Jorbis’s bond with Ras deepens into something inseparable and metaphysical. Your familair, Ras, can no longer truly die, instead dissolving into light and reforming near Jorbis in 1d4 turns of combat or instantanously out of combat. While Ras is within 120ft, Jorbis gains heightened awareness, granting advantage on perception and initiative rolls. Once per long rest, Jorbis can merge with Ras as a reaction, taking on a spectral, bestial twilight form called the Soul Tether that doubles their speed and grants temporary hit points equal to Jorbis's max hp. Damage dice from warlock spells doubles when Jorbis has the temporary hit points. When the temporary hit points are broken, or if Ras is ever absent or suppressed, Jorbis suffers mental strain, imposing disadvantage on concentration and Wisdom saves.
Soul Tether. Depending on the familair form, Jorbis gains the abilities of the form and are enhanced as long as jorbis has the temporary hit points.
Venomous Snake: Jorbis gains Blindsight up to 60ft.
Sprite: Ranged attack rolls that hit give the target the charmed condition.
Sphinx of Wonder: Burst of Ingenuity can be used once per round, and jorbis can add 4 to the roll.
Slaad Tadpole: Jorbis has burrow speed up to 60ft.
Quasit: Jorbis can scare as an action once per round, making a wisdom save against their warlock dc.
Pseudodragon: Melee attack rolls inflict the poisoned condition on a failed con save against their warlock dc. While poisoned, the target also has the unconcious condition, which ends early if the target takes damage or a creature within 5 feet of it takes an action to wake it.
Imp: Jorbis can cast invisibility at will on himself.
Skeleton: For every spell attack Jorbis makes, Jorbis can make a weapon attack in place of it.
Previous Versions
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3/30/2026 1:10:39 AM
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Coming Soon
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