A bond level is a measure of the relationship strength between two characters in a role-playing game, often a player character and a non-player character (NPC) or companion. This concept is used to quantify the depth of their relationship, ranging from being mere acquaintances to best friends or even love interests.
The bond level can influence various aspects of the game. For instance, a higher bond level might unlock new dialogue options, affect the companion’s behavior in combat, or even trigger special events or quests. It’s typically increased by performing actions that the companion appreciates, such as completing their personal quests, giving them favored gifts, or making decisions that align with their values.
However, actions that the companion dislikes can decrease the bond level. This could include ignoring their quests, giving them disliked gifts, or making decisions that go against their values. If the bond level drops too low, the companion might leave the party, or in extreme cases, even become an enemy.
Sure, here are some general rules for bond levels between a player character (PC) and a companion in a role-playing game:
Bond Level 1 – Acquaintance:
- The PC and the companion have met and know each other by name.
- The companion will generally be cooperative with the PC.
- The companion may provide basic information or assistance.
Bond Level 2 – Ally:
- The PC and the companion have worked together and trust each other to some extent.
- The companion will fight alongside the PC and follow simple orders.
- The companion may provide more detailed information or assistance.
Bond Level 3 – Friend:
- The PC and the companion have a strong working relationship and mutual respect.
- The companion will go out of their way to help the PC and may take risks to do so.
- The companion may share personal information or secrets with the PC.
- Both characters gain a +1 Bonus to their AC
Bond Level 4 – Close Friend:
- The PC and the companion have a deep bond of friendship.
- The companion will fight to the death to protect the PC and will follow complex orders.
- The companion will share almost all information, even personal secrets, with the PC.
- Both characters gain a +2 bonus to their AC while within 30 feet of each other
- Both characters may learn one skill proficiency the other character possesses. If they already have this skill, they gain expertise in this skill.
Bond Level 5 – Best Friend/Love Interest:
- The PC and the companion have an unbreakable bond.
- The companion will do almost anything for the PC.
- The companion shares all information and secrets with the PC.
- Both characters gain a +3 bonus to their AC while within 30 feet of each other.
- Both characters may learn one class ability of 5th level or lower the other character has
Below is a guideline for the number of points needed to reach each bond level:
| Bond Level | Points Needed |
|---|---|
| 1 – Acquaintance | 0-10 points |
| 2 – Ally | 11-30 points |
| 3 – Friend | 31-60 points |
| 4 – Close Friend | 61-100 points |
| 5 – Best Friend/Love Interest | 100+ points |
This point range amount can be adjusted to match a campaign accordingly.
Increasing bond level
Generally, to improve one’s bond level with a companion, a general list can be followed:
- Interact Regularly: Regular interaction is key to building a relationship. This could be in the form of dialogue, participating in activities together, or choosing them for your party during quests.
- Understand Their Values: Each companion has their own set of values and personality traits. Understanding these can help you make decisions that they appreciate. For example, a companion who values honesty will appreciate it if you tell the truth, while a companion who values bravery will respect you more if you make bold decisions.
- Complete Companion Quests: Often, companions will have personal quests that you can complete. These quests usually involve the companion’s backstory or personal goals. Completing these quests can greatly increase your bond level with the companion.
- Give Gifts: Some games allow you to give gifts to your companions. If you give a gift that the companion likes, it can increase your bond level with them.
- Make Decisions They Agree With: During the course of the game, you’ll have to make decisions that affect the game’s story. If you make decisions that the companion agrees with, it can increase your bond level with them.
These parameters may change, or be wider or more narrow, depending on the characters involved. It is important to pay attention to certain details of a character, in order to have favorable outcomes
A general guideline for certain actions affect a bond level in point increments can be seen in the following table:
| Actions | Positive | Negative |
|---|---|---|
| Interactions | Regular, meaningful interactions (+2 points) | Ignoring or treating poorly (-2 points) |
| Quests | Completing companion-specific quests (+3 points) | Ignoring or failing companion-specific quests (-3 points) |
| Gifts | Giving liked gifts (+2 points) | Giving disliked gifts (-2 points) |
| Decisions | Making aligned decisions (+2 points) | Making contrary decisions (-2 points) |
| Combat | Supporting in combat (+2 points) | Leaving unsupported in combat (-2 points) |
| Dialogue | Choosing dialogue options that the companion agrees with (+1 point) | Choosing dialogue options that upset or offend the companion (-1 point) |
Charisma Score Influence on bonds
A player’s charisma score can potentially play a major part in developing a bond.
- Charisma 1-8 (Unimpressive): The character struggles to form bonds. They suffer a -2 penalty to all bond point gains with companions.
- Charisma 9-12 (Average): The character has no particular advantage or disadvantage. They have no modifiers to bond point gains with companions.
- Charisma 13-14 (Pleasant): The character is generally likable. They gain a +1 bonus to all bond point gains with companions.
- Charisma 15-16 (Charming): The character’s charm makes them more likable. They gain a +2 bonus to all bond point gains with companions.
- Charisma 17-18 (Inspiring): The character’s inspiring presence strengthens their relationships. They gain a +3 bonus to all bond point gains with companions. Additionally, they can reduce bond point losses by 1.
- Charisma 19-20 (Magnetic): The character’s magnetic personality draws others to them. They gain a +4 bonus to all bond point gains with companions. They can reduce bond point losses by 2, and once per long rest, they can dedicate 3 hours of their down time to doing an activity with a companion, gainng a +2 bonus to bond point gains with that companion for 24 hours.
Bond Points expanded
| Action | Bond Points |
|---|---|
| Give a liked gift | +2 |
| Give a disliked gift | -2 |
| Complete a companion quest | +3 |
| Fail a companion quest | -3 |
| Save the companion in combat | +2 |
| Leave the companion in danger | -2 |
| Agree with the companion in a dialogue | +1 |
| Disagree with the companion in a dialogue | -1 |
| Defend the companion’s values | +2 |
| Insult the companion’s values | -2 |
| Share a personal secret | +2 |
| Betray a personal secret | -3 |
| Show bravery in a dangerous situation | +2 |
| Show cowardice in a dangerous situation | -2 |
| Make a decision that aligns with the companion’s alignment | +2 |
| Make a decision that goes against the companion’s alignment | -2 |
| Show kindness to an NPC the companion cares about | +2 |
| Show cruelty to an NPC the companion cares about | -2 |
| Help the companion achieve a personal goal | +3 |
| Hinder the companion’s personal goal | -3 |
| Show respect for the companion’s past | +2 |
| Disrespect the companion’s past | -2 |
| Show understanding for the companion’s fears | +2 |
| Mock the companion’s fears | -2 |
| Stand up for the companion when they’re wronged | +2 |
| Ignore when the companion is wronged | -2 |
| Spend downtime with the companion | +1 |
| Ignore the companion during downtime | -1 |
| Teach the companion a new skill | +2 |
| Refuse to help the companion learn a new skill | -2 |
| Show interest in the companion’s hobbies | +1 |
| 32. Show disdain for the companion’s hobbies | -1 |
| Compliment the companion | +1 |
| Insult the companion | -1 |
| Share a meal with the companion | +1 |
| Refuse to share a meal with the companion | -1 |
| Help the companion in a personal crisis | +3 |
| Ignore the companion in a personal crisis | -5 |
| Show empathy towards the companion’s feelings | +3 |
| Show indifference towards the companion’s feelings | -2 |
| Support the companion’s ideas | +2 |
| Dismiss the companion’s ideas | -1 |
| Show respect for the companion’s culture | +2 |
| Show disrespect for the companion’s culture | -10 |
| Help the companion face a fear | +10 |
| Force the companion to face a fear without support | -3 to +3 |
| Show patience with the companion’s flaws | +2 |
| Show impatience with the companion’s flaws | -3 |
| Encourage the companion’s dreams | +3 |
| Discourage the companion’s dreams | -2 |
| Stand by the companion in a moral dilemma | +10 |
| Abandon the companion in a moral dilemma | -20 |
| Show trust in the companion | +10 |
| Show distrust in the companion | -5 |
| Show loyalty to the companion | +5 |
| Show disloyalty to the companion | -2 |
| Show appreciation for the companion | +1 |
| Show ungratefulness to the companion | -2 |
| Show respect for the companion’s beliefs | +2 |
| Show disrespect for the companion’s beliefs | -2 |
| Show understanding for the companion’s mistakes | +2 |
| Show intolerance for the companion’s mistakes | -2 |
| Show care for the companion’s well-being | +2 |
| Show disregard for the companion’s well-being | -2 |
| Show respect for the companion’s space | +1 |
| Invade the companion’s personal space | -1 |
| Show interest in the companion’s stories | +1 |
| Show disinterest in the companion’s stories | -1 |
| Show respect for the companion’s skills | +2 |
| Show disrespect for the companion’s skills | -2 |
| Show willingness to learn from the companion | +2 |
| Show unwillingness to learn from the companion | -2 |
| Show respect for the companion’s possessions | +1 |
| Show disrespect for the companion’s possessions | -1 |
| Show willingness to compromise with the companion | +2 |
| Show unwillingness to compromise with the companion | -2 |
| Show respect for the companion’s privacy | +2 |
| Invade the companion’s privacy | -2 |
| Show willingness to take the companion’s advice | +2 |
| Show unwillingness to take the companion’s advice | -2 |
| Show respect for the companion’s boundaries | +2 |
| Cross the companion’s boundaries | -2 |
| Show willingness to share with the companion | +2 |
| Show unwillingness to share with the companion | -2 |
| Show respect for the companion’s opinions | +2 |
| Show disrespect for the companion’s opinions | -2 |
| Show willingness to support the companion’s goals | +2 |
| Show unwillingness to support the companion’s goals | -2 |
| Show willingness to share personal stories with the companion | +2 |
| Show unwillingness to share personal stories with the companion | -2 |
| Show willingness to make sacrifices for the companion | +3 |
| Show unwillingness to make sacrifices for the companion | -3 |
| Show willingness to stand up for the companion | +2 |
| Show unwillingness to stand up for the companion | -2 |
| Show willingness to listen to the companion | +1 |
| Show unwillingness to listen to the companion | -1 |
| Show willingness to forgive the companion | +2 |
| Show unwillingness to forgive the companion | -2 |
| Show willingness to apologize to the companion | +2 |
| Show unwillingness to apologize to the companion | -2 |
Remember, these are general guidelines and the specific point increments can vary depending on the companion’s personality and values. Always try to understand your companion’s character and act accordingly to gain positive bond points. Conversely, actions that go against a companion’s values or upset them can lead to negative bond points.
Variant Milestone Bonding System:
Instead of tracking points, the bond level between a player character and a companion can increase when certain milestones in their relationship are reached. These milestones could be tied to story events, character development, or decisions made by the player. Here are some examples:
- Acquaintance: The player character and the companion meet for the first time.
- Ally: The player character helps the companion in a significant way, such as aiding them in a personal quest or saving their life.
- Friend: The player character and the companion share a personal moment or secret, deepening their trust in each other.
- Close Friend: The player character stands by the companion during a crisis or pivotal moment in their life.
- Best Friend/Love Interest: The player character and the companion have consistently supported each other through thick and thin, demonstrating an unbreakable bond.
The specific milestones can vary depending on the companion’s personality and backstory. The key is that each milestone should represent a significant event or turning point in the relationship. This system can make the bonding process feel more organic and story-driven, as the bond level changes in response to meaningful events and decisions rather than numerical points.


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