The Bonded (5e Class)

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The Bonded[edit]

Creating a Bonded[edit]

As you create a Bonded, keep in mind a few things of note. First, consider how your character initially came into contact with the bound creature in question, was it by chance? Did they seek them out? Or maybe they were forced into a partnership out of despairation? This will help both you and the DM understand your character's relationship a bit more. Second, how do they use this newfound power? Good or Evil or the Grey Area between? Does the bound creature approve of this? Is there conflict? Finally, how do others percieve them? Does this effect your character in some way?

Quick Build[edit]

You can make a Bonded quickly by following these suggestions. First, make Dexterity your highest stat to increase both your attack damage and Unarmored Defense. Next make Charisma your next highest stat to further increase your defenses. Then choose either the Folk Hero, Urchin, or Criminal background.

Class Features

As a The Bonded you gain the following class features.

Hit Points

Hit Dice: 1d10 per The Bonded level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per The Bonded level after 1st


Armor: Light Armor
Weapons: Simple and martial weapons
Tools: Alchemist's Supplies
Saving Throws: Constitution, Intelligence
Skills: Choose two from History, Deception, Insight, Religion, Arcana and Perception


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

  • (a) A shortsword or (b) any simple weapon
  • (a) A dungeoneer’s pack or (b) a explorer’s pack
  • A simple ranged weapon, 20 Ammunition for the ranged weapon, and a set of Alchemist’s Tools
  • If you are using starting wealth, you have 3d4 x 10 in funds.

Table: The The Bonded

Level Proficiency
Features Manifestation Damage Die Trait Points
1st +2 Symbiotic Relationship, Symbiotic Manifestation 1d4 -
2nd +2 Symbiotic Stabilization 1d4 -
3rd +2 Alien Intellect,Bestial Form 1d4 1 + intelligence modifier
4th +2 Ability Score Improvement 1d4 1 + intelligence modifier
5th +3 Extra Attack 1d6 2 + intelligence modifier
6th +3 Symbiotic Relationship Feature 1d6 2 + intelligence modifier
7th +3 1d6 2 + intelligence modifier
8th +3 Ability Score Improvement 1d6 2 + intelligence modifier
9th +4 1d8 3 + intelligence modifier
10th +4 Ability Score Improvement, Symbiotic Relationship Feature 1d8 3 + intelligence modifier
11th +4 Symbiotic Unity 1d8 3 + intelligence modifier
12th +4 Ability Score Improvement 1d8 3 + intelligence modifier
13th +5 1d10 4 + intelligence modifier
14th +5 Symbiotic Relationship Feature 1d10 4 + intelligence modifier
15th +5 1d10 4 + intelligence modifier
16th +5 Ability Score Improvement 1d10 4 + intelligence modifier
17th +6 1d12 5 + intelligence modifier
18th +6 1d12 5 + intelligence modifier
19th +6 Ability Score Improvement 1d12 5 + intelligence modifier
20th +6 Symbiotic Extension 1d12 5 + intelligence modifier

Class Features[edit]

Symbiotic Relationship[edit]

Beginning at 1st level, you have joined forces with a sentient creature or object of a different plane, forming a mutually beneficial relationship. This creature, or Bound Ally, tends to reside in the bloodstream; however, it may also choose to hide itself in some sort of container or in plain sight. The creature seeks self-preservation of itself and the host and confers an Unarmored AC Bonus of 10 + your Constitution modifier plus your Intelligence modifier as long as you are not wearing armor, and you can't benefits from the AC given by shields while using this characteristic. These relationships tend to be very frank in their purposes, maybe for order, power, hunger, or some other kind of motive. However, that is not to say that there are not secrets on both sides, these are sentient creatures after all. Your relationship takes the form of one of the following archetypes of bond.

Symbiotic Manifestation[edit]

Starting at 1st level, your symbiosis provides a number of benefits; the most notable of these being the physical manifestation of the creature in question. As a bonus action, you may manifest your Bound Ally in the form of a suit or other bodily transformation. While transformed, you may manifest a weapon (of your choice, regardless of damage. A 1d4 Greataxe is possible) from your Bound Ally. You are proficient in this weapon. This weapon benefits from the same properties as the real weapon, such as a spear’s reach, a net’s trapping abilities, and so forth. This weapon counts as normal weapon and an unarmed strike for the purpose of feats and a magical weapon for the purpose of overcoming resistances and immunities. This weapon can be dismissed by the host using a bonus action . This weapon’s damage follows the Manifestation Damage Table on Page 1. Weapons manifested by this form may use a variations of weapons for flavor, such as sharpened claws or teeth instead of a dagger. You may also use either your strength mod or constitution mod for attack and damage rolls with these weapons if they are melee, also you can use either your dexterity mod or intelligence mod for attack and damage rolls with these weapons if they are ranged.

Symbiotic Stabilization[edit]

Starting at 2st level, your symbiosis start to stabilize making your Symbiotic Manifestation stronger and visible cleaner, now while under the effects of Symbiotic Manifestation you gain the following benefits.You AC increase by +1. You can cast disguise self at will, without expending a spell slot. You can also shift your new form to augment this illusion, shifting your form to perfectly mimic the individual's physical, organic aspects similar to alter self's Change Appearance usage. There is no roll necessary to determine whether your physical form matches whomever you are impersonating. However, any clothes you conjure are still illusory, so, if you have conjured vestments as part of your disguise, individuals can still see through that illusion by an Intelligence (Investigation) check at disadvantage against DC equal to 8 + your proficiency bonus + your Intelligence modifier.

Alien Intellect[edit]

Starting at 3rd level, your Bound Ally's mind has adapted to your strange world and is able to see past what your own meager mind can, allowing you to known when danger is near. You gain blindsight within 10ft of you. You are also able to communicate telepathically with any creature within 30ft of you. You do have to share the same language as this creature for it to understand you.

Bestial Form[edit]

Starting at 3st level, your Bound Ally's connection has change your body in a biological level, choose a amount of traits that the sum of the cost is equal to your intelligence modifier + 1. You gain more points on the 5th, 9th, 13th, 17th. You can choose the traits again each time you gain a level in this class or when you have a long rest and has 20 levels in any combination of class.

Trait Name Trait Point Cost Trait Effect
Natural Weapons 1 Your hands now become claws, giving you a set of natural weapons that deal 1d6 bludgeoning, slashing, or piercing damage.
Natural Armor 1 Your body grows a set of scales, gains fur, or otherwise starts to take on the appearance of your choice. Now your unearned armor is calculated in this way 12 + your Constitution modifier + your Intelligence modifier, and a shield's benefits apply as normal while you use your natural armor.
Natural Resistance 1 Your body begins to take on the characteristics of the creature that is inside you, granting you resistance to bludgeoning, slashing, and piercing damage.
Inatural Resistance 3 Your body begins to take on the characteristics of the creature that is inside you, granting you immune to bludgeoning, slashing, and piercing damage.
Breath Weapon 1 As an action, you may exhale a wave of destructive energy. The type that determine determines the size, shape, and damage type of the exhalation can be choosen bellow this table.

When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.

After you use your breath weapon, you can't use it again until you complete a short or long rest.

Blindsight 2 You now can rely on your sense of hearing and smell to perceive your surroundings, increasing your blindsight to 30 feet.
Tremorsense 2 You now can rely on your sense of touch and the vibrations of the earth to perceive your surroundings, giving you tremorsense within 30 feet.
Darkvision 1 You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Devil's Sight 2 You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. Magical darkness doesn't impede your darkvision.
Minor Angelic Weapons 1 When you hit with any weapon, you can have the weapon deal extra radiant damage.The damage is equal to your Manifestation Damage Die. You can use this trait an amount of time equal to your intelligence modifier, after you will need a long rest to recorver it's charges.
Swim Speed 1 Your body becomes more streamline and takes on some of the characteristics of the creature you possess. You gain a swim speed equal to your base walking speed.
Multiple Legs 2 You gain more effective muscles in your legs. You gain advantage on saving throws against being knocked prone, and on ability checks or saving throws to maintain your balance.
Multiple Arms 1 You grow an additional set of arms. These arms can hold items as regular, however, when you are holding items in three or more of your hands, you do not gain the benefits of a shield, as it becomes impossible to block effectively when you are focused on doing other things.This trait can be gained twice.
Vestigial Wings 1 You grow wings. They aren't strong enough to allow you to fly, but your jump distance is tripled and you have resistance to falling damage.
Springed Step 1 You move more efficiently or further then you would normally. Your base walking speed increases by 10 feet.
Powerful Frame 1 Your body takes on a stronger more efficient visage. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Amphibious 1 You can breathe air and water.
Keen Sense 1 Your senses are sharpened. You have advantage on Wisdom (Perception) checks that rely on vision.
Keen Hearing 1 Your sense of hearing is sharpened. You have advantage on Wisdom (Perception) checks that rely on hearing.
Keen Smell 1 Your sense of smell is sharpened. You have advantage on Wisdom (Perception) checks that rely on smell.
Apex Senses 2 Your senses are sharpened. You have advantage on Wisdom (Perception) checks.
Spider Climb 2 You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Mimicry 1 You can mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations with a successful Wisdom (Insight) check opposed by your Intelligence score.
Fey Ancestry 1 You has advantage on saving throws against being charmed, and and magic can’t put you to sleep.
Limited Telepathy 1 You can magically communicate simple ideas, emotions, and images telepathically with any creature within 120 feet of it that can understand a language. This form of telepathy do allow the receiving creature to telepathically respond, but just a simple phrase or emotions.
Limited Regeneration 2 Your body can now naturally regenerates more effectively. As a bonus action, you may spend a hit die to regain hit points, similar to when you would regain hit points during a short rest. Once you use this trait.
Dragon Type
Dragon Damage Type Breath Weapon
Black Acid 5 by 30 ft. line (Dex. save)
Blue Lightning 5 by 30 ft. line (Dex. save)
Brass Fire 5 by 30 ft. line (Dex. save)
Bronze Lightning 5 by 30 ft. line (Dex. save)
Copper Acid 5 by 30 ft. line (Dex. save)
Gold Fire 15 ft. cone (Dex. save)
Green Poison 15 ft. cone (Con. save)
Red Fire 15 ft. cone (Dex. save)
Silver Cold 15 ft. cone (Con. save)
White Cold 15 ft. cone (Con. save)

Ability Score Increase[edit]

When you reach 4th level, and again at 8th, 10th, 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.

Extra Attack[edit]

Beginning at 5th level, you can Attack twice, instead of once, whenever you take the Attack action on your turn.

Adaptable Form[edit]

Starting at 5rd level, your Bound Ally's start to control how your body form is shaped, now you can use your reaction to absorb part of the attack when you are hit by a attack. When you do so, the damage you take from the attack is reduced by a total of your Intelligence modifier + your Constitution modifier + your proficiency bonus. If you reduce the damage to 0, you can suck the missile or weapon to inside your body. If absorb a weapon in this way, you can spend as a part of your reaction making it appear on your hand,but just if you have at least one hand free.

Symbiotic Unity<WIP>[edit]

Starting at 11th level, you gain a more advanced synchronization with your symbiotic partner. You may assume your Manifestation Form as a bonus action instead of an action. You are now able to take on your Manifestation form three times per short or long rest. Your Manifestation form also now lasts for thirty minutes instead of ten.

Symbiotic Extention<WIP>[edit]

Starting at 20th level, you are able to request for a push of extra effort from your Bound Ally. Upon activating this feature, you regain all uses of your Manifestation form and heal 2d10.

Symbiotic Archtypes[edit]

Monstrous Bond[edit]

Your Bound Ally is the definition of rage and animalistic bloodlust, such a creature rarely bonds with a host for any other reason other than its own selfish gains.

Vicious Life Drinker

Starting at 1st level, your Bound Ally lives in a merciless cycle of death and crimson rage, endlessly drinking the lifeblood of others. While in your Manifestation form, each time you reduce a creature to 0 hit points and it dies, you may heal 1d4 plus your Constitution modifier. The dice increase according to your Manifestation Damage Die.If you use this characteristic at the end of your turn, you have to make a Intelligence saving throw according to the Life-Drinker DC chart. On a success, the life blood of the creature revitalizes you and you may move up to half your movement speed to a creature you can see and make one melee attack against it if in range of your weapon. However, on failing that roll, your Bound Ally's bloodlust takes full control. You must move up to half your movement speed toward the nearest creature and make a melee attack against it if in range of your weapon .If there is more than one target, the DM chooses which is attacked. This struggle for control gradually eases as you learn to control and bargain with your Bound Ally and decreases the DC by 2 every 4 levels.

Level DC
1st-4th 15
5th-8th 13
9th-12th 12
13th-16th 10
17th-20th 8
Bestial Evasion

Beginning at 6th level, your Bound Ally begins to see you as a hindrance to its hunt and resolves to make you a more effective vessel. You gain advantage on all Dexterity checks and saves while unarmored and your speed increases by 5 ft. It increases by 5 ft again at level 12, and again at level 18

Territorial Psyche

Beginning at 10th level, your Bound Ally’s alien nature and animalistic tendencies makes the act of peering into your mind an incredibly painful one. Whenever something attempts to read or control your mind (charm included), the creature takes 1d6 psychic damage and must succeed a Constitution saving throw or break concentration/nullify the effect of the charm.

Vindictive Defense

Beginning at 14th level, the Bound Ally has become more accepting of you as a hunting partner and is particularly cruel toward any attackers. Whenever you take melee damage from an attack, you may use your reaction to inflict necrotic damage according to your Manifestation Damage level to the target.

Infantile Bond[edit]

Your Bound Ally is a rare one indeed, the first spawn born like it in 1000 years. Young, innocent, easily influenced, and eager to learn all it can. It often bonds with hosts for the simple purpose of needing a parental figure.

Unstable Shift

Starting at 1st level, your Bound Ally’s strange and easily influenced genetic structure allow it take on various elemental natures. Upon gaining this skill, choose one of four elemental types, Fire, Frost, Acid, and Lightning. Your symbiotic manifestations, both form and weapons, take on this element and deal additional damage equal to your Charisma mod. Additionally, you gain resistance to said damage type. You lose this elemental bonus at the end of each long rest. After every long rest, roll 1d4 and select the corresponding damage type from the chart above.

1d4 Shift Damage Type
1 Fire
2 Cold
3 Acid
4 Lightning
Specialized Shift

Starting at 6th level, your Bound Ally has experienced even more of the world, and their genes have shifted accordingly. Your unstable shift has expanded to now encompass necrotic and radiant damage. You now roll 1d6 to determine the resistance and damage type of your manifestations. You now may also add your proficiency bonus to your manifestation weapon damage rolls.

1d4 Shift Damage Type
1 Fire
2 Cold
3 Acid
4 Lightning
5 Radiant
6 Necrotic
Masterful Shift

Starting at 10th level, your Bound Ally has mastered its unstable genetics and can now steer its genes toward its desired nature. You no longer need to roll to gain the bonus, but rather have the ability to select your elemental nature from the Specialized Shift chart.

Adaptive Shift

Starting at 14th level, your Bound Ally can now actively anticipate and resist against threats. Whenever you take damage, you may use your reaction to gain resistance against that damage type until the end of a long rest. You may not use this ability again until you have finished a long rest.

Champion Bond[edit]

Your Bound Ally is a champion of justice and peace among its kind. Sent from its source to create a champion that could fight proudly against evil and tyranny. The purposes of these Bound Allies often are for the sole purpose of snuffing out evil wherever it may find it.

Mental Duality

Starting at 1st level, your Bound Ally’s connection to a mental network, a hive mind of sorts, allows for it to assist you in locating information regarding various subjects and protecting against mental assault. You may add twice your proficiency bonus to all Intelligence (History), Intelligence (Arcana), and Intelligence (Nature) roles. In addition to this, you gain advantage against being charmed, concious or otherwise.

Advanced Manifestation

Starting at 6th level, your Bound Ally’s extensive training and combat experience allows it to utilized more advanced forms of manifestation than others. Upon reaching this feature, select an Advanced Manifestation from the table below. You may use an action to engage this advanced manifestation while in Manifestation form and a bonus action to dismiss it. You may select this again at level 12 and level 18. You may change your selection of Advanced Manifestations after each level after 6th.

Wings Grants 30 ft. Fly Speed
Wide Claws Grants 30 ft. Burrow Speed
Hooked Claws Grants 30 ft. Climb Speed
Large Fins Grants 30 ft. Swim Speed
Whipping Tendrils Advantage on Manifestation-based Attacks of Opportunity and Grapple Checks
Artillery Capacity Allows the manifestation of ranged weapons
Hardened Musculature Grants Advantage to Strength-based Checks, +1 AC
Rejuvenating Union

Starting at 10th level, your symbiote sees you as a valuable ally and actively makes efforts to shelter you from the elements. You gain immunity to poisons, disease, and, while in Manifestation form, have an unlimited supply of oxygen.

A More Perfect Union

Starting at 14th level, your symbiote has perfectly merged with your corporeal form, granting numerous benefits. Your symbiotic regeneration has increased in effectively due to your unity, healing 4 hit points per turn, instead of 2. This has also dramatically slowed your aging due to the rapid cell regeneration, you age five times slower than the rest of your race. You have advantage on all Constitution-based saving throws and may add your Charisma modifier to all death saving throws. You also are now able to use your Manifestation form 1 extra time per day.

Original Autor[edit]

This class was first created by Jacob Carlson, but seems like he abandoned it. The original post is here

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