The Soul Binder Lab

by FragSauce

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The Soul Binder lab

In the lab you will find stuff i am working on for my soul binder class which you can find here (Click).

You will find stuff like subclasses, magical items, spells and maybe even feats in the future. You might also find thing that was pulled from the main file because i want to hold them back for a while and rework them into something better, i want only the best to be in the main file.

Bond of the Dirge

You have used a piece of your soul, to revive a dead corpse, and returned them this world under your command. Now they walk with you and serve you as their master.


Zombie Companion

Medium Undead, Unaligned


  • Armor Class 12 + your proficiency modifier + Its Dexterity modifier.
  • Hit Points (6 (or 1d10) + its constitution modifier) x your soul binder level.
  • Hit Die: 1d10 per Soul Binder Level
  • Speed 30ft.

STR DEX CON INT WIS CHA
16 (+3) 10 (0) 16 (+3) 4 (-3) 12 (+1) 7 (-2)

Damage Immunities: Poison

Condition immunities: Poisoned

Senses: Dakvision 60ft

Languages: Understands the Soul Binders languages but can't speak.


Undead Fortitude . If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.

Actions

Attack. Melee Weapon Attack: (your proficiency modifier + Its Strength modifier) to hit, reach 5ft., one target. Hit (1d12 + Its Strength modifier) slashing, piercing or bludgeoning damage.

Afterlife Servitude

At 1st level you gain an Zombie as your companion, it can look like any zombified humanoid, as long as it uses the "Zombie Companion" stat block.

Being bonded with this Zombie monster, have influenced your soul to become resistant to death. You gain the "Undead Fortitude" feature that your Zombie have.

Expanded Spell Options

You tap into the necromantic powers of the dead and you are able to have more spells available, these spell are always prepared and don’t count towards your maximum number of prepared spells.

Bond of the Dirge Spells
Soul Binder Level Spells
2nd Cause Fear
5th Gentle Repose
9th Life Transference
13th Blight
17th Danse Macabre

Corpse Rot

When you reach 3rd level your zombie have learned to control its rotten insides with your help. As a bonus action, it can breathe death at a target within 5 feet of it. The target must make a Constitution Saving throw, or be poisoned for 1 minute. the creature can repeat the saving throw at the end of its turn. When a target succeed the saving throw the effect ends, and the target is immune to this feature for 1 hour.

Deathly Feast

At 7th level your Zombie have a hunger that is so strong that even in combat it craves the taste of flesh. As an action your zombie can feast on a dead corpse within 5 feet, the corpse have to be of a creature that has flesh. When the Zombie does so, it will gain temporary hit points equal to an amount of d4s that is equal to your Soul Binder level.

It can use this feature twice per short or long rest.

Deadly Edicts

At the 11th level, you can command your Zombie with a deathly tone. You learn two edicts. These edicts functions like your "Edict" and will follow the same rules. You learn two new edicts which do not count toward your total known edicts:

  • Infectious words: The next time your Zombie uses its "Corpse Rot" within the next minute, the target will also be blinded and deafened when effected.
  • Mass Infection: The next time your Zombie uses its "Corpse Rot" within the next minute, It can use it on any number creatures of its choice within 10 feet of it.

Feasting Growth

When you reach 15th level your Zombie have eaten and been given energy by you, that it grows into undead monster. Whenever your Zombie eats fresh flesh, either by using "Deathly Feast" or other means, it will grow and become enraged for 1 minute. While the zombie is in this state, it will gain several benefits:

  • Its size becomes Large.
  • It has a base movement speed of 40 ft, as well as 40 ft climbing speed.
  • Whenever it is hit by an attack, it can use its reaction to make one melee attack against the attacker.
  • Whenever it kill a target that have flesh, it can use "Deathly Feast" on that target as its bonus action, as long as it have more uses left.

It will stay in this state for 1 minute, or if it ends it as a bonus action. Additionally it can now use "Deathly Feast" as many times equal to your Charisma modifier.

Bond of the Ooze


Ooze Companion

Medium Ooze, Unaligned


  • Armor Class 10 + your proficiency modifier + Its Dexterity modifier.
  • Hit Points (6 (or 1d10) + its constitution modifier) x your soul binder level.
  • Hit Die: 1d10 per Soul Binder Level
  • Speed 30ft.

STR DEX CON INT WIS CHA
16 (+3) 9 (-1) 16 (+3) 3 (-4) 9 (-1) 5 (-3)

Damage Resistances: Acid

Condition immunities: blinded, deafened, prone

Senses: blindsight 60 ft. (blind beyond this radius)

Languages: Understands the Soul Binders languages but can't speak.


Amorphous. The ooze can move through a space as narrow as 1 inch wide without squeezing.

Actions

Attack. Melee Weapon Attack: (your proficiency modifier + Its Strength modifier) to hit, reach 5ft., one target. Hit (1d12 + Its Strength modifier) acid or bludgeoning damage.

Liquid Friend

At 1st level you have bound yourself to an Ooze and gained it as your companion. The Ooze can look how you want as long as it is using the "Ooze Companion" statblock.

Expanded Spell Options

Also at 1st level you tap into the magical powers of oozes and you are able to have more spells available, these spell are always prepared and don’t count towards your maximum number of prepared spells.

Bond of the Dirge Spells
Soul Binder Level Spells
2nd Grease
5th Alter Self
9th Protection from Energy
13th Watery Sphere
17th Seeming

Split

Your ooze will sometimes fall apart, but you have taught it how to pick itself back together.

Starting at 3rd level whenever your ooze takes damage from an attack that is greater or equal to twice your proficiency modifier it can use it's reaction to shoot off a little piece of itself that will land in an a place your it's choice that is 10 or 15 feet away.

When your ooze comes in contact with a piece it will consume the piece into it's body and regain 1d4 hit points. If not consumed within 1 minute, the piece will disappear.

The healing becomes better at higher levels: 1d6 at 7th level, 1d8 at 11th level and 1d10 at 15th level.

Effective Collection

When you reach 7th level you have taught your ooze how to collect all of it's smaller piece that will fall off more easily.

As a bonus action your ooze can spend 2 soul point to make all piece that are made from the "Split" feature that is within 30 feet of it be collected and consumed, the ooze will heal as normal from every collected piece.

Fluid Edicts

At 11th level you can give out edicts to your ooze with fluidity and perfection. You learn two edicts. These edicts functions like your "Edict" and will follow the same rules. You learn two new edicts which do not count toward your total known edicts:

  • Sticky Form: Your ooze can use a bonus action to make a grapple attempt against every creature within 5 feet of it on this turn.
  • Fluid Jump: Your ooze can use a bonus action to send itself flying with it's elastic form and leap to a point of it's choice within 30 feet on this turn.

Improving Form

Beginning at 15th level your ooze will learn from it's mistakes and it grown stronger ever time it collects itself.

Whenever your ooze hit's a creature with it's melee attack, it will deal an additional 1d6 for every piece it itself it has collected this turn.

Art Credit

  • Necromancer By karichristensen: https://karichristensen.deviantart.com/art/Necromancer-149682548
  • PZO9094 Gluttoner by caiomm: https://caiomm.deviantart.com/art/PZO9094-Gluttoner-548118259
 

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