Regardless of time and space, of war and peace, of life and death, one integral facet of the universe remains. Wherever there are hearts and minds, there are Bonds, the metaphysical lines linking sentient creatures together. A Bond is made up of all experiences between two individuals; every word spoken, every feeling hurt or healed, every ounce of love or hate present between them. For some people, Bonds take on a more literal presence: they can be manipulated, shaped, and used to power magic between the user and the target of their Bond. While it is possible to power magic with negative Bonds, it is much easier to do so with positive relationships.
There is no prerequisite for who can use Bond Magic. Any race, any class, any individual has the potential to shape Bonds in this way; as long as you can feel emotions, you can manipulate Bonds.
When you take this feat, choose up to three sentient, consenting individuals whom you know; typically, these will be the three most important people to you. When you level up, you can choose to remove one of these individuals (known as a Bonded Target) from the feat's effect, to swap one Bonded Target out for a new individual, or to add a new individual if you currently have fewer than three Bonded Targets. At any time as an action, the Bonded Target can choose to completely sever the Bond, removing your ability to use this feat on them at all unless you add them as a Bonded Target on your next level up. A Bonded Target is immediately aware of any spell being cast on them using this feat; if they're unwilling they may sever the bond immediately, negating the spell's effects and removing themselves from the list of Bonded Targets indefinitely.
Once per day, you can cast one of the following spells on each Bonded Target (for a total of three spells per day, one per individual) using these special rules: the spell requires no material components or spell slots; the spell targets only the Bonded Target, even if it normally affects multiple people; if the spell requires a saving throw or willing target, this requirement is removed and the spell will automatically succeed (unless the Bond is severed).
- Calm Emotions
- Detect Thoughts
- Heroism (assume a spellcasting mod of +5 for the purposes of granting temporary HP)
- Locate Creature
- Sending
- Warding Bond
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