You touch another Humanoid that is willing and create a spiritual connection between you and the target until the spell ends. Both of you are affected by all of the following effects for the duration. Within 30 feet of each other, as an Action you both take, the connection is activated. However, only one of you needs to take an Action to deactivate the connection. This can be done over any distance and across planes.
While you and the target are within 1 mile of each other and the connection is active, you both can communicate telepathically, sense empathically, and locate one another through the bond. To telepathically understand each other, you each must mentally use a language the other knows. You are able to feel each other's emotions, when the other is affected by a condition, and when they take damage. Both of you are able to sense the direction to one another's location and if either of you are moving, the other will know the direction of the movement. In addition, you and the target can feel when the other dies regardless of distance, across planes, and if the connection is deactivated.
The spell ends if you or target is dead. It also ends if the spell is cast again on either of you or as an Action you both take, agree to sever the connection. When the spell ends through death, the other who is alive suffers a number of Exhaustion levels equal to a tenth of the number of years since the bond was cast (minimum of 1) and has Disadvantage on D20 Tests for a number of days equal to half of the number of years since the bond was cast (minimum of 1). If the Exhaustion levels gained from this spell is 6, the other who is alive must make a Constitution saving throw. The DC is 8 plus a tenth of the number of years since the bond was cast. On a successful save, the Exhaustion level is reduced by 1. On a failed save, they die.
Fortitude. While the spell persists, one of you gains +1 bonus to Armor Class while the other gains +1 bonus to saving throws. Within 30 feet of each other, you can switch effects after a Long Rest.
Awareness. While the spell persists, one of you gains Advantage on Wisdom (Perception) checks while the other gains Advantage on Intelligence (Investigation) checks. Within 30 feet of each other, you can switch effects after a Long Rest.
Swiftness. While the spell persists, one of you gains +1 bonus to Initiative while the other's Speed increases by 10 feet. Within 30 feet of each other, you can switch effects after a Long Rest.
Shared Vigor. While the bonded Humanoid is within 30 feet and the connection is active, you can tap into your life force to restore their stamina. As a Bonus Action, roll up to a number of your unexpended Hit Point Dice equal to your proficiency bonus, and they regain a number of Hit Points equal to the roll’s total plus your Constitution modifier. Those dice are then expended. Once you use this benefit, you can’t use it again until you finish a Long Rest.
Pain Mitigation. While the bonded Humanoid is within 60 feet and the connection is active, when they take damage, you can take a Reaction halving the damage and take the other half, which can’t be reduced in any way. Once you use this benefit, you can’t use it again until you finish a Long Rest.
* - (aquamarine dust worth 5,000+ GP, which the spell consumes)
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