Not content to call up minor, temporary servants, some summoners reach out into the beyond and call for something else, and sometimes it answers. Such lucky individuals gain the services of a Bondmate, an extraplanar creature devoted to them as companion, servant, or both. The bond between this summon and their summoner is much stronger than normal, and this companion not only remains indefinitely as long as their summoner lives and does not dismiss them, but changes and grows in response to their master’s influence.
### Bondmate Companion (3rd level)
At 3rd you gain the services of a summoned Bondmate. Choose a [beast, monstrosity, or creature of the type chosen for your summon specialty](https://a5e.tools/monsters?field_monster_challenge_rating_target_id%5B%5D=374&field_monster_challenge_rating_target_id%5B%5D=373&field_monster_challenge_rating_target_id%5B%5D=375&field_monster_challenge_rating_target_id%5B%5D=376&field_monster_size_target_id%5B%5D=352&field_monster_source_target_id%5B%5D=464&field_monster_source_target_id%5B%5D=467&field_monster_source_target_id%5B%5D=842&combine=) of CR 1/2 or less. If the chosen creature is a beast or monstrosity it's type instead becomes the type from your summon specialty. You are encouraged to get creative with how this alters their general appearance. Their Intelligence is also increased to 8 if it is currently lower. In addition, whenever the bondmate rolls initiative, it gains a number of temporary hit points equal to your level multiplied by your proficiency bonus, and its Armor Class increases by an amount equal to your proficiency bonus.
As a bonus action on your turn, you can order the bondmate to take an action on its turn. If you order the bondmate to attack, it adds your proficiency bonus to attack and damage rolls.
If your bondmate is killed, it returns to you when you finish a long rest. Alternatively, you may expend a use of Call Summons to summon it back early.
### Directed Evolution (6th level)
At 6th level, you have gained the ability to partially mold your bondmate’s form and direct their development. Choose two of the following, and each option may only be chosen once.
Whenever you gain a level in this class, you may exchange one of your evolutions for a different one.
#### Armored Plates
Your bondmate grows plates of armor at key points on its body. Its Armor Class increases by 2.
#### Blinking Assault
*Requires Fey Summon Specialty*
Once per round when your bondmate attacks, they may teleport up to 30 ft before or after making the attack.
#### Cosmic Endurance
The physical body your bondmate inhabits on this plane is made more hardy. Its hit points increase by 10. They increase by another 5 at 11th and 18th level.
#### Elemental Flux
*Requires Elemental Summon Specialty*
Your bondmate’s attacks deal an additional 1d4 damage. The damage type depends on the element chosen for your Summon Specialty: Fire deals fire damage, Water deals cold damage, Earth deals acid damage, and Air deals lightning damage.
#### Empyreal Healing
*Requires Celestial Summon Specialty*
Once per long rest, your bondmate may touch another creature to heal them 15 hit points or provide the benefits of a *lesser restoration* spell. The healing increases by 5 11th and 18th level.
#### Extra Limbs
Your bonded companion gains two additional limbs. These may generally take the form you choose, but they end in hands with opposable thumbs or other body parts capable of holding objects, wielding weapons, or performing complex manipulations. These limbs do not allow any additional attacks, and while they can wield a shield the companion can still only benefit from one shield at a time. If at least one of these hands is free they may perform the use an object action as a bonus action.
#### Fiendish Wound
*Requires Fiend Summon Specialty*
Choose one attack with a natural weapon your bondmate possesses. When it hits with this attack the target takes 1d6 ongoing necrotic damage. This persists until they regain hit points or are attended to by a medicine check, DC equal to your spell save DC.
#### Many Eyes
Your bondmate sprouts eyes all over it’s body, though unlike normal eyes they are not any more vulnerable to attack. It gains advantage on perception checks based on sight and cannot be flanked. At 11th level, it also gains truesight.
#### Noisome Tentacles
*Requires Aberration Summon Specialty*
Your bond mate grows two grasping tentacles. It can make a grapple attempt as a bonus action, dealing basic melee damage as normal if successful. It gains a +3 bonus to maneuver DC for grappling. These tentacles have a 10ft reach normally, which may be increased by Reach from the Beyond. It can grapple up to two creatures with its tentacles at a time.
#### Otherworldly Speed
All your bondedmate’s movement speeds increase by 10ft.
#### Reach from Beyond
The reach of all of your bondmate’s attacks increase by 5 ft.
#### Weapon Trained
Your bondmate is considered proficient with all weapons. In addition, if it normally has multiattack and wields a weapon it may make a number of attacks with it equal to the total number of attacks in their multiattack.
### Life Link (14th level)
Starting at 14th level, as long as you are within 30ft if you or your bonded companion take damage the other can use a reaction to reduce the damage by half and then take the same amount.
In addition when you cast a spell using Conjured Spellcasting that normally targets you, you may also target your bondmate if they are within 30ft, and if you cast a spell that summons a weapon it may appear in the grasp of and be wielded by your bondmate provided they are physically able to do so.
### Soul Link (18th level)
At 18th level, you may give up any number of your own attunement slots to allow your bondmate to attune to the same number of additional items.
Finally, your bondmate gains a third option from Directed Evolution.