Sorcerer
Base Class: Sorcerer

Your magic stems from a deep spiritual bond with a wild beast. It provides you with the ability to use the arcane. It gives you a primal connection to both the land and animals. You fight with this beast. You are not the master of this beast, as you are also not its slave. Your soul intertwines with that of the beast. Will you use this beast for good as a way to show the power of nature, or will you use it to cause fear and havoc among others?

Bonder's Companion

At 1st level, you choose one beast of challenge rating 1/2 or lower to be your companion. This beast gains the following benefits.

  • When it drops to zero hit points, it makes death saves. After three successes it comes back with one hit point. After three failures, it dies.
  •  Replace the amount of hit dice it has with a number of hit dice equal to your sorcerer level. This improves as you level up.
  • You can use this beast as an arcane focus
  • If it has an Intelligence score of 9 or lower, that score becomes a 10
  • It regains the same amount of hit points that you regain in a short rest and heals up to its hit point maximum during a long rest
  • It can understand any language you speak to it, but it cannot speak it.
 

Helping Hand

In combat, your companion shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the companion can take any action of its choice, not just Dodge.

As a bonus action, you can expend a spell slot of any level. If you do your companion rolls a number of Hit Dice equal to the level of the expended spell slot. It gains that much hit points + its Constitution modifier.

Arcane Empowerment

Starting at the 6th level, your companions attacks are considered magical.

 

As an action, you can spend 3 sorcery points to empower your companion with magic for 1 minute. During this, your companion can add 1d6 force damage to any attack he makes, makes an additional attack when he takes the attack action(This replaces all multi-attack features), gets a +2 to attack rolls and AC and gains temporary hit points equal to your sorcerer level times your Charisma modifier.

Primal Connection

At the 14th level, whenever you use your Font of Magic feature to create spells slots, you can replace any sorcerer spell or cantrip with a druid spell or cantrip, which you can cast once without using a spell slot. When you take a rest, you lose these druid spells and can learn a number of sorcerer spells or cantrips equal to the number of spells you lost this way..

Perfect Teamwork

Beginning at the 18th level, whenever you cast a spell, your companion can use its reaction to make an attack against someone in its range. Your companion also now makes two attacks whenever he uses that attack action, all of his attacks deal an extra 1d6 force damage and he gains a +2 to AC and saving throws

Previous Versions

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