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Thyme
2017-07-07, 12:36 AM
Hey all, I'm starting up a campaign in about a week or so, and one of my players wanted to run a legitimate demon summoner, with all that entails. I showed them the UA stuff that got released a while back on the subject, but they didn't really like the feeling of the spells themselves. So, after a bit of time talking back and forth, and a few sleepless nights, I came up with this thing. I looked it over and did some comparison but I'd appreciate any sort of feedback you might have.



Bonded

An ancient woman stands before an intricate circle, within which is an amorphous cloud. She speaks, once, then turns and leaves, the cloud slowly fading from existence, leaving only a silvered dagger stabbed through one of the runes in the circle.

A nondescript elf passes through the crowded city, occasionally pulling out a pocket watch. Each time he does, the world seems to stutter, freezing for a moment before moving as if nothing had happened.

Each of these are one of the Bonded, those who have searched deeper than even Warlocks into the creation and summoning of Otherworldly beings. Their craft varies greatly, and any Bound may be capable of any number of magical feats.

Bound by Oath
Any Bound will create a number of oaths and promises throughout their lifetimes, to beings with longer memories than they. Their promises become watched, tallied, and kept track of, for if a Bonded breaks their word, then all of their powers will desert them. As such, Bonded have become greatly skilled at wordplay, and will constantly speak in half-truth in order to avoid making any unintentional promises.

Devil by Night
Those not well versed in their work tend to look on Bonded poorly, as the most famous of their type frequently summoned demons and devils to do their bidding. As such, most Bonded will pass themselves off as minor Wizards until their power has grown enough to protect themselves.




Level
Proficiency Bonus
Features
Cantrips Known
Spells Known
Spell Slots
Slot Level


1
+2
Mystic Tool, Spellcasting
2
2
1
1


2
+2
Otherworldly Bond
2
2
2
1


3
+2
Eldritch Alignment
2
2
2
2


4
+2
Ability Score Improvement
2
3
2
2


5
+3
Improved Eldritch Alignment
3
3
2
3


6
+3
Improved Otherworldly Bond
3
4
2
3


7
+3
Ability Score Improvement
3
4
2
4


8
+3
Familiar Summons
3
5
2
4


9
+4
Improved Eldritch Alignment
4
5
3
5


10
+4
-O-
4
6
3
5


11
+4
Improved Otherworldly Bond
4
6
3
5


12
+4
Improved Eldritch Alignment
4
7
3
5


13
+5
Ability Score Improvement
5
7
3
5


14
+5
Improved Otherworldly Bond
5
8
3
5


15
+5
Improved Eldritch Alignment
5
8
3
5


16
+5
Ability Score Improvement
5
9
3
5


17
+6
-O-
6
9
4
5


18
+6
Improved Eldritch Alignment
6
10
4
5


19
+6
Ability Score Improvement
6
10
4
5


20
+6
Dance With the Devil
6
10
4
5



Class Features
As one of the Bonded, you receive the following class features:

Hit Points
Hit Dice: 1d8 per Bonded level
Hit Points at 1st Level: 8 + your Constitution modifier.
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Bonded level after 1st

Proficiencies
Armor: Light armor, medium armor, shields (bonded may only use shields as their Tool)
Weapons: Daggers, quarterstaffs, scimitars, slings, swords, spears
Tools: Alchemy kit
Saving Throws: Intelligence, Charisma

Skills: Choose two from: Arcana, Deception, Insight, Nature, Perception, Persuasion, Religion, Survival

Mystical Tool
Every Bonded has a Tool which demonstrates their power, acting as an arcane focus would for a Wizard or Sorcerer. This tool is highly personalized, and represents the usage to which you focus you powers. A shield might represent Defense or Barriers, or it might be abstract and represent stubbornness, or an unwillingness to yield. A dagger might represent force, lethality, and subtleness.

While you are in possession of your Mystical Tool, you gain proficiency in two additional skills.

Each tool takes a process of a week to create, while you call upon the various powers and spirits that grant you power to inhabit the object you have chosen. You cannot create another tool while your current one is on any plane of existence, and each time you create a new tool, you must sacrifice a part of yourself. For each creation beyond the first, you lose 1 attribute point from two separate attributes of your choice, or a magical item worth at least 15,000 gp.

Spell casting
Pulling your power from the eldritch abominations of the darker realms, you can cast spells to fulfill your intent. See chapter 10 of the PHB for the general rules of spell casting.

Cantrips
At 1st level, you know two cantrips of your choice from the bonded spell list. You learn additional bonded cantrips at higher levels, as shown in the Cantrips Known column of the Bonded table.

Spell Slots
The Bonded table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your bonded spells at 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.

Spells Known of 1st Level or Higher.
At 1st level, you know two 1st level spells of your choice from the bonded spell list.

The spells known column of the Bonded table shows when you can learn more bonded spells of your choice of 1st level or higher. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level.

Additionally, when you gain a level in this class, you can choose one of the bonded spells you know and replace it with another spell from the bonded spell list, which also must be of a level for which you have spell slots.

Spell casting Ability
Intelligence is your spell casting ability for your bonded spells, so use your Intelligence whenever a spell refers to your spell casting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a bonded spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier


Otherworldly Bonds
At 2nd level you gain the ability to make contact with minor infernal spirits, calling them forth to do your bidding. You may summon a fiend according to the Otherworldly Bonds table below as an action.

Summoned Fiends have their own initiative and take their own turns, making actions according to DM discretion. You may command them vocally on your turn without using an action.

You summon a fiend that appears in an unoccupied space you can see within range. The fiend disappears when it drops to 0 hit points or when the spell ends.

Roll initiative for the fiend, which has its own turns. You can issue orders to the fiend, and it obeys you as long as it can attack a creature on each of its turns. If either of these conditions is not met, the fiend immediately makes a Charisma check contested by your Charisma check. If you fail the check, the fiend is no longer under your control. The fiend automatically succeeds on the check if it is more than 100 feet away from you.

Upon completing this summoning, the fiend lasts for up to your Bonded level divided by 3, rounded down or 3 rounds, whichever is higher. You may perform this ritual once a long rest.



Otherworldly Bonds



Level
Max. CR


2
1


6
2


11
4


14
8




Eldritch Alignment
While the Bonded summon forth various fiends and devils to do their bidding, they begin to favor a certain kind of being. Building a common rapport with a specific summons is a large part of any Bonded’s journey for growth.

Beginning at 3rd level, a Bonded selects one of the following Eldritch Alignments. They receive features from this alignment at 3rd level, and again at 5th level, 9th level, 12th level, 15th level and 18th level.

Demonic Alignment
You have experience contacting the Abyss, and the horrors that lie there. Beginning at 3rd level, you may form an Otherworldly Bond once a short or long rest.

Greater Summoning
Beginning at 5th level, you may summon Fiends with the sub-type Demon of a CR equal to half your Bonded level, rounded down, using Otherworldly Bond, ignoring the Max CR column of the Otherworldly Bonds table.

Pyroclastic Movement
At 9th level, when you are attacked by an enemy within melee range, you may use your reaction to release a plume of flame from where you are standing and teleport up to 30ft in any direction. Creatures within 5ft of your initial position must make a Dexterity saving throw or be hit by 1d10 fire damage. This feature may be used once per short or long rest

Broadened Reach
At 12th level, you may summon Fiends of a CR equal to half your Bonded level, rounded down using Otherworldly Bond.

Fiends summoned will no longer contest your summons if they have not attacked.

A Stronger Link
At 15th level, you may summon fiends faster and more skillfully. You may use the Otherworldly Bonds feature twice per short or long rest.

Empowered Ritual
At 18th level, your skill at forging Pacts with demonic beings is unparalleled. Each of the fiends you summon using Otherworldly Bonds has maximum hit points, and re-rolls 1s on damage rolls.

Devil Alignment
You have experience reaching into the Nine Layers of the Hell of Baator. Beginning at 3rd level, your attacks draw upon the flames of Hell. Your attacks deal an additional 1d6 fire damage.

Tomes of Knowledge
Beginning at 5th level, your research has shown you the value of written knowledge. You gain the ability to read and write in all languages. Magical languages such as Druidic and hidden languages such as Thieves Cant cannot be read or written with this feature.

Change of State
Beginning at 9th level, you may cast the spell blink as a reaction. This feature may be used once per short or long rest.

Hastened Bargain
Beginning at 12th level, your ability with the Familiar Summons has grown. You may use an action on one of your turns to call forth the fiend you currently have a bargain with in order to re-negotiate your bargain.

Any bargain modified with this feature lasts for a maximum of 10 minutes. You may use this feature once a day.

Fiendshape
At 15th level you have gone farther than most into the research of these beings. You may use your Otherworldly Bond feature to summon a fiend’s power into yourself, changing your shape into that of the fiend. The rules for this feature follow those of the Druid’s Wild Shape (PHB 66-7) feature in regards to the actions you may or may not make while in fiend form.

Multiple Pacts
Beginning at 18th level, your experience has grown exponentially. You may create two bargains with the Familiar Summons feature. These bargains may not be made with the same fiend.

Shifter Alignment
Your growth as a Bonded has been suffused in secrecy and subterfuge. Beginning at 3rd level, you gain the ability to cast disguise self at will, and gain proficiency in Persuasion. If you already have proficiency in Persuasion, you may choose another skill to gain proficiency in.

Beguiling Charm
Beginning at 5th level, you may have all non-allied creatures within a 15 foot radius make a Charisma saving throw against your Spell Save DC or be charmed for 1d4 rounds. Affected creatures may make additional saves at the end of their turns. This feature may be used once per long rest.

Fluid Dynamics
Beginning at 9th level, you may use your bonus action to Disengage, and make a melee attack against an enemy within 5ft of your position. This feature may be used once per short or long rest.

Twisting Tongue
Beginning at 12th level, you may cast the spell confusion without using a spell slot. You may use this feature once per short or long rest.

Changer’s Shape
Beginning at 15th level, you gain the ability to cast the spell alter self at will, without using a spell slot. You have advantage on Deception and Performance checks while your form is changed.

True Form
At 18th level, Insight checks made against you have disadvantage, and your form cannot be detected as false by magical means.

In addition, you gain an additional saving throw proficiency, as well as two skill proficiencies you do not currently have.

Attribute Increase
At 4th level, and again at 7th, 12th, 16th and 19th, you may increase one of your attributes by 2, or two of your attributes by 1. Your attribute scores cannot grow over 20 using this method.

Familiar Summons
Beginning at 8th level, your experience summoning fiends has grown to the point where you can summon specific beings.

When you gain this feature, you may perform a 10 minute ritual to contact a fiend whose name you have learned on your travels, whether from a book, word of mouth, or in some other way. You may not summon a fiend whose name you do not know.

When you perform this ritual, you enter into a dialogue with this fiend. You will negotiate boons you gain, payments you give, and duration for the length of the boon. The boon may only last for a maximum of 24 hours, at which point the ritual may be attempted again.

For example, a Bonded might wish for increased skill with his blade. A fiend might give him mastery over a single weapon, in this case a sword, effectively giving him a +3 bonus at the cost of being unable to utilize any other weapon.

Another Bonded may want the endurance of the mountains, gaining 40 maximum health in exchange for a reduction in movement speed, and becoming heavy as stone.

A third may wish for skill in social environments, gaining proficiency in Charisma skills in exchange for a sizable amount of gold.

Regardless of boon, the cost will be related in some manner, usually ironically.

Dance with the Devil
At 20th level, your pacts and bonds have influenced you beyond recovery. You now register as ‘Evil’ in regards to spells or abilities that are affected by alignment, regardless of your character’s alignment. You have advantage on all skill checks and saving throws you have proficiency in, and disadvantage on checks and saves that you do not have proficiency in.

Bonded Spell List

Level 1
Alarm
Bane
Burning Hands
Charm Person
Detect Magic
Dissonant Whispers
Faerie Fire
Ray of Sickness
Unseen Servant

Level 2
Augury
Blindness/Deafness
Continual Flame
Crown of Madness
Darkness
Enthrall
Hold Person
Invisibility
Suggestion

Level 3
Bestow Curse
Counterspell
Fear
Fireball
Haste
Hypnotic Pattern
Lightning Bolt
Slow
Vampiric Touch

Level 4
Banishment
Blight
Dimension Door
Greater Invisibility
Locate Creature
Hallucinatory Terrain
Phantasmal Killer
Polymorph
Stoneskin

Level 5
Cloudkill
Cone of Cold
Contagion
Dominate Person
Dream
Geas
Flame Strike
Scrying
Teleportation Circle

JNAProductions
2017-07-07, 08:46 AM
Two weak saves. It should have a strong one.

WAY TOO MANY Cantrips.

It gets its third slot too early. Warlock doesn't get there's till level 11.

Advantage on Charisma checks is too good.

Advantage on Persuasion is also too good.

Beguiling Charm should 1) have a scaling DC, 2) have an action listed and be once per rest, and 3) should allow a saving throw every turn.

Dance with the Devil is ridiculous.

Thyme
2017-07-07, 09:37 AM
Two weak saves. It should have a strong one.

WAY TOO MANY Cantrips.

It gets its third slot too early. Warlock doesn't get there's till level 11.

Advantage on Charisma checks is too good.

Advantage on Persuasion is also too good.

Beguiling Charm should 1) have a scaling DC, 2) have an action listed and be once per rest, and 3) should allow a saving throw every turn.

Dance with the Devil is ridiculous.

I'll be honest, that was a lot fewer issues than I thought there might be, considering the time that I wrote it up. Changed up the spell scaling so the number of cantrips matches with proficiency bonus, matched up the spell slots and levels to the Warlock and fixed the wording for spells so that they restore after a short rest as well as a long rest. I also fixed the saves and replaced Int with Wis.

As for the advantage on Charisma checks, that was intended to be only for the Otherworldly Bond feature, but then I decided to just get rid of the check at that level and for got to take out the advantage.

Advantage on Persuasion changed to proficiency, or another skill proficiency if Persuasion is already chosen.

Beguiling Charm set to your spell save DC, and a save is made at the end of each turn.

Looking back on Dance with the Devil, it is ridiculous. Not really sure how I thought that was balanced. Changed it to advantage on checks and saves you have prof. in, and disadvantage on everything else.

JNAProductions
2017-07-07, 09:41 AM
Dance with the Devil is STILL ridiculous.

Thyme
2017-07-07, 09:53 AM
I suppose? I mean, assuming that you take skilled as a feat, and take the Shifter alignment, at most you're going to be good at half of the available skills, and **** at the other half. The same is true for saving throws, and that's only if you take Shifter. If you don't you have four saves that you're bad at, and two that you're really good at. Can you explain what about the ability makes it ridiculous, because I'm not seeing it.

JNAProductions
2017-07-07, 09:55 AM
I suppose? I mean, assuming that you take skilled as a feat, and take the Shifter alignment, at most you're going to be good at half of the available skills, and **** at the other half. The same is true for saving throws, and that's only if you take Shifter. If you don't you have four saves that you're bad at, and two that you're really good at. Can you explain what about the ability makes it ridiculous, because I'm not seeing it.

Because it makes you far too good at what you're good at, and cripples you at everything else.

Perhaps I phrased it badly-it's ridiculous in both being over- and under-powered.

Don't give penalties on a flipping capstone-and don't give blanket advantage on everything you're good at either.

It's also not very thematic.

Thyme
2017-07-07, 10:30 AM
Because it makes you far too good at what you're good at, and cripples you at everything else.

Perhaps I phrased it badly-it's ridiculous in both being over- and under-powered.

Don't give penalties on a flipping capstone-and don't give blanket advantage on everything you're good at either.

It's also not very thematic.

Ok, that makes sense. Thanks for clearing that up. How about something like this?

Dance with the Devil
At 20th level, your pacts and bonds have influenced you beyond recovery, though they have become stronger than ever. You now register as "Evil" in regards to spells or abilities that are affected by alignment, regardless of your character’s alignment. When you create a Familiar Summons pact, you gain temporary hit points equal to your Bonded level + your Spellcasting Modifier.