacks deal extra 1d6 radiant damage. |
Ability 2 | You may add your Charisma modifier to your melee attack rolls for the next minute. You can use this ability once per short rest. |
Ability 3 | Your Bonded gains resistance to all damage types for 1 minute once per long rest. |
Ability 4 | When your Bonded is within 30 feet, you gain the ability to cast *Heal* once per day. |