Your soul is bound to someone else's, connecting you together. You are able to sense your soul bound partner when they are nearby and can even start healing if they are close enough. You have a feeling of dread hanging over you whenever your partner is in danger and you may even start taking a small amount of damage if you are too far away from your soul bound partner for too long.
Partners
Your partner will be someone else in the campaign you're playing. You could choose who you want to be bound to or you could all roll a die. The two lowest numbers are paired up, then the next two lowest, and so on. If there is an odd number of people, you can either have someone control two characters (one of which will be paired with you), or the DM could create your partner. If the DM creates your soul bound partner, the campaign/story could include you searching for your lost soul bound partner.
- Skill Proficiencies: You are proficient in:
- Insight
- Investigation
- One of your Choice
- Tool Proficiencies: You are proficient in:
- Disguise Kit
- One Artisans Tools of your Choice
- Languages: You know one language (that you don't already know) that your soul bound partner knows.
- Equipment: You start with:
- A small piece of jewelry that your soul bound partner also has, such as a ring (the jewelry can be different colours (such as a different coloured gemstone to your partner))
- A trinket belonging to your partner (they will have a trinket of yours)*
- One Artisan Tools of your Choosing
* You will choose (or create) a trinket that links to you in some way. Your soul bound partner will do the same with a trinket linking to them. You will then swap trinkets so you own theirs and they own yours.
If your are close enough to your soul bound partner, you can heal 2d4 per day. (You will have to work with your DM to figure out how close you have to be).
If you are too far away (again, work with your DM to decide how far away) you take 1d4 damage per day. You may regain the hit points temporarily through other means of healing (other than coming within range of your partner) but you will have a disadvantage on constitution saving throws. You will need to heal from your partner to regain the hit points without a disadvantage on the saving throws.
Suggested Characteristics
You can have any alignment/bonds/flaws/ideals/personality traits (even if it opposes those of your soul bound partner) but you have to have at least one of those the same as your partner.
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