Soul Binder 3.0

by FragSauce

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Soul Binder

Loneliness. Weakness. The call to adventure. For most people these are passing moments, a part of the ups and downs of everyday life. There are those however, who are defined by these feelings. Whether feeling alone in a crowd, powerless to get what they deserve or eager to see all things the world has to offer, soul binders have taken a drastic step to solve their problems. Unable to meet the demands of the world alone they choose to give up a piece of their soul to bond with another creature and face life's challenges together.

A Companion for Life

When soul binders bind themselves to another creature, they do so for life. They will stand together, always, two against the world. They will always look out for each other, because in the end, they need each other. Whether they like it or not. The companion will often be the stronger of the pair, but without the binder to guide it, the companion is nowhere near its full potential.

Split Soul

The process of binding your soul with another creature can be quite taxing, especially if the creature isn't willing at first. Some people disappear into the wild to find a forest animal willing to bind, and return months later with a beast by their side willing to do anything for them, while others would rather summon a creature of untold horror, force it into submission, then bind the creature to follow their command.

However, having your soul bound to another creature means that your soul will never be full again. There is always something missing. It gets even more apparent for the soul binder when their companion is far away from them, and can sometimes be physically painful for them to be a great distance from their companion.

Creating a Soul Binder

When making your soul binder you must consider how you got your companion. Did you travel the world to seek a companion, was it easy for you, or was it a life goal, was it even your choice to bind your soul? Maybe you were captured by cultist, that forced you to bind with a creature against your and the creatures will.

What kind of relationship do you have with your companion? Are you two inseparable friends? Or is it more of a master and servant relationship. Sometimes a Soul Binder might regret the act of soul binding and want to undo it, though it is a hard and lengthy process.

Soul Binders are in contact with their companion like no other two beings will ever be, and when you play as a Soul Binder you can describe how you and your companion act.

Quick Build

You can make a soul binder fast by following these suggestions. First, Charisma should be your highest ability modifier, followed by Constitution or Dexterity, depending if you need to take damage, or deal it. Second, you should take the Hermit background.

Class Features

As a soul binder, you gain the following class features.

  • Hit Dice: 1d6 per level
  • Hit Points at 1st Level: 6 + your Constitution modifier
  • Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per level after 1st

Proficiencies


  • Armor: Light armor
  • Weapons: Simple weapons
  • Tools: Choose one type of artisan’s tools or one musical instrument

  • Saving Throws: Constitution, Charisma
  • Skills: Choose two from Animal Handling, History, Nature, Insight, Arcana, Persuasion, Intimidation.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) two daggers (b) any simple weapon or (c) any martial weapon (if proficient)
  • (a) a priest's pack or (b) a scholar's pack
  • (a) a set of leather armor or (b) a set of scale mail (if proficient)
  • (a) a set of tools of your choice
The Soul Binder
–Spell Slots per Spell Level–
Level Proficiency
Bonus
Features Cantrips
Known
1st 2nd 3rd 4th 5th
1st +2 Soul Bond, Bonded Companion, Hidden Form
2nd +2 Spellcasting, Edict 2 2
3rd +2 Bond Feature, Magic Item Absorption 2 3
4th +2 Ability Score Improvement 3 3
5th +3 Advanced Offense, Soul Linked Casting 3 4 2
6th +3 Companion's Protection, Soul Infused Attacks 3 4 2
7th +3 Bond Feature, Project Senses 3 4 3
8th +3 Ability Score Improvement 3 4 3
9th +4 Resting Voice 3 4 3 2
10th +4 Countermeasure 4 4 3 2
11th +4 Bond Feature, Advanced Offense (both options) 4 4 3 3
12th +4 Ability Score Improvement 4 4 3 3
13th +5 4 4 3 3 1
14th +5 Soul Purification 4 4 3 3 1
15th +5 Bond Feature 4 4 3 3 2
16th +5 Ability Score Improvement 4 4 3 3 2
17th +6 4 4 3 3 3 1
18th +6 Resonating Voice 4 4 3 3 3 1
19th +6 Ability Score Improvement 4 4 3 3 3 2
20th +6 Soul Infused Giant 4 4 3 3 3 2

Soul Bond

At 1st level, you have chosen to sacrifice a piece of your own soul to gain the aid of a creature stronger than you. You can choose one of several bonds detailed at the end of the class description. Your choice grants you additional features when you reach 3rd level and again at 7th, 11th and 15th levels.

Bonded Companion

At 1st level, you gain a companion that will serve and aid you in every way it possibly can. The companion gains bonuses from being linked to your essence. In combat, the companion moves and acts on your turn in initiative. You can command it verbally (no action needed) and if you are incapacitated, it will do its best to protect you and itself from harm.

You and your companion both become empowered from the bond you share, but only one of you can take full advantage of that power at first. If you take the Attack action or cast a spell with a casting time of one action, your companion can't take the Attack action on the same turn, and if your companion takes the Attack action, you can't take the Attack action or cast a spell with a casting time of one action on the same turn.

More details about your companion can be found in the "Soulbound Traits" feature.

Soulbound Traits

Your soulbound companion has its own hit dice, and can spend them during a short rest. At first level, its hit points are equal to the maximum value of its hit dice + its Constitution modifier. Whenever you gain a level in this class, your companion also levels up, and it can increase its hit point maximum using its hit dice as normal.

Whenever you gain the Ability Score Improvement class feature in this class, your companion's abilities also improve. You can increase one of its ability scores of your choice by 2, or you can increase two of its ability scores of your choice by 1. At the DM's discretion you can forgo increasing the companion's ability scores and instead take one feat of your choice for it. As normal, you can’t increase an ability score above 20 using this feature unless its description specifies otherwise.

Your companion aids you in and out of battle, as it gains bonuses for being linked to your essence. It gains proficiency in two skills of your choice. In areas where it would use its proficiency bonus, it uses your proficiency bonus instead. It also uses your proficiency bonus when calculating its AC.

Your companion will always use Strength for its attack and damage rolls (unless otherwise specified), and its damage dice is shown in the companion's stat block. If a feature for your companion requires another creature to make a saving throw, the DC is equal to your Spell Save DC.

If your companion is reduced to 0 hit points, it falls unconscious and makes death saving throws. When it is reduced to 0 hit points, the soul binder will take any excess damage from the attack. If it is killed, you can return it to life as part of a long rest. The process of reviving can be very hard on your soul, gaining one level of exhaustion at the end of the rest when you revive your companion.

If you die your companion will gain 1 level of exhaustion for each minute you are dead until you are revived again or the companion dies too.

Hidden Form

You have learned how to reduce your companion's size or hide them on another plane for an easy way to hide or carry it. At 1st level you learn one of the following features:

  • Shrink. You can use your bonus action to change your companion's size to Tiny or back to its full size if it is within 30 feet of you. If there isn't enough space for it to grow to its original size, it instead takes 1d10 force damage and stays Tiny. While in Tiny form, the companion can't attack in any way.

  • Pocket Dimension. As an action, you can temporarily dismiss your companion as long as it is within 5 feet of you. It disappears into a pocket dimension where it awaits your summons. As an action, while it is dismissed, you can cause it to reappear in any unoccupied space within 5 feet of you. If you go unconscious while your companion is in its pocket dimension, it reappears within 5 feet on you.

  • Disguise As an action you can create an illusion around your companion that makes it looks like another beast or humanoid of similar build and size, such as making a drake look like a dog, or a demon look like a farmer. The disguise end if your companion takes any damage, deals damage to another creature or you end it as an action.

At the end of a long rest you can choose to swap out your hidden form feature for a different one.

Spellcasting

By 2nd level, you are now more used to being bonded to a magical creature, and have started to be able to use some magic to help your allies or bolster your companion. See Chapter 10 in the Player's Handbook for the general rules of spellcasting and the soul binder spell list can be found at the end of this document.

Cantrips

At 2nd level, you know two cantrips of your choice from the soul binder spell list. You learn an additional soul binder cantrip of your choice at 4th level and another at 10th level.

Preparing and Casting Spells

The Soul Binder table shows how many spell slots you have to cast your soul binder spells. To cast one of your soul binder spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of soul binder spells that are available for you to cast, choosing from the soul binder spell list. When you do so, choose a number of soul binder spells equal to your Charisma modifier + half your soul binder level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 5th-level soul binder, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell heroism, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of soul binder spells requires time spent in meditation with your companion: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Charisma is your spellcasting ability for your soul binder spells, since the power of your magic relies on you being able to communicate with your companion and the bond that you share. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a soul binder spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Charisma modifier

Spell attack modifier = your proficiency bonus +

your Charisma modifier

Spellcasting Focus

You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your soul binder spells.

Edict

You have gotten better control over your companion and can give it more complicated commands. You can use a bonus action to speak a command to your companion. It must be able to hear you for the command to take effect.
At 2nd level, you learn the following commands:

Strike. You command your companion to attack with extra ferocity. The next time your companion hits another creature with an attack this turn, that attack deals extra 2d6 damage.

Toughen Up. You command your companion to toughen up and be ready to withstand even more blows. Your companion gains 2d6 temporary hit points that last for 10 minutes.

Block. You command your companion to evade or block incoming attacks rather than taking them. Until the end of your next turn your companion can add your Charisma modifier to any saving throw it has to make, and add half your Charimsa modifier (rounded up) to its AC.

Move. You tell your companion that it needs to move fast, or move safely. When given this command your companion can take the Disengage or Dash action as a bonus action on this turn.

You can use this feature a number of times equal to your Charisma modifier (minimum of 1), regaining all uses on a long rest.

The amount of dice for the "Strike" and "Toughen Up" edict increase as you gain levels in this class, increasing to 3d6 at 5th level, 4d6 at 11th level and 5d6 at 17th level.

Magic Item Absorption

When you reach 3rd level, the soul binder can perform a special ritual to merge a magic item into its companion during a short rest. Merging with an item requires physical contact between the soul binder, the item and the companion.

Certain items have prerequisites. The companion must meet any prerequisite for the item to successfully merge with it. Your companion cannot merge with items requiring a class prerequisite. If the short rest is interrupted, the merging fails. Otherwise, at the end of the short rest, the item merges into the companion.

While merged, the companion gains an intuitive understanding of how to activate any magical properties of the item, including any necessary Command words. Your companion can use the magical properties of the item and apply the effects to its natural weapons and natural armor, but doesn't get the benefit of the armor or weapon itself. It can only have one weapon merged at a time, and one piece of armor. The companions natural weapons can only benefit from one of the merged items, and you can change this on a short rest, the same goes for its natural armor. If it absorbs a weapon, its attacks becomes magical.

Example: if you bind a +1 Plate armor to your companion it gains +1 to its AC, but not the benefits of wearing Plate armor. Each merged item within the creature counts as an attunement for the soul binder, regardless if whether the item required attunement. Attempting to merge with more than three items fails automatically. The soul binder can voluntarily end the merge by spending another short rest focused on the item, unless the item is cursed.

If the companion dies, all the merges items are expelled from its corpse on the ground around it.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores by 1. As normal, you can’t increase an ability score past 20 using this feature.

Advanced Offense

Beginning at 5th level, you and your companion have improved your skill in combat and work even better together. You gain one of the following features of your choice:

Companion Extra Attack. Your companion can attack twice instead of once, whenever it takes the Attack action on its turn.

Expert Commanding. There is no longer any restrictions for whenever you or your companion can take the Attack action or cast a spell with a casting time of 1 action as long as it is a soul binder spell.

At 11th level you get the other feature that you didn't pick at 5th level.

Soul Linked Casting

You and your companion are of the same soul, and you can channel magic through your link.

At 5th level, when you cast a spell targeting yourself, you can choose to also have the spell affect your companion if the companion is within 60 feet of you. If you lose concentration on the spell, you both lose the effect, and you must make concentration checks also if your companion takes damage, as if you took that amount of damage.

Soul Infused Attacks

Starting at 6th level, your companions attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Companion's Protection

When you reach 6th level your companion's defense is better than ever, avoiding everything from traps to spells. It gains proficiency in all saving throws. Additionally, it has advantage on Intelligence and Charisma saving throws when you are within 100 feet of it and it can see you.

Project Senses

Beginning at 7th level you can project your mind into your companion. As an action, you can see through your companion’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the companion has. During this time, you are deaf and blind with regard to your own senses. While you are seeing with your companion's eyes you can also choose to speak though it with your own voice being projected from its mouth.

Resting Voice

Beginning at 9th level you now regain all uses of your edicts on a short or long rest.

Countermeasure

At 10th level, your companion is very protective of you and will harm anyone who seeks to hurt you. When you are targeted by an attack, your companion can take one of the following reactions:

Revenge. The companion can use its reaction to make one attack against the enemy if it is within range.

Roar. It uses its reaction to let out a frightful roar to impose disadvantage on the attack roll as long as the attacker is within 30 feet of it and is not deafened.

Body Shield. If your companion is within 5 feet of you when the attack is made, it can use its reaction to redirect the attack to target the companion instead.

Soul Purification

When you reach 14th level you can use your soul energy to flush out any negative effects currently impeding your companion.

If your companion is affected by a magical effect that allows it to make a saving throw at the start or end of its turns, or as an action, you can use your action to allow your companion to immediately attempt to make the saving throw even if it has already done so on said turn.

Resonating Voice

At 18th level you use your magic to command your companion with a voice that resonates with your shared soul bond.

When you use an edict you can select another edict you know and have that affect your companion as well.

Soul Infused Giant

When you reach 20th level you can infuse your companion with all your energy to make it into a behemoth of raw power.

As an action while your companion is within 120 feet, you can choose to transform it, while it is transformed it gains the following benefits:

  • It increases its size by two category – from Medium to Huge, for example
  • Its attacks deals an extra 2d10.
  • It deals double damage to structures.
  • Its current and maximum hit points are increased by 50.
  • Its movement speed is doubled.

The transformation ends after 1 hour has passed, the companion goes unconscious or you end it as an action. Once you have used this feature you must finish a long rest before you can use it again.

Soul Bonds

The creatures that allow themselves to be bound to a soul binder are powerful beings from different realms across the universe. Maybe you tethered your soul to a good hearted celestial being from the upper planes for protection, maybe you made a twisted deal with a devil for their services, that you will have to fulfill one day or maybe you created the being yourself from metal or flesh and used your soul to bring it to life. Whatever the case, you are bound together by an unbreakable vow until one of you perishes.

Different soul binders bond with different types of creatures. Each creature offers different abilities to the soul binder both in and out of combat, affecting them in different ways such as giving them magical powers or making them a powerful force on the battlefield.

Bond of the Wild

You are in touch with nature itself and have offered something of yourself to it. In return, you are given a trusty animal companion that protects you and carries out your orders. Your bond with the beast makes you inseparable.


Beast Companion

Medium beast, unaligned


  • Armor Class 11 + its Dexterity modifier + your proficiency bonus
  • Hit Points 1d8 (or 5) + its Constitution modifier per soul binder level
  • Hit Die 1d8 per soul binder level
  • Speed 30 ft.

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

  • Languages Understands the languages of its binder, but can't speak

Actions

Claws. Melee Weapon Attack: your proficiency bonus + its Strength modifier to hit, reach 5 ft.,
one target. Hit: 1d8 + its Strength modifier bludgeoning, piercing or slashing damage.

Warrior of the Wild

When you choose this bond at 1st level, you gain proficiency with martial weapons and medium armor. Additionally your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.

Beast Companion

Also at 1st level, you gain the company of a loyal beast. It has the appearance of your choice, uses the Beast Companion stat block and gains one of the following features of your choice:

Keen Hearing and Smell. The beast has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Sneaky. The beast has expertise in Dexterity (Stealth) checks.

Nocturnal. The beast gains darkvision out to a range of
60 feet.

Amphibious. The beast can breathe air and water. It also gains a swimming speed equal to its walking speed.

Leaper. The beast's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.

Spider Climb. The beast can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Big Boned. The beast's size is Large.


You may pick one additional trait at 7th and 11th level.


You also get to allocate the following stats for your beast:
16, 14 and 12. You can place them in the beast's Strength, Dexterity and Constitution scores.

You can communicate basic ideas to your beast with a few hand signs and nods.

Run With the Pack

When you reach 3rd level, you and your beast know each other's every move and you perform best in combat when you are together. When you and your beast are within 10 feet of each other and neither of you are incapacitated, you gain the following benefits:

  • When your beast hits a creature with an attack, you can use your reaction to make one weapon attack against the same creature.
  • If one of you is prone, it only takes 5 feet of movement to stand up again.

Bestial Evolution

At 7th level, your beast is infused with magic via your bond and can evolve itself in different ways. You can pick one of the following features to grant to your beast:

Fast Flier. Your beast gains a flying speed equal to double its walking speed. It also gains Flyby, meaning it doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Charger. Your beast gains an extra 15 feet walking speed. Additionally, if the beast moves at least 20 feet straight toward a target and then hits it with an attack on the same turn, the attack deals an extra 2d10 damage to the target. If the target is a creature, it must succeed on a Strength saving throw or be knocked prone.

Relentless Rampager. When the beast is reduced to 0 hit points but not killed outright, it can drop to 1 hit point instead. It can't use this feature again until you finish a long rest. Additionally when the beast reduces a creature to 0 hit points with a melee attack, the beast can use its reaction to move up to half of its speed and make one attack. If it hits with that attack, it gains half of the damage dealt as temporary hit points.

Nature's Commands

At 11th level, you can command your beast with the guidance of nature itself. The following commands are added to your Edict options:

Tooth and Nail. Your beast can use its action to make a melee attack against each creature of its choice within 5 feet of it, with a separate attack roll for each target.

Dodge and Evade. Until the end of your next turn, whenever your beast is hit by an attack that it can see, it can use its reaction to reduce the incoming attack's damage by half.

Ultimate Evolution

When you reach 15th level, your beast has surpassed any limits you could imagine. Your essence is infused within its body, pushing it to the peak of its evolution.

It gains two additional traits from your Beast Companion feature and one additional option from your Bestial Evolution feature.

Bond of the Unknown

By conducting an otherworldly ritual, you have summoned an aberration and bound it to your command. Whether you had captured it through hard work and research, or had to make a great sacrifice in order to have this unnatural being under your command, you two are bound and use your newly gained bizarre powers to your own benefit.


Aberration Companion

Medium aberration, neutral evil


  • Armor Class 11 + its Dexterity modifier + your proficiency bonus
  • Hit Points 1d10 (or 6) + its Constitution modifier per soul binder level
  • Hit Die 1d10 per soul binder level
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 16 (+3) 6 (-2) 12 (+1) 7 (-2)

  • Condition Immunities frightened
  • Senses darkvision 60 ft.
  • Languages Understands the languages of its binder, but can't speak

Actions

Claws. Melee Weapon Attack: your proficiency bonus + its Strength modifier to hit, reach 5 ft., one target. Hit: 1d10 + its Strength modifier bludgeoning, piercing or slashing damage.

Tentacles. Melee Weapon Attack: your proficiency bonus + its Strength modifier to hit, reach 10 ft., one target. Hit: 1d6 + its Strength modifier bludgeoning, piercing or slashing damage.

Controlled Aberrant

When you choose this bond at 1st level, you gain the servitude of an aberration. It has the appearance of your choice, uses the Aberration Companion stat block and you can communicate with it telepathically as long as you are within 100 feet of each other.

Additionally, when you bind yourself to the aberration you learn to speak, read and write Deep Speech.

Expanded Spell List

As your soul is bound to a magical being, you gain access to more spells than usual. These spells are always prepared and don't count against the number of spells you can prepare each day. They are soul binder spells for you.

Unknown Bond Spells
Spell Level Spells
1st cause fear
2nd crown of madness
3rd fear
4th confusion
5th dominate person

Morph

Beginning at 3rd level, you can use an action to touch your aberration and become absorbed, morphing together as a single unit for 1 minute. While you are morphed with your aberration, it gains the following benefits:

  • Its Claws attack deals an additional 1d6 damage. This damage becomes 2d6 at 15th level.
  • The reach of its Tentacles attack becomes 20 feet.
  • It gains temporary hit points equal to half your soul binder’s current hit points, but will lose them when the morph ends.
  • It increases its size by one category – from Medium to Large, for example

While you are morphed with your aberration, you can't take actions or reactions except ending the morph as a bonus action, and cannot move unless specified. While morphed you can still command your companion and use your Edict feature telepathically.

If you are concentrating on a spell while morphed, you must make a concentration check when the aberration is hit, using the aberration's Constitution for the roll.

The morph ends after 1 minute, when the aberration is incapacitated, or if you choose to end it. When morph ends, the soul binder emerges from the aberration in an unoccupied space within 5 feet of it.

You may use this feature without any negative effects once per long rest. The morphing process is hard for the soul binder’s body, making it hard to sustain the use of it. Every time you end this feature after the first, you gain one level of exhaustion.

Otherworldly Grasp

When you reach 7th level, your aberration has learned to pull creatures closer using either tentacles or telekinesis and show them images that can drive them mad.

As an action your aberration can target up to 6 creatures of its choice within 30 feet of it. Target creatures must succeed on a Strength saving throw or be pulled to an unoccupied space within 5 feet of the aberration.

Your companion can immediately spend its bonus action to attempt to grapple one of the pulled creatures. If a creature is grappled in this way, it is frightened of you and your aberration until the grapple ends.

Once your aberration uses this feature, it must finish a short or long rest before it can do so again.

Unnatural Edicts

Starting at 11th level, you can command your aberration to use its newly gained unnatural abilities. The following commands are added to your Edict options:

Toxic Spit. Your companion spits a glob of toxin at an enemy within 30 feet of it as a bonus action. The target must succeed on a Constitution saving throw or be poisoned for the next minute. The enemy can repeat the save at the end of its turns, ending the effect on a success.

Horrifying Form. You command your aberration to twist its form and instill fear in your foes. The next time it hits a creature with an attack on this turn, the target must succeed on a Wisdom saving throw or be frightened of them until the end of your companion's next turn.

Improved Morph

When you reach 15th level, your body has become more accepting of your aberration, and you are much more potent at morphing together. While morphed with your companion it gains the following additional benefits:

  • While you are morphed you can see through your aberration's senses.
  • You can now take the Cast a Spell action while morphed. When you do so, you cast the spell though your aberration and it must use its reaction to deliver the spell.
  • You can choose to increase your aberration's size to Huge for the duration of Morph.

Additionally, you can now stay morphed for longer and your body has an easier time being in this conjoined state. You can retain your morph for 1 hour and you may use this feature once per short rest without any negative effects.

Bond of the Dragonkin

You have bound your soul to a drake in hopes of protection and power. Maybe you have been chosen by a dragon to receive an everlasting gift as it created a Guard Drake especially for you, binding your souls together as one to protect one another. Or you gained the trust of such a beast in a deadly situation, bonding for life to mutually help each other.

Guardian of the Dragon

At 1st level, you were given a chromatic guard drake and bonded with it. The drake has the appearance of your choice and uses the Drake Companion stat block. Your companion gains certain features depending on its color. When you gain this feature choose one of the following:

Black Guard Drake. A black guard drake is amphibious (it can breathe air or water), has a swimming speed of 30 feet and has resistance to acid damage.

Blue Guard Drake. A blue guard drake has a burrowing speed of 20 feet and resistance to lightning damage.

Green Guard Drake. A green guard drake is amphibious (it can breathe air or water), has a swimming speed of 30 feet and has resistance to poison damage.

Red Guard Drake. A red guard drake has climbing speed of 30 feet and resistance to fire damage.

White Guard Drake. A white guard drake has a burrowing speed of 20 feet, a climbing speed of 30 feet and resistance to cold damage.


Drake Companion

Medium dragon, unaligned


  • Armor Class 14 + its Dexterity modifier + your proficiency bonus
  • Hit Points 1d10 (or 6) + its Constitution modifier per soul binder level
  • Hit Die 1d10 per soul binder level
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 16 (+3) 4 (-3) 12 (+1) 7 (-2)

  • Senses darkvision 60 ft.
  • Languages understands Draconic, but can’t speak

Actions

Attack. Melee Weapon Attack: your proficiency bonus + its Strength modifier to hit, reach 5 ft., one target. Hit: 1d8 + its Strength modifier bludgeoning, piercing or slashing damage.

Tongue and Scales of the Drake

When you choose this bond at 1st level, you learn to speak Draconic in order to talk to your drake.

Additionally you gain proficiency with martial weapons and medium armor. Your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.

Draconic Challenge

Starting at 3rd level, your drake is a force to be reckoned with, drawing attention from teammates on the battlefield. When your dragon hits a creature with a melee weapon attack, it can mark the creature until the end of your next turn. This effect ends early if your dragon is incapacitated or it dies, or if someone else marks the creature.

While the marked creature is within 5 feet of your dragon, the creature marked by your dragon has disadvantage on any attack roll that doesn't target your dragon.

In addition, if a creature marked by your dragon deals damage to anyone other than your dragon, you can make a weapon attack against the marked creature as your reaction, if it is within range of your weapon.

Magic Infused Breath

When you reach 7th level your drake can activate some of its draconic powers using your magic as fuel.

As an action you can spend a 1st level spell slot. If you do your dragon can use its action this turn to exhale a destructive breath.

Each creature caught in the breath must make a saving throw or take 3d6 damage on a failed save, and half on a success. When a creature fails the saving throw the drake can choose to put its Draconic mark on them, it can mark multiple creatures at once using this feature. The Shape, Damage type and saving throw is determined by the color of your drake:

Color Shape Damage Type Saving throw
Black 60-foot line acid Dexterity
Blue 60-foot line lightning Dexterity
Green 30-foot cone poison Constitution
Red 30-foot cone fire Dexterity
White 30-foot cone cold Constitution

You can use higher level spell slots to increase the damage. The damage increase by 2d6 for each spell slot level above 1st. 5d6 for 2nd level spell slot, 7d6 for 3rd level spell slot, 9d6 for 4th level spell slot and 11d6 for 5th level spell slot.

Edict of the Dragonkin

Beginning at 11th level, you can command your guard drake with the fury of a dragon. The following commands are added to your Edict options:

Harden Scales. Until your next turn, your drake has resistance to bludgeoning, piercing and slashing damage and it has immunity to the damage type it has resistance to from your Guardian of the Dragon feature.

Draconic Leap. You point your finger at a creature or point you can see. If your drake is within 30 feet of that creature or point, it can use its bonus action to leap to it. If its a creature it must succeed on a Strength saving throw or be knocked prone and take 2d8 bludgeoning damage.

Dragon's Blessing

When you reach 15th level, you have studied the draconic powers that lie deep within the blood of your companion. You can transform your drake into its true dragon form for a little while.

As an action, you can cause your drake to grow wings and transform into a dragon for 1 minute. While transformed it gains the following benefits:

  • It has a flying speed of 60 feet.
  • It increases its size by one category – from Medium to Large, for example
  • Its damage dice increase to 2d8 instead of 1d8.
  • It gains an amount of temporary hit points equal to your Soul Binder level, these temporary hit points dissapear when the transformation ends.
  • It has 10 feet reach on all of its attacks.
  • As a bonus action, it can let out a terrifying roar. Each creature of its choice that is within 120 feet of the drake and aware of it, must succeed on a Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this effect for the next 24 hours.

The transformation ends after 1 minute, or if the drake uses its bonus action to end it. The drake can only transform again after it finishes a long rest.

Bond of the Elements

You are in balance with the world, and the elements that surround you. You are so closely bonded with them that you can manifest an elemental avatar, using part of your soul to anchor it to this plane of existence.

Aid of the Elements

When you choose this bond at 1st level, the elements themselves have granted you the aid of an elemental avatar, that takes on a different shape depending on which element you are attuned to. The avatar has the appearance of your choice and uses the Elemental Avatar stat block.

When you gain this feature you may pick one of the following elemental types to attune to: fire, cold, lightning or thunder. On your turn you can change the attuned elemental type of your avatar as an action.

Each element will also give your avatar a set of unique traits and a cantrip that it can cast. The different elements are detailed in the Elements table below.


Elemental Avatar

Large elemental, unaligned


  • Armor Class 11 + its Dexterity modifier + your proficiency bonus
  • Hit Points 1d10 (or 6) + its Constitution modifier per soul binder level
  • Hit Die 1d10 per soul binder level
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 14 (+2) 6 (-2) 12 (+1) 6 (-2)

  • Senses darkvision 60 ft.
  • Languages Understands the languages of its binder, but can't speak
  • Damage Resistance: attuned elemental damage type

Actions

Attack. Melee Weapon Attack: your proficiency bonus + its Strength modifier to hit, reach 5 ft., one target. Hit: 1d10 + its Strength modifier damage of your current attuned type.

Elements
Element/damage type Trait Cantrip
Air/lightning The avatar has a flying (hover) speed equal to its walking speed. gust
Earth/Thunder The avatar can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn't disturb the material it moves through. mold earth
Fire/fire The avatar sheds bright light in a 30-foot radius and dim light in an additional 30-feet radius. control flames
Water/cold The avatar has a swimming speed equal to its walking speed, and has the Amphibious trait. shape water

Expanded Spell List

As your soul becomes one with the elements and nature itself, you gain access to more spells. These spells are always prepared and don't count against the number of spells you can prepare each day. They are soul binder spells for you.

Elements Bond Spells
Spell Level Spells
1st absorb elements
2nd dragon's breath
3rd protection from energy
4th elemental bane
5th conjure elemental

Elemental Burst

At 3rd level, your avatar has learned to harness its elemental powers with great fury. As an action, it can burst elemental force all around it.

Every creature of its choice within 10 feet of it must make a saving throw which is dependent on the element of the attack, taking 3d8 damage of your current attuned elemental type on a failed save, or half as much on a successful one. Additionally, they suffer one of the following effects, dependent on what element you are attuned to:

Air. Any creature within the area must succeed on a Strength saving throw or be pushed 15 feet away from the avatar.

Earth. Any creature within the area must succeed on a Strength saving throw or be knocked prone.

Fire. Any creature within the area must succeed on a Dexterity saving throw or get charred, imposing disadvantage on their next attack.

Water. Any creature within the area must succeed on a Constitution saving throw or have their speed reduced to 0 feet, until the end of your next turn.


Once your avatar has used this feature it must finish a long rest before it can do so again.

The damage of this feature increases by 1d8 as you gain levels in this class. The damage improves to 4d8 at 7th level, 5d8 at 11th level, 6d8 at 15th level and 7d8 at 18th level.

Boon of Nature

When you reach 7th level, your soul is infused with the essence of nature through your avatar. As an action, you can use this power to empower your avatar. It keeps this boon for 1 minute. The boon has a different effect depending on what element you are attuned to, and the boon will not change even if you attune to a different element while it is in effect.

Air. Your avatar runs swift like lightning. Its speed becomes 90 feet, and opportunity attacks against it have disadvantage.

Earth. Your avatar hardens its rocky carapace. It gains temporary hit points equal to double your Charisma modifier at the start of its turns.

Fire. Your avatar strikes with precision. It can add your Charisma modifier to its attack rolls.

Water. Your avatar freezes enemies into place. It can attempt to grapple a creature within 5 feet of it as a bonus action. While grappled by this feature, the grappled creature is also restrained. The avatar can only have one creature grappled like this at a time.


Once you have used this feature you must finish a long rest before you can do so again.

Edicts of the Elements

At the 11th level, you can command your avatar to unleash their elemental powers. The following commands are added to your Edict options:

Elemental Bolt. You command your avatar to hurl a bolt of elemental energy. It must use its reaction to send a bolt flying in a direction of your choice, flying in a 30-feet long and 5-feet wide line.

When it hits a creature, that creature must succeed on a Dexterity saving throw or take 4d8 damage of your current attuned type and the bolt disperses. If creature does succeed, the bolt keeps flying until it hits another creature or travels its full distance.

Punch of the Avatar. Your avatar gathers elemental energy in its hand, unleashing its energy when next striking a foe. If a creature is hit by your elemental's attack until the end of this turn, it takes an additional 3d8 damage of your current attuned type and must succeed on a saving throw determined by your attuned element. On a failed save it is subjected to a negative effect. The saving throw and its effect is identical to the one in your Elemental Burst feature.

Merged Attunement

When you reach 15th level, your avatar can take on a form of multiple elements, combining the strength of both. You can now attune to two elements at once. Your avatar gains resistance to both damage types associated with said elements. When your elemental attacks, it can choose between the two damage types for its attacks. It does the same for its Edict options and when it uses Elemental Burst. It gains both traits and cantrips from your attuned elements. When you use your Boon of Nature feature, it gains the effects of both elements as well.

When you use an action to change your avatar's elements, you can choose to change both at once.

Bond of the Dirge

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

Servant from the Afterlife

When you choose this bond at 1st level, you gain a zombie as your companion. It has the appearance of a zombified humanoid of your choice and uses the Zombie Companion stat block.

Expanded Spell List

As you tap into the necromantic powers of the dead, you gain access to more spells. These spells are always prepared and don't count against the number of spells you can prepare each day. They are soul binder spells for you.

Dirge Bond Spells
Spell Level Spells
1st cause fear
2nd gentle repose
3rd animate dead
4th blight
5th danse macabre

Soul Collecting

When you reach 3rd level, your zombie has an aura of necrotic energy that consumes some energy from a soul as it is leaving a body.

Whenever a creature within 10 feet of the zombie is reduced to 0 hit points, the zombie gains temporary hit points equal to half your soul binder level.

Deathly Control

Beginning at 7th level, your zombie can manipulate bodies like a twisted pupped as their life is leaving them.

Whenever a creature is reduced to 0 hit points within 10 feet of the zombie, the zombie can use its reaction to make that creature make one melee weapon attack against a creature of the zombie's choice within range.

Undying Edicts

At the 11th level, you can command your zombie with a voice from beyond the grave. The following commands are added to your Edict options:

Infectious Claws. The next time your zombie hits a creature with its attack this turn, that creature must succeed on a Constitution saving throw or be poisoned until the start of your next turn.

Mass Collection. Until the end of your next turn the range of your zombie's Soul Collection and Deathly Control is increased to 60 feet.













Zombie Companion

Medium undead, unaligned


  • Armor Class 12 + its Dexterity modifier + your proficiency bonus
  • Hit Points 1d10 (or 6) + its Constitution modifier per soul binder level
  • Hit Die 1d10 per soul binder level
  • Speed 30 ft.

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

  • Damage Immunities poison
  • Condition Immunities poisoned
  • Languages Understands the languages of its binder, 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 bonus + its Strength modifier to hit, reach 5 ft., one target. Hit: 1d10 + its Strength modifier bludgeoning, piercing or slashing damage.

Feasting Growth

When you reach 15th level, your zombie has feasted upon so much flesh and soul, that it grows into an undead monster. Whenever your zombie eats a piece of a fresh soul by using Soul Collecting, it can enter an enlarged and enraged state. While the zombie is in this form, it gains several benefits:

  • Its size becomes Large.
  • It has a speed of 40 feet, as well as 40 feet climbing speed.
  • It has advantage on its saving throw for Undead Fortitude.
  • Its attacks deals an extra 1d8 necrotic damage.

It stays in this form for 1 minute, or if it ends it as a bonus action.

Bond of the Divine

Sometimes gods grant gifts to worthy mortals. They can take all shapes and forms and you have been given a boon in the form of a friend and protector for life.

Soul binders that make a bond with a celestial are often followers of the god that the celestial used to serve, traveling the world and spreading the word of that god.

Guardian of the Heavens

When you choose this bond at 1st level,, you bind your soul with a celestial creature. The celestial has the appearance of your choice and uses the Holy Guardian stat block.

Divine Warrior

At 1st level you gain proficiency with medium armor and martial weapons. You can also speak, read and write Celestial. Additionally your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.


Holy Guardian

Medium celestial, lawful good


  • Armor Class 13 + its Dexterity modifier + your proficiency bonus
  • Hit Points 1d10 (or 6) + its Constitution modifier per soul binder level
  • Hit Die 1d10 per soul binder level
  • Speed 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 13 (+1) 16 (+3) 8 (-1) 11 (+0) 13 (+1)

  • Senses darkvision 60 ft.
  • Damage Resistances necrotic, radiant
  • Languages Celestial, Understands the other languages known by its binder, but can't speak them.

Actions

Attack. Melee Weapon Attack: your proficiency bonus + its Strength modifier to hit, reach 5 ft., one target. Hit: 1d8 + its Strength modifier bludgeoning, piercing or slashing damage.

Gift of Life

When you reach 3rd level, your companion has learned to be selfless and giving, sacrificing part of its life energy to heal you or your companions.

Your guardian can use a bonus action to deal damage to itself, in turn healing a creature of its choice within 5 feet of it. This damage ignores temporary hit points, immunities and resistances. The creature regains hit points equal to the damage dealt.

Inspiring Heal

At 7th level, you know how to mend wounds and inspire your guardian to perform better in combat.

You learn the healing word spell. You always have it prepared, and it doesn't count against the number of spells you can prepare each day. It counts as a soul binder spell for you.

Additionally, whenever you cast healing word on your guardian, it can use its reaction to make a melee weapon attack.

Edicts of Radiance

Starting at 11th level, you can command your guardian with a voice that can pierce the heavens. The following commands are added to your Edict options:

Blinding Light. You command your guardian to unleash its inner radiant light. On its turn it can use its action to release its blinding energy. Creatures of its choice within 15 feet of it must succeed on a Constitution saving throw or be blinded until the end of your next turn.

Spread Your Wings. Your words inspire your guardian to fly as high as the sky. It has a flying speed of 60 feet and it doesn't provoke opportunity attacks until the start of your next turn.

Death Prevention

When you reach 15th level, your guardian have gained the powers to protect people from the grasp of death.

If a creature within 60 feet of your companion drops to 0 hit points or fails a death saving throw, your guardian can use its reaction to teleport to an unoccupied space within 5 feet of that creature and breathe new life into them. The creature regains 10d12 hit points.

Once you use this feature, you can't do so again until you finish a long rest.

Bond of the Playful Fey

There are places where the barrier between the Material Plane and the Feywild is thin, and sometimes creatures from one plane end up in another. Soul binders have found that creatures from the Fey make excellent companions. Maybe you got your companion as a gift from an Archfey or maybe the two of you became friends naturally and made a bond.

Trickster Spirit

When you choose this bond at 1st level, you make a bond with a playful creature from the Feywild. The fey has the appearance of your choice and uses the Fey Companion stat block. Additionally, as your soul is bonded with the creature, you learn to speak its language. You can speak, read and write Sylvan.


Fey Companion

Medium fey, chaotic neutral


  • Armor Class 11 + its Dexterity modifier + your proficiency bonus
  • Hit Points 1d8 (or 5) + its Constitution modifier per soul binder level
  • Hit Die 1d8 per soul binder level
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 12 (+1) 8 (-1) 10 (+0) 13 (+1)

  • Condition Immunities charmed
  • Senses darkvision 60 ft.
  • Languages Sylvan, Understands the other languages known by its binder, but can't speak them.

Actions

Attack. Melee Weapon Attack: your proficiency bonus + its Strength modifier to hit, reach 5 ft., one target. Hit: 1d10 + its Strength modifier bludgeoning, piercing or slashing damage.

Expanded Spell List

As you bind with this magical creature from another plane, you are able to have more spells available to you. These spells are always prepared and don't count against the number of spells you can prepare each day. They are soul binder spells for you.

Playful Fey Bond Spells
Spell Level Spells
1st faerie fire
2nd enthrall
3rd major image
4th hallucinatory terrain
5th dream

Trickster's Dance

At 3rd level, your companion has learned to use their illusory powers to confuse and play tricks on their enemies.

Whenever your companion is hit with a melee weapon attack, it can use its reaction to reduce the damage of the attack by 1d8 + your Charisma modifier + your soul binder level.

If the damage is reduced to 0, your companion can force the enemy to make a Wisdom saving throw. On a failed save, the creature takes psychic damage equal to the original amount of damage their attack would have dealt.

Your fey can use this feature a number of times equal to your Charisma modifier (minimum 1). It regains all expended uses when you finish a long rest.

Mystical Evasiveness

When you reach 7th level, you have learned to channel the powers from the Feywild and can use that energy to form a protective veil over your companion.

Whenever your companion is forced to make a saving throw due to a spell or another magical effect, you can use your reaction to give your companion advantage on the saving throw if you are within 30 feet of it.

Jester's Edicts

At 11th level, you can command your companion to pull playful maneuvers. The following commands are added to your Edict options:

Hide and Seek. You command your companion to hide itself from preying eyes. On its next turn it can use a bonus action to turn invisible until the start of its next turn. The invisibility is broken if the companion makes an attack or otherwise harms another creature.

Hop and Skip. You command your companion to blink in and out of the Fey, jumping to a different position. On its turn, your companion can use its bonus action to teleport up to 30 feet to a point that it can see.

Fooling Copycat

When you reach 15th level, your companion resonates with you so well, that it can mimic your every move.

As a bonus action, your companion can create an illusion over itself that is identical you, including the clothes and equipment you are currently wearing. The illusion lasts for 10 minutes or until the companion ends it as a bonus action. While the illusion is active, the companion gains the following benefits:

  • On its turn it can cast soul switch without expending a spell slot or material components.
  • While the two of you are within 5 feet of each other, you both have advantage on attack rolls, and creatures short of truesight have disadvantage on attacks against the two of you.
  • The companion can speak any of your languages using your voice.
  • You and your companion can communicate telepathically as long as you are on the same plane of existence

Once it has used this feature it must finish a short or long rest before it can do so again.


Blood Demon

Medium fiend (demon), chaotic evil


  • Armor Class 12 + its Dexterity modifier + your proficiency bonus
  • Hit Points 1d10 (or 6) + its Constitution modifier per soul binder level
  • Hit Die 1d10 per soul binder level
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 16 (+3) 6 (-3) 9 (-1) 12 (+1)

  • Senses darkvision 60 ft.
  • Languages Abyssal, Understands the other languages known by its binder, but can't speak them.

Demonic Toughness. If the demon takes any damage between its turns, it gains temporary hit points equal to your proficiency bonus at the start of its turn.

Closing Wounds. During a short rest the demon can heal for an extra amount equal to your Soul Binder level, it must finish a long rest before it can do so again.

Actions

Attack. Melee Weapon Attack: your proficiency bonus + its Strength modifier to hit, reach 5 ft., one target. Hit: 1d8 + its Strength modifier bludgeoning, piercing or slashing damage.

Bond of Demonic Pain

Some say the most dangerous of the Lower Planes, the Abyss holds endless hoards of animalistic monstrosities with only one goal: rend, tear, and destroy. You have made a spiritual bond with such a wretched creature, which could be of mutual benefit, or one-sided. Perhaps you enslaved this creature in an act of good faith to protect others from its wrath; or maybe in a desperate moment you performed a foul ritual that bonded this monster to your soul.

Friend from the Abyss

At 1st level, you have made a bond with a demon from the depth of the Abyss. The demon has the appearance of your choice and uses the Blood Demon stat block.

As you bind your soul with this demonic being, you learn its otherworldly tongue. You can speak, read and write Abyssal.

Whip Master

When you choose this bond at 1st level, you gain proficiency with whips. Additionally, when you use a whip it has the following special properties:

  • You can extend the reach of the whip with demonic fury. The whip gains an additional 5 feet reach, to a total of 15 feet.
  • The whip is even deadlier in your hands and brings more pain. The whip's damage die increases to 1d6. This damage increases to 1d8 when you reach 7th level.

Conduit of Agony

Beginning at 3rd level you know how to inflict pain on your demon and make that pain resonate with nearby foes.

As an action you can make a special kind of melee weapon attack targeting your demon, you don't make an attack roll as this special attack always hit. When your demon takes damage from this attack it will send out a pulse of pain, and every creature of your choice within 5 feet of your demon must succeed on a Constitution saving throw or take the same amount of damage as your demon took from the attack as psychic damage. Additionally when you use this feature, your demon will have advantage on its next attack rolls this turn.

Bloody Veins

When you reach 7th level, your demon fights best when it is covered in blood. Whenever your demon is below half of its maximum hit points, it gains the following benefits:

  • It gains double the amount of temporary hit points from the its Demonic Toughness feature.
  • When you use Conduit of Agony, the enemies take twice the damage your demon took, if they fail the saving throw..
  • It can choose to make its melee attacks deal fire damage instead of its normal damage type.

Painful Edicts

Starting at 11th level, you can command your demon to inflict pain to both its enemies and itself. The following commands are added to your Edict options:

Painful Retaliation. You command your demon to consume the damage that foes inflict on it. Until the end of your next turn, whenever your demon takes damage, it can use its reaction to deal an amount of damage back to its attacker equal to the damage it just took as psychic damage.

No Regards. Your command makes your demon lose all care for its own health and go berserk. Until the start of your next turn, your demon deals double damage with all melee attacks, but it also becomes vulnerable to all incoming damage.

Shared Torment

When you reach 15th level, your demon becomes an avatar of agony, sharing its misery with other creatures. As an action, your demon can try to make a blood bond with a creature within 10 feet of it. The target must succeed on a Constitution saving throw or be bound by blood to the demon for 1 minute or until one of them drops to 0 hit points. Whenever the demon takes damage, the target takes half of that damage. The affected target can use its action to repeat the saving throw, ending the effect on a success. The demon can only create a blood bond with one creature at a time.

Bond of the Stitcher

While some soul binders turn to nature or living creatures, others use science and magic to create life on their own, and infuse their own soul into their creations to keep them alive and stable. They will often bolt, pin or stitch new parts to their creation to improve it in all walks of life.


Monsterous Creation

Medium monstrosity, unaligned


  • Armor Class 11 + its Dexterity modifier + your proficiency bonus
  • Hit Points 1d10 (or 6) + its Constitution modifier per soul binder level
  • Hit Die 1d10 per soul binder level
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 14 (+2) 2 (-4) 9 (-1) 7 (-2)

  • Languages Understands the languages of its binder, but can't speak

Actions

Limbs. Melee Weapon Attack: your proficiency bonus + its Strength modifier to hit, reach 5 ft., one target. Hit: 1d10 + its Strength modifier bludgeoning, piercing or slashing damage.

Bite. Melee Weapon Attack: your proficiency bonus + its Strength modifier to hit, reach 5 ft., one target. Hit: 2d4 + its Strength modifier piercing damage.

Your Creation

When you choose this bond at 1st level, you have managed to create your own creature from different parts and infused it with your soul. The creation has the appearance of your choice and uses the Monsterous Creation stat block. As a base for your creation, you must also pick one of the following options to serve as a chassis:

Muscly. Your creation gains +2 to its Strength score, and its size becomes Large.

Feline. Your creation gains +2 to its Dexterity score, its speed increases by 10 feet, and it gains a climbing speed equal to its walking speed.

Chitinous. Your creation gains +2 to its Constitution score, and +1 to its AC.

Expanded Spell List

As you bind and use your magic on your creation you begin to grasp the relation between the arcane and malleable matter, gaining access to additional spells. These spells are always prepared and don't count against the number of spells you can prepare each day. They are soul binder spells for you.

Stitcher Bond Spells
Spell Level Spells
1st ray of sickness
2nd ray of enfeeblement
3rd protection from energy
4th giant insect
5th creation

Modified Appendages

When you reach 3rd level, you have managed to switch out the arms of your creation to something more interesting. Choose one of the following options to give to your creation:

Tentacles. The creature's Limbs attack now has a reach of 10 feet. Additionally, whenever your creation hits a creature with a Limbs attack, it can attempt to grapple that creature as a bonus action.

Extra Arms. Whenever your creation takes the Attack action, it can choose to forgo adding its proficiency bonus to all attacks. If it does so, it can make one additional attack as part of that action.

Blunt Fists. When the creation hits a creature with its Limbs attack, it can use its bonus action to attempt to shove the creature. Additionally, your monster deals an additional 1d6 bludgeoning damage with its Limbs when attacking prone creatures.

Modified Head

At 7th level, you have experimented with changes to your creation's head, and have finally managed to implement them. Choose one of the following options to give to your creation:

Poisonous Teeth. When the creation hits a creature with a Bite attack, that creature must succeed on a Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success. If a target succeeds on the save they are immune to this effect for 24 hours.

i

Big Mouth. When your creation hits a target, that is smaller than the creation and it is grappling, with a Bite attack, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the creation, and it takes 2d4 acid damage at the start of each of the creation's turns. The creation can have only one target swallowed at a time. If the creation dies or goes unconscious, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone. The swallowed creature can use its action to make a Strength saving throw, escaping on a success.

Lightning Breath. As an action, your creation can exhale a line of lightning that is 30 feet long and 5 feet wide. Each creature in that line must make a Dexterity saving throw, taking 8d6 lightning damage on a failed save, or half as much damage on a successful one. When the creation has used its lightning breath, it must finish a short or long rest to regain its use.

Monstrous Edicts

Beginning at 11th level, you have taught your creation commands that will help it in combat. The following commands are added to your Edict options:

Stomp. Your creation can use its action to stomp the ground. Each creature within 10 feet of it must succeed on a Strength saving throw or be knocked prone, taking 8d8 bludgeoning damage.

Elemental Skin. You command your companion to magically coat itself in elemental energy. until the start of your next turn, and creature that hits your creation with a melee attack takes 2d6 fire, lightning, poison or cold damage (you choose when you use the edict.)

Final Modification

When you reach 15th level, you have been working a long time on your creation and thinking of ways to improve it, and now you are finally ready to make your final and most powerful modification. Choose one of the following options to give to your creation:

Strong Legs. If the creation jumps at least 10 feet as part of its movement, it can use a bonus action to land on its feet in a space that contains one or more other creatures. Each of those creatures must make a Strength saving throw. On a failed save a creature is knocked prone, taking 3d10 bludgeoning damage. On a successful save, the creature takes only half damage, isn't knocked prone, but is pushed 5 feet out of the creation's space into an unoccupied space of the target's choice. If no unoccupied space is within range, the creature instead falls prone in the creation's space.

Big Wings. Your creation gains a flying speed equal to twice its walking speed. Additionally, it can use its action to make a Wing attack. When it does so, any creature of its choice within 10 feet of it must make a Strength saving throw, taking 6d8 bludgeoning damage and being knocked prone on a failed save. On a successful save a creature takes half damage and isn't knocked prone.

Displacement. Your creation projects a magical illusion that makes it appear to be standing near its actual location, causing attack rolls against it to have disadvantage. If it is hit by an attack, this trait is disrupted until the end of its next turn. This trait is also disrupted while your creation is incapacitated or has a speed of 0.

Bond of the Ooze

You infused a piece of your soul into a puddle of ooze to empower it so that it can help you in your goals. Maybe you animated a pile of liquid by accident through an alchemical or arcane experiment or you deliberately sought out a spawn of Jubilex himself to gain mutual power.


Ooze Companion

Large ooze, unaligned


  • Armor Class 11 + its Dexterity modifier + your proficiency bonus
  • Hit Points 1d10 (or 6) + its Constitution modifier per soul binder level
  • Hit Die 1d10 per soul binder level
  • Speed 30 ft.

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 languages of its binder, but can't speak

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

Actions

Pseudopod. Melee Weapon Attack: your proficiency bonus + its Strength modifier to hit, reach 5 ft., one target. Hit: 1d10 + its Strength modifier acid or bludgeoning damage.

Liquid Friend

When you choose this bond at 1st level, you have bound yourself to an ooze and gained it as your companion. The ooze has the appearance of your choice and uses the Ooze Companion stat block.

Expanded Spell List

As you tap into the magical powers of oozes and gain a better understanding of their nature, you are able to have more spells available to you. These spells are always prepared and don't count against the number of spells you can prepare each day. They are soul binder spells for you.

Spell Level Spells
1st grease
2nd alter self
3rd protection from energy
4th watery sphere
5th 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 bonus it can use its reaction to shoot off a little piece of itself that lands in an a space of its choice that is 10 feet away. When your ooze comes in contact with a piece, it consumes the piece, regaining 1d4 hit points. If not consumed within 1 minute, the piece disappears.

This healing becomes stronger as you gain levels in this class: 1d6 at 5th level, 1d8 at 9th level, 1d10 at 13th level and 1d12 at 17th level.

Engulf

When you reach 7th level, you have taught your ooze to engulf and consume creatures.

As an action the Ooze can try and engulf a creature smaller than the ooze within 5 feet of it. The creature must make Dexterity saving throw with a DC equal to 8 + its Strength modifier + your proficiency bonus. On a successful save, the creature can choose to be pushed 5 feet back or to the ooze's side rather than be engulfed. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.

On a failed save, the ooze enters the creature's space, and the creature takes 2d8 acid damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 2d8 acid damage at the start of each of your turns. When the ooze moves, the engulfed creature moves with you. An engulfed creature can try to escape by making an opposed Strength (Athletics) check as per escaping a grapple. On a success, the engulfed creature escapes and enters a space of its choice within 5 feet of the ooze. An engulfed creature automatically escapes the ooze if the ooze falls unconscious.

The ooze can only have one creature engulfed at a time. Creatures inside it can be seen but have total cover. A creature within 5 feet of the ooze can attempt to pull an engulfed creature. Doing so requires a successful opposed Strength (Athletics) check.

Fluid Edicts

At 11th level you can give out edicts to your ooze with fluidity and perfection. The following commands are added to your Edict options:

Sticky Form. Your ooze can use a bonus action to make a attempt a grapple against every creature within 5 feet of it on its turn.

Acidic Form Until the start of your next turn, when your ooze is hit with a melee attack, the attacker takes 3d6 acid damage.

Improving Form

Beginning at 15th level, your ooze has learned from its mistakes and now it grows stronger ever time it collects itself.

Whenever your ooze hits a creature with its Pseudopod attack, it deals an additional 1d6 damage of the attack's type for every piece of itself it has collected on that turn.


Plant Companion

Medium plant, unaligned


  • Armor Class 12 + its Dexterity modifier + your proficiency bonus
  • Hit Points 1d10 (or 6) + its Constitution modifier per soul binder level
  • Hit Die 1d10 per soul binder level
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 14 (+2) 7 (-2) 11 (+0) 5 (-3)

  • Senses darkvision 60 ft.
  • Damage Resistances poison
  • Languages: Understands the languages of its binder, but can't speak

Actions

Attack. Melee Weapon Attack: your proficiency bonus + its Strength modifier to hit, reach 10 ft., one target. Hit: 1d8 + its Strength modifier bludgeoning, piercing or slashing damage.

Bond of the Verdant

A gift from mother nature, an alchemical experiment or a druidic ritual are all things that may cause you to make both a magical and a sympathetic bond with a plant, infusing it with your own soul to give it strength and purpose.

Friendly Flora

When you choose this bond at 1st level, you have bound yourself with a magical plant and gained it as your trusty companion. The plant has the appearance of your choice and uses the Plant Companion stat block.

Expanded Spell List

When you choose this bond at 1st level, you become magically attuned to nature, expanding your knowledge in druidic magics. You gain access to additional spells. These spells are always prepared and don't count against the number of spells you can prepare each day. They are soul binder spells for you.

Bond of the Verdant Spells
Spell Level Spells
1st goodberry
2nd spike growth
3rd plant growth
4th grasping vine
5th tree stride

Entangling Arms

At 3rd level, your plant has grown strong roots and vines that can seize the momentum of creatures.

As an action, your plant can attempt to entangle a creature within 10 feet of the plant. The target must succeed on a Strength or Dexterity saving throw (target's choice). On a failed save, the target is grappled by your companion. While grappled in this way, a creature is restrained. The target can use its action to repeat the saving throw ending both the grapple and restrained conditions on a success. Your plant can only have one creature grappled by the use of this feature, and while it has someone grappled this way, it can only attack that creature.

Rootcaller

When you reach 7th level, your plant can use its magic to reach into the earth and call the roots forth to trap its enemies.

Your plant can cast entangle and ensnaring strike using your Soul Binder Spell Save DC.

The plant can cast the spells a combined number of two times. It regains all uses when it finishes a long rest.

Edicts of Flora

Beginning at 11th level, you control your plant with extreme precision. The following commands are added to your Edict options:

Toss. You command your companion to throw a creature it has entangled. On its turn, your plant can use its bonus action to force an enemy it has grappled to make a Strength saving throw. On a failed save, the target is is flung 30 feet away from the plant in a direction of the plant's choice.

Extending Vines. By your command, your plant attempts to pull enemies into danger. If your plant uses its Entangling Arms feature on its turn, it can target a creature within 30 feet of it. If the target fails to escape the grapple, it also gets pulled within 10 feet of the plant.

Lifeline

At 15th level, your plant can redirect some of the damage it is taking towards a held target.

Whenever your plant takes damage while it is grappling a target with its Entangling Arms feature, the damage is reduced by an amount equal to your Charisma modifier and the grappled creature takes damage equal to your Charisma modifier that is of the same type as the damage your plant took.

Additionally, your plant can now use its Entangling Arms feature as a bonus action.

Bond of the Split Soul

Some Soul Binders don't bind their soul to another creature, but instead split their own soul into two pieces and creates a body for their split soul, one with martial skills and the original is a caster.


Twin Companion

Medium Humanoid, your alignment


  • Armor Class 16 (Chain Shirt + Shield)
  • Hit Points 1d10 (or 6) + its Constitution modifier per soul binder level
  • Hit Die: 1d10 per Soul Binder Level
  • Speed 30ft.

STR DEX CON INT WIS CHA
15 (+2) 13 (+1) 12 (+1) 10 (+0) 11 (+0) 9 (-1)

Race Features The Twin companion get the same racial features and racial ability score improvements as the soul binder.

Martial Mind The Twin is proficient in shields, light armor, medium armor, simple weapons and martial weapons (Note, it doesn't add your proficiency bonus to its AC if it is wearing armor.)

Languages: Depending on its race.


Actions

Longsword. Melee Weapon Attack: (your proficiency modifier + Its Strength modifier) to hit, reach 5ft., one target. Hit (1d8 + Its Strength modifier) slashing.

Twin Companion

At 1st level you have split yourself in two and now has a twin companion, it is the same race as you and use the "Twin Companion" statblock. Your twin companion start with: a longsword, a chain shirt and a shield as its equipment.

Expanded Spell List

When you choose this bond at 1st level, your arcane knowledge is expanded. You gain access to additional spells. These spells are always prepared and don't count against the number of spells you can prepare each day. They are soul binder spells for you.

Bond of the Split Soul Spells
Spell Level Spells
1st Command
2nd Alter Self
3rd Tongues
4th Charm Monster
5th Dominate Person

Specialized Twin

At 3rd level your twin has trained in combat and is beginning to develop its own style, choose one of the following features below:

  • Striker: When you use the "Strike" Edict, your twin will have advantage on its next attack this round.

  • Commander: When you use the "Toughen Up" Edict, your twin can give an ally within 5 feet of it temporary hit points equal half the amount it gained from the edict.

  • Skirmisher: When you use the "Move" edict, the twin can take both the disengage and dash action as part of the same bonus action.

  • Guardian When you use the "Block" Edict all allies within 5 feet of the twin also gets the additional AC for the duration.

Undying Determination

When you reach 7th level your twin has gained an undying determination to stay in battle and fight for you and itself.

When your twin's HP is reduced to 0 and it is not killed outright, it can move up to half its speed and make one melee attack as a reaction, before falling unconscious. This movement doesn't provoke opportunity attacks, and if the attack hits, the twin regains hit points equal to the damage dealt

Once it has used this feature it must finish a long rest before it can do so again.

Edict of Self:

Beginning at 11th level you know how to guide your twin in combat to help them survive. The following commands are added to your Edict options:

  • Helping Hand: This turn your twin can take the "Use an Object" or the "Help" action as a bonus action.

  • Quick Attacks If your companion takes the "Attack" action this turn it can make three attacks instead of two.

Specialization Mastery

At 15th level your twin has mastered whatever style it choose earlier.

Depending on which style you chose at 3rd level your twin get one of the following features:

  • Striker: Once per turn if your twin hits a creature that is within 5 feet of one of its allies, it can add its proficiency modifier to the damage roll.

  • Commander: Your twin can take the "Help" action as a bonus action.

  • Skirmisher Whenever your twin gets a critical hit with a weapon attack or reduce a creature to 0 hit points on its turn, it can immediately move 10 feet without provoking opportunity attacks.

  • Guardian Your twin can use its "Countermeasure" feature on all allies instead of only on you.

Bond of Puppet

Some people don't feel comfortable binding with live creatures, so they bind their soul to a carefully crafted puppet, giving it great power and allowing full control through the tether between the split soul.


Puppet Companion

Medium Construct, your alignment


  • Armor Class 11 + its Dexterity modifier + your proficiency bonus
  • Hit Points 1d10 (or 6) + its Constitution modifier per soul binder level
  • Hit Die: 1d10 per Soul Binder Level
  • Speed 30ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 12 (+1) 2 (-4) 13 (+1) 12 (+1)

Strings attached While the puppet is more than 30 feet away from the Soul Binder it can't take any actions and its movement speed is halved.

Senses blindsight 30 ft (blind beyond this radius).

Damage immunity poison, psychic

Languages: Understands the languages of its binder, but can't speak


Actions

Attack. Melee Weapon Attack: (your proficiency modifier + Its Strength modifier) to hit, reach 5ft., one target. Hit (1d8 + Its Strength modifier) slashing, piercing or bludgeoning.

Soul Puppet

At 1st level you have bonded your soul to a carefully crafted puppet that can house a piece of it. The puppet can look however you want but uses the Puppet Companion stat block.

Expanded Spell List

When you choose this bond at 1st level, your soul becomes in tune with your magical puppet. You gain access to additional spells. These spells are always prepared and don't count against the number of spells you can prepare each day. They are soul binder spells for you.

Bond of the Puppet Spells
Spell Level Spells
1st Unseen Servant
2nd Locate Object
3rd Tiny Servant
4th Fabricate
5th Animate Objects

Take Control

At 3rd level you have studied your puppet and feel a stronger connection to it, you can now take total control of the puppet so it fights with the might of two.

As an action you can take full control if you can see your puppet and if it is within 60 feet and you can see it, until the start of your next turn the you and puppet gain the following benefits.

  • Your puppet has an extra +2 to its AC.

  • Your puppet has an additional 15 feet walking speed.

  • Your puppets attacks has a 1d12 as its damage dice instead of a 1d8.

  • The range of your puppets "Strings Attached" trait extends to a range of 60 feet.

  • You become invisible until the start of your next turn, the invisibility also ends if you move, make an attack or cast a spell.

Recover

When you reach 7th level you know how to pull your puppet out of a tight spot.

Whenever your puppet takes damage and is within 60 feet, you can use your reaction to pull the puppet to a spot within 5 feet of you, your puppet then regain 3d10 hit points.

Once you have used this feature, you must finish a short or long rest before you can do so again.

Edicts of the Puppeteer

Beginning at 11th level, you become a puppet master. The following commands are added to your Edict options:

Intertwine. As a bonus action on this turn your puppet can choose a creature that is standing between the Soul Binder and the puppet, that creature must make a Strength saving throw or be restrained until the start of your next turn.

Quick Control. Your puppet gets the benefits as if you used your action to activate the "Take Control" feature.

Absolute Control

At 15th level you can take even finer control of your control of your puppet.

When your puppet is under the effect of the "Take Control" feature it can now make three attacks when it takes the attack action on its turn, and it has advantage on all saving throws.

Bond of Soul Troll

Troll regenerate and every time they do they absorb some of what killed them, you have found a troll an killed it over and over again with soul magic until the troll has absorbed so much of your soul that the two of you are bonded and the troll is under your control.


Soul Troll

Large Giant, chaotic evil


  • Armor Class 11 + its Dexterity modifier + your proficiency bonus
  • Hit Points 1d10 (or 6) + its Constitution modifier per soul binder level
  • Hit Die: 1d10 per Soul Binder Level
  • Speed 30ft.

STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 16 (+3) 7 (-2) 9 (-1) 6 (-2)

Spontaneous Regeneration When the Soul Troll takes damage that would reduce it to 0 hit points but not outright kill it, it can drop to 1 hit point instead, unless the damage was acid or fire damage. Once it has used this feature it must finish a long rest before it can do so again.

Languages: Giant, Understands the other languages known by its binder, but can't speak them.


Actions

Attack. Melee Weapon Attack: (your proficiency modifier + Its Strength modifier) to hit, reach 5ft., one target. Hit (1d8 + Its Strength modifier) slashing, piercing or bludgeoning.

Expanded Spell List

When you choose this bond at 1st level, your soul becomes in tune with the giant regenerating troll. You gain access to additional spells. These spells are always prepared and don't count against the number of spells you can prepare each day. They are soul binder spells for you.

Bond of the Soul Troll Spells
Spell Level Spells
1st Fog Cloud
2nd Enlarge/Reduce
3rd Aura of Vitality
4th Aura of Life
5th Contagion

Soul Infused Giant

At 1st level you have bonded your soul to a grotesque troll that smells like swamp water, the troll can look however you want but uses the Soul Troll stat block.

As you bind your soul with this giant creature, you learn its ancient tongue. You can speak, read and write Giant.

Regeneration

At 3rd level you learn how to activate your troll innate powers to regenerate itself for a period of time.

As an action you can make your troll start to regenerate itself for 1 minute, during this time at the start of its turn it regains a number of hit points equal to your Charisma modifier, the troll doesnt regain these hit points if it has taken fire or acid damage since the end of its last turn or if the Soul Binder is unconscious.

Once you have used this feature you must finish a long rest before you can do so again.

Infusion

When you reach 7th level you how studied your troll and can see that it is possible to infuse different energies into it when it regenerating. You can choose one of the following infusions:

  • Fire Your troll becomes immune to fire damage, and its attacks can deal fire damage if it wants, it can cast the Burning Hands spell once per long rest at 3rd level using your spell save DC.

  • Ice Your troll becomes immune to cold damage, and its attacks can deal cold damage if it wants, Your troll also gains an additional 2 points to its Armor Class.

  • Lightning Your troll becomes immune to lightning damage, and its attacks can deal lightning damage if it wants, it gains an additional 10 feet movement speed and attacks of opportunity against it have disadvantage.

When your troll dies and you revive it over a long rest, you can choose to change its infusion.

Edicts of the Troll

Beginning at 11th level, you close with your troll. The following commands are added to your Edict options:

Reconstruct. You command your troll to get ready to regenerate. Until the start of your next turn when your troll takes damage, it can use its reaction to then heal for 3d8.

Giant Form. Your troll comes under the effect of the "Enlarge/Reduce" spell, with the enlarge part chosen, for 1 minute.

Master of Regeneration

At 15th level you have mastered the act of regenerating from being bonded with your troll.

You can cast the "Regeneration" Spell once per long rest, it is a Soul Binder Spell for you. When you cast it using this feature it has a casting time of 1 action.

Soul Binder Spells

As a soul binder, when you prepare your spell list you can choose form the following list of spells.

Cantrips (0 Level)
  • Blade Ward
  • Control Flames
  • Dancing Lights
  • Focus Bolt SB
  • Friends
  • Gust
  • Imbued Strike SB
  • Light
  • Mage Hand
  • Mending
  • Message
  • Minor Illusion
  • Mold Earth
  • Prestidigitation
  • Shape Water
  • True Strike
1st Level
  • Bane
  • Bless
  • Cause Fear
  • Charm Person
  • Command
  • Cure Wounds
  • Detect Magic
  • Disguise Self
  • Grease
  • Heroism
  • Jump
  • Longstrider
  • Sanctuary
  • Shield of Faith
  • Silent Image
  • Sleep
  • Soul Punch SB
  • Soul Switch SB
  • Thrashing Tether SB
  • Transfer Vitality SB
2nd Level
  • Aid
  • Blind/Deafness
  • Blur
  • Calm Emotions
  • Continual Flame
  • Darkvision
  • Detect Thought
  • Dust Devil
  • Earthbind
  • Energy Eruption SB
  • Enlarge/Reduce
  • Gust of Wind
  • Invisibility
  • Knock
  • Maximilian’s Earthen Grasp
  • Misty Step
  • Nystul’s Magic Aura
  • Pass Without Trace
  • See invisibility
  • Soul Shackles SB
  • Spider Climb
  • Suggestion
  • Warding Bond
  • Web
3rd Level
  • Blink
  • Catnap
  • Clairvoyance
  • Companion Recall SB
  • Dispel Magic
  • Fear
  • Fly
  • Gaseous Form
  • Hypnotic Pattern
  • Life Transference
  • Magic Circle
  • Sending
  • Stinking Cloud
  • Tidal Wave
  • Tongues
  • Wall of Sand
  • Wall of Water
  • Water Breathing
  • Water Walk
4th Level
  • Arcane Eye
  • Banishment
  • Blight
  • Charm Monster
  • Compulsion
  • Confusion
  • Death Ward
  • Evard’s Black Tentacles
  • Fire Shield
  • Greater Invisibility
  • Hallucinatory Terrain
  • Locate Creature
  • Soul Leech SB
  • Stoneskin
  • Watery Sphere
5th Level
  • Awaken
  • Circle of Power
  • Control Winds
  • Creation
  • Dominate Person
  • Dream
  • Far Step
  • Geas
  • Maelstrom
  • Legend Lore
  • Planar Binding
  • Scrying
  • Skill Empowerment
  • Telekinesis
  • Teleportation Circle
  • Unbreakable Skin SB
  • Wall of Stone

Optional Rule: Multiclassing

If your group uses the optional rule on multiclassing in the Player's Handbook (p. 163), here's what you need to know if you choose soul binder as one of your classes.

Ability Score Minimum. As a multiclass character, you must have at least a Charisma score of 13 to take a level in this class.

Proficiencies Gained. If soul binder isn't your initial class, here are the proficiencies you gain when you take your first level as a soul binder: light armor, simple weapons.

Spell Slots. Add half your levels (rounded down) in the soul binder class to the appropriate levels from other classes to determine your available spell slots.

Spells with the "SB" tag are specific to the Soul Binder class and are detailed on the next page of this document.

Soul Binder Specific Spells

The bond you share with your companion allows you to cast spells unknown to other spellcasters as it allows you to tug on the weave and create spells to benefit you and your companion.

Imbued Strike

Cantrip Transumation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: 1 round

You imbue a creature with soul magic to make their strike hit extra hard. You target a creature within range that you can see, the first time that creature hits another creature with a weapon attack before the start of your next turn, that attack will deal an extra 1d4 force damage, or 1d6 extra if you targeted your companion.

The spell's damage increases by one die when you reach 5th level (2d4 or 2d6), 11th level (3d4 or 3d6), and 17th level (4d4 or 4d6)

Focus Bolt

Cantrip Evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous

You create a bolt of pure soul energy and fire it towards a creature within range. Make a ranged spell attack against the creature to mark it with your energy. On hit the target takes 1d4 force damage, and if your companion is within 30 feet of the creature, your companion can use its reaction to move up to 15 feet towards that creature without provoking opportunity attacks.

The spell's damage increases by one die when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4)

Soul Switch

1st-level conjuration


  • Casting Time: 1 bonus action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous

You and your companion switch positions as you step through the Ethereal plane. You appear in your companion's space and it appears in your previous location.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the range of this spell increases by 30 feet for each slot level above 1st.

Soul Punch

1st-level transmutation


  • Casting Time: 1 reaction (which you take when your companion hits a creature with an attack within range)
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

After your companion attacks a creature, you are ready to follow through with an infused punch that the target will feel in their very soul.

Make a melee spell attack against the creature your companion just hit. On a hit, the target takes 2d6 force damage.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Thrashing Tether

1st-level evocation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You send a pulse of energy through the bond that links you and your companion, damaging any enemy that stands between you.

Any creature caught in a 5 feet wide line leading from you to your companion, must make a Dexterity saving throw. A creature takes 1d12 force damage on a failed save, or half as much damage on a successful one. On subsequent turns, you can use an action to send another pulse though the tether, and repeat the effect from when the spell was cast. If you or your companion move more than 30 feet apart, the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d12 for each slot level above 1st.

Transfer Vitality

1st-level necromancy


  • Casting Time: 1 bonus action
  • Range: 30 feet
  • Components: S
  • Duration: Instantaneous

You transfer some of your own vitality to restore your companion life.

You spend one of your own hit dice, roll it and add your Constitution modifier to the roll, your companion then regain hitpoints equal to the total.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can use 1 more hit dice for each slot level above 1st.

Energy Eruption

2nd-level evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

You flush the area around your companion with soul energy damaging any creature who dare stands too close.

Any number of creatures of your choice within 10 feet of your companion must make a Dexterity saving throw. A creature takes 3d8 force damage on a failed save, or half as much damage on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

Soul Shackles

2nd-level conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute.

Ribbons of soul energy springs from your companion and wraps themselves around nearby enemies.

Any number of creatures of your choice within 15 feet of your companion must make a Strength saving throw, on a failed saving throw a creature is restrained. A restrained creature can use its action to repeat the saving throw ending the effect on a success.

Companion Recall

3rd-level conjuration


  • Casting Time: 1 minute
  • Range: Self
  • Components: V, S, M (a old and rusty compass)
  • Duration: Instantaneous

You call your companion back to you though the Ethereal plane. Your soulbound appears in a space within 10 feet of you. If your companion is on a different plane than you, there is a 50% chance the spell will fail.

Soul Leech

4th-level necromancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a dried up leech)
  • Duration: Instantaneous

You try to drain energy from a creature and transfer it to your companion.

Make a ranged spell attack against a creature within range, on hit you deal 4d8 necrotic damage to that creature, your companion then regains hitpoints equal to half the damage dealt.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.

Unbreakable Skin

5th-level abjuration


  • Casting Time: 1 bonus action
  • Range: 60 feet
  • Components: V, S, M (a shard of obsidian worth at least 200gp)
  • Duration: 1 round

You cover your companion with a thin layer of impenetrable, magically infused obsidian. Until the end of your next turn, your companion is immune to all damage.

Credit:

Creator:

This Class was made by /u/FragSauce

Artists:

  • Summoner by liyart: https://liyart.deviantart.com/art/Summoner-366746490
  • Jace's Sanctum by AdamPaquette: https://adampaquette.deviantart.com/art/Jace-s-Sanctum-554582459
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  • Untamed Beastmaster by Eric Kenji Aoyagi: https://www.artstation.com/artwork/8lbloG
  • Monster Tentacles by BTart: https://www.deviantart.com/btart/art/Monster-Tentacles-186262651

  • Creature_007 by Pixie Union: https://www.artstation.com/artwork/5e8eP

  • White Drake by Anastassia: https://www.artstation.com/artwork/WQEyJ

  • Goblin Shaman by d1sk1ss: https://d1sk1ss.deviantart.com/art/goblin-shaman-128635189

  • Angels by Laurel "LD" Austin: http://www.blizz-art.com/illustration/6322/

  • Ruvian by NukeRooster: https://www.deviantart.com/nukerooster/art/Ruvian-554084019

  • Forest by JJcanvas: https://www.deviantart.com/jjcanvas

  • Bloodfire hades art by Jaggudada: https://www.deviantart.com/art/Hades-529673369

  • Blood Moon by Gettyimages https://www.dailystar.co.uk/news/latest-news/718549/Blood-Moon-2018-how-often-does-a-blood-moon-occur-rare-lunar-eclipse

  • Ludevic, Necro-Alchemist by Aaron Miller: http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=420654

  • Stitcher Geralf by Karla Ortiz for MtG: https://www.inprnt.com/gallery/karla.ortiz.566/stitcher-geralf/

  • Acidic Ooze by Chris Rahn: https://hearthstone.gamepedia.com/Chris_Rahn

  • Summer Forest - book cover by Azot2018: https://www.deviantart.com/azot2018/art/Summer-Forest-book-cover-460375118

  • Plant Monster by Dong Mao: http://tomjogi.tumblr.com/post/148637209298/by-dong-mao

  • Wizard and Ranger by ketunhanska: https://www.deviantart.com/ketunhanska/art/Wizard-and-Ranger-743791495

  • Puppet Master by Docatto: https://i.pinimg.com/564x/50/69/bd/5069bd9b237e93dcae76544690931c73.jpg

  • Fiend Summoner by ThunderSeth: https://www.deviantart.com/thunderseth/art/Summoner-694364110

Special Thanks

  • Thanks to /r/UnearthedArcana and TheDiscordOfManyThings, for giving me feedback and helping me shape and balance this class.

Changelog

Previous Versions

3.0

  • Added to Bond of the Puppet's "Take control" feature that it extends the range of "Strings Attached"
  • Bond of the Divines "Blinding Light" edict now has a range of 15 feet instead of 10 feet.
  • Bond of the Divines "Death Prevention" feature now heals for 10d12 instead of 8d10.
  • Bond of the Divines "Gift of Life" is now activated as a bonus action instead of an action.
  • Added "Project Senses" as a feature to the base class.
  • Reworded the Bond of the Dragonkins "Draconic Challenge" feature, and added to it so it allows the soul binder to make an attack.
  • Wording and formatting
  • Added back the "Imbued Strike" cantrip
  • Changed "Companion Recall" to be a 3rd level spell instead of a 4th level spell
  • Added "Closing Wounds" to the Bond of Demonic Pains Blood Demon stat block, to help it recover hit points during short rests.
  • Bond of the Dirge now deals extra necrotic damage when using "Feating Growth"
  • Added to "Hidden Form" so you can switch it on a long rest.
  • Changed Bond of the Elements "Elemental Bolt" edict to be a Dexterity saving throw instead of an attack roll.
  • Changed Bond of the Elements "Elemental Bolt" to deal 4d8 damage, instead of 2d8.
  • Changed Bond of the Elements "Punch of the Avatar" to deal 3d8 damage, instead of 1d8.
  • Removed "Quick Renewal" as the 20th level feature
  • Added "Soul Infused Giant" as the 20th level feature.
  • Added "Soul Shackles" a new 2nd level spell.
  • Added "Transfer Vitality" a new 1st level spell to help heal your companion (especially the undead and construct)
  • Added "Soul Leech" a new 4th level spell.
  • Added to the "Block" Edict so that it also helps with saving throws.
  • Increased damage of Bond of the Stichers "Stomp" edict to 8d8 from 4d8
  • Changed Bond of the Stitchers second edict to "Elemental Skin" from "Stay Safe"
  • Changed Bond of the Soul Trolls Edicts to be "Reconstruct" from "Toxic Gas"
  • Fixed and slightly changed the expanded spell list of Bond of the Soul Troll
 

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