Aspect Codex
Companion Bond
Companion Bond is an imported aspect from the Jericha Aspect Data sheet. Its full lore and named powers can be expanded here as the canon text is added.
What This Aspect Does
Companion Bond defines a character's supernatural focus, training profile, resource model, and power family. This page is structured so each separate power can become its own linked entry instead of being buried inside a character sheet.
Power Links
Companionship
Bond with one willing beast, familiar, mount, or companion creature you touch. You can have one bonded companion at a time. The bond ends if you dismiss it, bond a different companion, or the companion dies.
Guiding Command
Choose your bonded companion within range. It may move up to half its speed or take the Help action. This movement does not provoke opportunity attacks from one creature of your choice.
Shared Senses
Perceive through your bonded companion’s senses while it is within range. During this time, you are blinded and deafened to your own surroundings unless you end the effect.
Pack Strike
When your bonded companion hits a creature within range, add your WIS modifier to the damage roll.
Protective Call
When your bonded companion is hit by an attack within range, add your WIS modifier to its AC against the triggering attack, potentially causing it to miss.
Beast Speech
You can communicate simple ideas, emotions, and commands with beasts and with your bonded companion. Your bonded companion understands complex commands during the duration.
Companion’s Aid
Choose your bonded companion within range. The next attack roll, ability check, or saving throw it makes before the start of your next turn gains a bonus equal to your WIS modifier.
Bonded Guard
When you or your bonded companion takes damage while within range of the other, reduce the damage by 2d8 + your WIS modifier.
Coordinated Flank
Until the start of your next turn, you and your bonded companion have advantage on the first attack roll each of you makes against a creature threatened by the other.
Mending Bond
Touch your bonded companion. It regains 9 (2d8) hit points plus your WIS modifier.
Bonded Assault
Your bonded companion within range may make one attack. On a hit, it deals additional damage equal to your WIS modifier.
Empathic Warning
When you or your bonded companion within range makes a saving throw, add your WIS modifier to the roll.
Companion Step
Teleport to an unoccupied space within 5 ft. of your bonded companion, or teleport it to an unoccupied space within 5 ft. of you. Both spaces must be within range.
Predator’s Mark
Choose one creature you can see within range. Until the effect ends, your bonded companion deals an extra 1d8 damage to the target once per turn when it hits with an attack.
Shared Vitality
When you or your bonded companion within range regains hit points, the other regains hit points equal to your WIS modifier.
Dire Command
Your bonded companion within range may move up to its speed and make one attack. On a hit, the attack deals an extra 2d8 damage.
Loyal Interposition
When you are hit by an attack and your bonded companion is within range, your companion may move up to half its speed toward you. If it ends adjacent to you, reduce the damage by 3d8 + your WIS modifier.
Primal Link
You always know the direction and distance to your bonded companion while it is within range. You and your companion can communicate emotions and simple phrases across the bond.
Bonded Fury
For the duration, your bonded companion gains advantage on attack rolls, adds your WIS modifier to damage rolls, and gains temporary hit points equal to twice your WIS modifier at the start of each of its turns.
Twin Instinct
While your bonded companion is within range, neither of you can be surprised while the other is conscious, and both of you gain a bonus to initiative rolls equal to your WIS modifier.
Companion’s Return
If your bonded companion is within range and on the same plane, teleport it to an unoccupied space within 10 ft. of you.
Healing Howl
You and your bonded companion regain 18 (4d8) hit points. Allies of your choice in the emanation regain hit points equal to your WIS modifier.
Greater Bond
Your bonded companion adds your proficiency bonus to its AC, attack rolls, damage rolls, saving throws, and skill checks if it does not already add your proficiency bonus.
Shared Resistance
When you or your bonded companion takes acid, cold, fire, lightning, poison, or thunder damage, both of you gain resistance to the triggering damage type until the start of your next turn.
Commanding Presence
Your bonded companion may take the Dash, Disengage, Dodge, Help, Hide, Search, or Use an Object action, or make one attack.
Guardian Beast
When a creature hits you or your bonded companion within range, reduce the damage to 0. Your bonded companion may then move up to half its speed and make one attack against the attacker if it can reach it.
Pack Sovereignty
While your bonded companion is within range, you and allied creatures of your choice within 10 ft. of either of you gain advantage on saving throws against being frightened or charmed.
Soul Leash
When your bonded companion would drop to 0 hit points within range, it drops to 1 hit point instead and teleports to an unoccupied space within 10 ft. of you.
Hunting Pair
Make one weapon attack or power attack, then your bonded companion may make one attack against the same target if it is within reach or range.
Companion’s Challenge
Choose one creature your bonded companion can see within range. The target must make a WIS save or have disadvantage on attack rolls against creatures other than you and your companion. The target repeats the save at the end of each of its turns.
Apex Companion
Your bonded companion’s maximum hit points increase by twice your level, and its attacks count as magical. Once per turn, it deals an extra 2d8 damage when it hits with an attack.
Bonded Onslaught
Until the start of your next turn, when you or your bonded companion hits a creature, the other may make one attack against that creature as a reaction.
Shared Soul
When you or your bonded companion fails a saving throw within range, the other may take 18 (4d8) psychic damage to let the failed creature reroll and use the new result.
Primal Avatar
Your bonded companion becomes Large if it is smaller, gains temporary hit points equal to 5 times your WIS modifier, and its attacks deal an extra 3d8 damage for the duration.
Unbreakable Bond
You and your bonded companion always know each other’s direction, distance, condition, and emotional state while on the same plane. Neither of you can be charmed or frightened while the other is conscious.
Alpha Command
Your bonded companion may teleport to an unoccupied space within 30 ft. of a creature you can see and make two attacks against it.
Life Link
When you or your bonded companion would die, the other may take 55 (10d10) psychic damage to prevent that death. The protected creature drops to 1 hit point instead.
Pack Dominion
You and your bonded companion project command over the battlefield. Allies of your choice in the emanation gain advantage on attack rolls against creatures adjacent to either you or your bonded companion.
Twin Apex
For the duration, you and your bonded companion gain +2 AC, advantage on saving throws, and resistance to damage while both of you are conscious.
Mythic Companion
Your bonded companion gains a flying or swimming speed equal to its walking speed, adds your WIS modifier to all saving throws, and deals an extra 4d8 damage once per turn when it hits with an attack.
Soulguard Return
When you or your bonded companion is reduced to 0 hit points, the other teleports to an unoccupied space within 10 ft. of the fallen creature. The fallen creature regains 55 (10d10) hit points.
One Hunt, One Heart
For the duration, whenever you or your bonded companion takes an action, the other may move up to half its speed and make one attack or take the Help action. This can occur once per turn for each of you.
Characters With This Aspect
Hood
Jacey Fox
Jacey Fox, known as Hood, is a human outlander and ranger whose survival is bound to the thing that destroyed her life. After a wolf killed her family, Jacey did not simply become a hunter of beasts; her Witchborn Eidolon Bond tied her to that same predator, turning trauma into a living, stalking presence she can never fully escape. She moves through the wilds with patience, suspicion, and the hard knowledge that vengeance does not always arrive cleanly. Hood’s story is not about mastering nature, but enduring the bond between grief and instinct until one finally teaches the other how to survive.
PP3
Percival Pringle III
Percival Pringle III, known as PP3, is a human noble artificer of Point Pringle and a celebrated inventor whose legacy still rattles through every experimental district in the city. Hailed as a Drakkuskan War innovator, he helped define the Pringle ideal: progress first, consequences eventually. His Eidolon Bond with his beloved sheep Schnookums became part of both family myth and civic gossip, especially after grief pushed his brilliance into stranger and more volatile directions. Still active at Pringle Manor, PP3 remains a symbol of Point Pringle’s greatest contradiction: genius that can stabilize a city while quietly teaching it to become unhinged.