Kindreds are very special individuals, because, well, they are no really individuals. Kindreds always come in pairs: master and companion. The nature of their bond is one that’s been lost on time, faded over the centuries: a forbidden ritual that blends two souls and ties them up. Forever.
hit dice:
1d6
hit points at 1st level:
6 + your Constitution modifier
hit points at higher levels:
1d6 + your Constitution modifier per level after first
armor proficiencies:
Light armor, Medium Armor, shields
weapon proficiencies:
Simple weapons, martial weapons without the Heavy property
tools:
One type of artisan’s tools or one musical instrument of your choice
saving throws:
Wisdom, Charisma
skills:
Choose one from Animal Handling, Arcana, Insight, Intimidation, Investigation, Nature, Survival
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:
(a) two shortswords or (b) one shortbow and 20 arrows or (c) one rapier
(a) a dungeoneer’s pack or (b) an explorer’s pack
(a) a set of leather armor or (b) a set of scale mail
(a) a set of tools of your choice
spellcasting:
level 3
Using the shared bond as a magical well, you have learned to harness its powers to fuel your spells.
Cantrips. You learn two cantrips of your choice from the kindred spell list. You learn an additional cantrip of your choice at 10th level. Whenever you gain a kindred level, you can replace one of your cantrips with another cantrip of your choice.
Spell Slots. The kindred table shows how many spell slots you have to cast your kindred 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.
Prepared Spells of 1st+ Level. You prepare the list of kindred spells that are available for you to cast, choosing from yout kindred spell list. When you do so, choose a number of kindred spells equal to your Wisdom modifier + half your kindred level, rounded down. The spells you prepare must be of a level for which you have spell slots.
Changing Your Prepared Spells. You can change your list of prepared spells when you finish a long rest. Preparing new kindred spells requires time spent in meditation with your companion: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability. Wisdom is your spellcasting ability for your kindred spells, since the power of your magic relies on the bond that you and your companion share and your innate understanding of it. You use your Wisdom whenever a spell refers to your spellcasting ability, when setting the saving throw DC for a kindred spell you cast, and when making an attack roll with one.
Spellcasting Focus. While your companion is within 30 feet of you, it can serve as a spellcasting focus for your kindred spells. If your companion dies, you can continue to use it as a spellcasting focus for 10 minutes after its death.
Ritual Casting. You can cast any kindred spell you know as a ritual if that spell has the ritual tag. However, if your companion moves more than 30 feet away from you at any time during the casting, the ritual fails. If your companion dies, you can continue to cast rituals for 10 minutes after its death.
class features:
Covenant (subclass) level 1, 6, 10, 14
You have chosen to sacrifice a piece of your own soul to bond with a loyal creature. You always have the Hidden Form and Soul Calling spells prepared. Wisdom is your spellcasting ability for these spells. You also choose one of the Covenants detailed at the end of the class description, which grant you additional features at the indicated levels.
Bonded Companion level 1
You gain a companion that will aid you in every way it possibly can. Its stat block depends on the Covenant you choose when you first gain a level in this class.
In combat. The companion acts during your turn. It can move and use its bonus action and reaction on its own, but the only action it takes is the Dodge action, unless you take an action or bonus action on your turn to command it to take another action. If you are incapacitated or dead, the companion acts indipendently and can take any action of its choice.
Mounting. If it has an appropriate anatomy, your companion can act as a controlled mount for you, but it can take any action while doing so if you command it as usual. Your companion won’t allow anyone else to mount it.
Barding. Your companion is proficient with light armor when worn as barding.
Unconscious. If your companion is reduced to 0 hit points, it falls unconscious and makes death saving throws. If it dies, its soul lingers with you, and you can return it to life with your Soul Calling spell.
Symbiotic Link. If your companion dies, you gain one level of exhaustion. If you die, your companion gains one level of exhaustion, and one more for each minute you remain dead until you are revived again or it dies too.
Shared Vitality. Your companion doesn’t have hit dice. Instead, if you spend your hit dice during a short rest, and your companion is resting within 30 feet of you, it heals by the same amount you do.
Linked Minds. If you are on the same plane of existence, you and your companion are aware of each other’s location, can sense each other’s direction and distance, and can communicate telepathically.
Deliver Spell. If you cast a spell with a range of touch and your companion is within 100 feet of you, it can use its reaction to deliver the spell for you. If the spell requires an attack roll, you use your attack modifier for the roll.
Share Spell. You can make any spell (except a cantrip) you cast that targets only you also target your companion.
Fighting Style level 2
You have trained and are ready for battle. You gain one of the following Fighting Style Feats of your choice: Archery, Defense, Dueling, Interception.
Valiant Actions level 2
Your companion is now able to perform incredible feats that showcase its unique abilities.
Valiant Actions. Your companion gains access to special actions called Valiant Actions. These actions are listed inyour companion’s stat block, along with the kindred level at which your companion learns each action.
Valiant Points. To use a Valiant Action, your companion must spend a number of Valiant Points, as specified in the action’s description. Your companion has a number of Valiant Points equal to your proficiency bonus. It regains one expended use when you finish a short rest, and all expended uses when you finish a long rest.
Saving Throws. Some of the Valiant Actions require the target to make a saving throw to resist its effects. Unless otherwise specified, the saving throw DC is always the same as your companion’s Spell Save DC.
Evolution level 3, 7, 11, 15, 18
At each of the indicated levels, increase one of your companion’s Ability Scores of your choice by 1, then have your companion gain one Common Evolution of your choice from the Evolutions List.
Unless otherwise specified, each evolution can only be taken once. You can’t increase your companion’s Ability Scores past 20 with this feature.
Coordinated Offence level 3
You gain the following benefits:
- If you take the Help action to aid your companion in attacking a creature, your companion’s first attack against that creature scores a critical hit on a 19 or 20 of the d20.
- If your companion hits a creature with an attack, you can use your reaction to make one weapon attack against the same creature.
- You don’t provoke opportunity attacks from a creature if your companion is within 5 feet of that creature.
Feat level 4, 8, 12, 16, 19
At each of the indicated levels, you gain the Ability Score Improvement feat or another feat of your choice.
Keen Guidance level 5
When you command your companion to take the Attack action, your companion can make two attacks, or it can take the Multiattack action if it has that action.
Shared Pain level 5
When either you or your companion take damage, you can use your reaction to distribute the pain between you. The original target takes half the damage (rounded down), and the other suffers psychic damage equal to the amount reduced. This feature doesn’t transfer any other effects
that might accompany the damage, and this Psychic damage can’t be reduced in any way.
Growth Spurt level 6, 11
Increase your companion’s size to Medium.
At 11th level, increase your companion’s size to
Large.
Unyielding level 9
If you and your companion are within 10 feet of each
other, each of you gains the following benefits as long as the other is not incapacitated:
- Immunity to the frightened condition.
- Advantage on death saving throws.
Warden level 13
If you are hit by an attack, your companion can use its reaction to move up to half its speed towards the creature that attacked you and make one attack against it if it is within range.
Guardian Angel level 17
Your companion can cast Revivify on you without expending material components. If it does, it can’t do so again until you finish a long rests.
Epic Evolution level 20
Your companion gains one Epic Evolution of your choice from the Evolutions List.
subclass options: