Path of the Soulbound

It is both home and prison for heroes and villans alike. The Eternal Armory is a place where the spirits of ancient warchiefs were banished into their own weapons. Only some know that behind the legend is way more than merely a story of some old swords and daggers. Though forever sealed away, a part of their soul still lingers into the material plane... granting those power, who are bold enough to worship mere legends.

Creating the Bond

When choosing this path at 3rd level, you acknowledge the stories you heard of the Eternal Armory and it's long lost artifacts.

Partners. You choose one of the artifacts, that you want to bind your soul with, which are detailed under "Partners" below. To bond yourself with such a mighty heirloom, you need to mark your currently held weapon as a vessel. To assign one of your weapons as a vessel needs time and can only be achieved when taking a long rest. You gain the benifits of your Partner's Passive and are able to use it's Active upon bonding with it. After bonding with a Partner you are able to communicate with it through your thoughts.

You can change your Partner, whenever you want to, but you need to partake in an 8 hour ritual, during your long rest, in which you attempt to break the bond between you and your current partner (still gaining the benifits of the long rest). After partaking in this ritual your body feels weak and frail, and you suffer a loss of 2 points in your Constitution ability score, regaining one poi+nt each time taking a long rest, which requires a minimum of 8 hours of uninterrupted sleep.

To use the Partner's Active, you need to be using your assigned vessel and be raging. You are able to use your Partner's Active only once per attack.

Affinity Dice. You have four affinity dice, which are d8s. An affinity die is expended when you use it. You regain all of your expended affinity dice when you finish a short or long rest.

Affinity. Affinity resembles the strength of the bond between you and your Partner. Whenever the term affinity is mentioned, you can roll a die equal to your affinity dice, without expending one.

Saving Throw. Some of the Partners abilities require your target to make a saving throw to resist the Partner's effect. The saving throw DC is calculated as follows:





Partner save DC = 8 + your proficieny bonus + your

Constitution modifier

























Sharing the Pain

Starting at 6th level, using the strength of your bond, your Partner is able to protect you and your allies from any harm, for a certain period of time. If you or an ally within 30 feet of you takes damage while you are raging, you can use your reaction and end your rage, to roll an affinity die. The damage gets delayed for an amount of turns equal to half of the number rolled (rounded down and a minimum of 1). After the damage was delayed, the target of the damage gets resistance to 1 type of damage dealt.

Safeguarding the Vessel

At 10th level you can cast the spell Leomund’s Tiny Hut as a ritual. When you do so, the dome, which is summoned resembles the Eternal Armory, which is littered with weapons long forgotten.

Strengthening the Bond

Also at 10th level the affinity to your Partner increases tremendously, turning your affinity dice into d10s. At 15th level, they turn into d12s.

Harnessing true Power

At 14th level you are able harness some of the true potential your partner has to offer. You are now able to use the Empowered Active of your Partner. Once you use this feature, you can't use it again, until you finish a short or long rest.

Also, when you roll initiative and have no affinity dice remaining, you regain 1 affinity die.

Partners

Heart of the Mountain





Passive. Whenever you stand ontop of stone or earth your feet get embedded in it, granting you advantage on saving throws against getting knocked prone. You are also able to walk on walls and ceilings that are made of stone.

Active. When you hit a creature with a weapon attack, you can expend one affinity die and call forth the spirit of the black Maul, trying to crack the ground beneath it. You add the affinity die to the damage roll as fire damage and the target has to make a Strength saving throw. On a fail the target is knocked prone and a erruption is summoned beneath it, dealing fire damage equal to the number rolled on the affinity die times 2, at the start of your next turn.

Empowered Active. Additionally every creature in a line of 15 feet behind of the target, needs to make the saving throw.