
The Bonder
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, Bonders 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 Bonders 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 Bonder 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 Bonder
When making your Bonder 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 Bonder might regret the act of soul binding and want to undo it, though it is a hard and lengthy process.
Bonders are in contact with their companion like no other two beings will ever be, and when you play as a Bonder you can describe how you and your companion act.
Quick Build
You can make a Bonder 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 Bonder, 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 Bonder
Level | Proficiency Bonus |
Features | Evolutions | Cantrips Known |
1st | 2nd | 3rd | 4th | 5th |
---|---|---|---|---|---|---|---|---|---|
1st | +2 | Soul Bond, Bonded Companion, Hidden Form | 2 | — | — | — | — | — | — |
2nd | +2 | Spellcasting, Edict | 2 | 2 | 2 | — | — | — | — |
3rd | +2 | Bond Feature, Magic Item Absorption | 2 | 2 | 3 | — | — | — | — |
4th | +2 | Ability Score Improvement | 2 | 3 | 3 | — | — | — | — |
5th | +3 | Advanced Offense, Soul Linked Casting | 2 | 3 | 4 | 2 | — | — | — |
6th | +3 | Companion's Protection, Soul Infused Attacks | 2 | 3 | 4 | 2 | — | — | — |
7th | +3 | Bond Feature, Project Senses | 3 | 3 | 4 | 3 | — | — | — |
8th | +3 | Ability Score Improvement | 3 | 3 | 4 | 3 | — | — | — |
9th | +4 | Resting Voice | 3 | 3 | 4 | 3 | 2 | — | — |
10th | +4 | Countermeasure | 3 | 4 | 4 | 3 | 2 | — | — |
11th | +4 | Bond Feature, Advanced Offense (both options) | 3 | 4 | 4 | 3 | 3 | — | — |
12th | +4 | Ability Score Improvement | 4 | 4 | 4 | 3 | 3 | — | — |
13th | +5 | — | 4 | 4 | 4 | 3 | 3 | 1 | — |
14th | +5 | Soul Purification | 4 | 4 | 4 | 3 | 3 | 1 | — |
15th | +5 | Bond Feature | 4 | 4 | 4 | 3 | 3 | 2 | — |
16th | +5 | Ability Score Improvement | 4 | 4 | 4 | 3 | 3 | 2 | — |
17th | +6 | — | 5 | 4 | 4 | 3 | 3 | 3 | 1 |
18th | +6 | Resonating Voice | 5 | 4 | 4 | 3 | 3 | 3 | 1 |
19th | +6 | Ability Score Improvement | 5 | 4 | 4 | 3 | 3 | 3 | 2 |
20th | +6 | Soul Infused Giant | 5 | 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. When you gain your first Bonder level you must also create your companion, see rules for creating a companion in APPENDIX A. Your companion can understand any language you can speak, but it can't speak itself.
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 your companion needs guidance, your companion can only take the dogde action on its own, if you want it to take other actions you must use your action to command it to do so. If you are incapacitated or absent, your companion can take any action of its choice, not just Dodge.
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 can understand the languages you speak, but can't speak itself.
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. If it is killed, you can return it to life, as an action you can touch it and spend 1 spellslot, after 1 minute it will come back to life with all its hitpoints, or you can resummon it again at the end of a long rest, if you resummon it this way while its alive it will be teleported to you. 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.
Symbiotic Link
You have sacrificed much of your essence to form the bond you have with your companion, but it will in turn protect you with everything it can, at 1st level you gain the following benefits while within 60 feet of your companion:
-
When you take damage you can use your reaction to transfer that damage to your companion.
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When you spend a hit dice to recover hit points during a short rest, your companion will heal for twice the amount of the healing you got from your hit dice.
-
If you are reduced to 0 hit points you can use your reaction to sacrifice your companion to save you, your companion will die but you are healed for an amount equal to the amount of hit points your companion had left.
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 Bonder spell list can be found near the end of this document.
Cantrips
At 2nd level, you know two cantrips of your choice from the Bonder spell list. You learn an additional Bonder cantrip of your choice at 4th level and another at 10th level.
Preparing and Casting Spells
The Bonder table shows how many spell slots you have to cast your Bonder spells. To cast one of your Bonder 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 Bonder spells that are available for you to cast, choosing from the Bonder spell list. When you do so, choose a number of Bonder spells equal to your Charisma modifier + half your Bonder 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 Bonder, 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 Bonder 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 Bonder 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 Bonder spell you cast and when making an attack roll with one.
Spell Save DC
Spell attack modifier
Spellcasting Focus
You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your Bonder spells.



Edict
You have gotten better control over your companion and can give it more complicated commands. You can use an 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 2d8 damage.
Toughen Up. You command your companion to toughen up and be ready to withstand even more blows. Your companion gains 2d8 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 3d8 at 5th level, 4d8 at 11th level and 5d8 at 17th level.
Magic Item Absorption
When you reach 3rd level, the Bonder 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 Bonder, 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 Bonder, regardless if whether the item required attunement. Attempting to merge with more than three items fails automatically. The Bonder 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.
Keen Guidance
Starting at 3rd level you can now give your companion commands more easily.
You can now command your companion to take an action on this turn as a bonus action instead of an action.
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
You have improved your control over your companion and can offer it better guidance in combat.
Starting at 5th when you use an action to command your companion and they take the attack action this turn, your companion can make two attacks instead of one. Additionally as part of this action you can use one of your edicts. These benefits don't apply if you command your companion as a bonus action.
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.
Soul Shield
At 11th level you can use some of your magic to shield your companion from attacks.
When your companion takes damage while within 60 feet, you can use your reaction to grant it resistance to that damage.
Additionally you can now transfer damage to your companion via the "Symbiotic Link" feature, without needing to use your reaction.
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 if 1 hour has passed, the companion goes unconscious or if 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 Bonder 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 Bonders bond with different types of creatures. Each creature offers different abilities to the Bonder 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 to the Wilds
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.
Natures Companion
At 1st level you and your companion gain the following benefits:
-
Your companions creature type is Beast.
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You and your companion gain an extra 5 feet walking speed.
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Beasts can understand you and your companion, and you gain the ability to decipher their noises and motions. Most beasts lack the intelligence to convey or understand sophisticated concepts, but a friendly beast could relay what it has seen or heard in the recent past. This ability doesn't grant you friendship with beasts, though you can combine this ability with gifts to curry favor with them as you would with any nonplayer character.
Benefit of the Bond: Martial
Additionally starting at 1st level you gain some of your companions experience in close quarter combat.
You gain proficiency in 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.
Call of the Wild
Starting at 3rd level you and your companion can work together to summon the spirits of nature to aid you in battle.
When you or your companion hits a creature with a weapon attack that is within 5 feet of the other, you can use one of the following spirits:
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Bear Spirit. The creature that got hit must succeed on a Strength saving throw or take 3d8 slashing damage and be knocked prone, on a successful save the creature takes half damage and isn't knocked prone.
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Hawk Spirit. The creature that was hit must succeed on a Constitution saving throw or be blinded until the end of your next turn.
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Wolf Spirit. Any creature within 5 feet of the hit creature, can use their reaction to make one melee weapon attack against it.
You can activate this feature a number of times equal to your proficiency modifier and regain all uses on a short or long rest.
Running Wild
When you reach 7th level you and your companion can run fast as the wild winds of nature.
You and your companion gains an extra 15 feet movement speed, and attack of opportunity have disadvantage against both of you.
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.
Pack Takedown
When you reach 15th level you and your companion can combine your powers to overwhelm even the strongest foe.
If both you and your companion is within 5 feet of a creature you can use an action to put a mark on that creature which lasts until the end of your turn, as part of this action you can also make one weapon attack against the marked creature. At the end of your turn if either you or your companion has hit the creature with an attack the creature must make a Constitution saving throw, on a failed save the creature is stunned until the end of your next turn. If both you and your companion hit the creature it will have disadvantage on the saving throw.
Once you have used this feature you can't do so again until you finish a long rest or use one of your edicts.
Bond to the Far Realm
You have formed a link with an entity that is not from this world, and though it grants you a powerful ally is tearing at your mind to have a constant connection to this otherworldly creature
Creature from Beyond the Stars
At 1st level you gain you and your companion get the following benefits:
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Your companions creature type is Aberration.
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Your companion is immune to being frightened.
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You and your companion is resistant to psychic damage.
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You can read, write and speak Deep Speech.
Benefit of the Bond: Arcane
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 Bonder spells for you.
Unknown Bond Spells
Spell Level | Spells |
---|---|
1st | cause fear |
2nd | detect thoughts |
3rd | fear |
4th | summon aberration |
5th | dominate person |
Edge of Sanity
Starting at 3rd level you can sacrifice some of your sanity in order to power up your companion.
As an action you can power up your companion, for 1 minute i gains the following benefits:
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Once per turn when the companion hits an enemy with an attack it can choose to deal extra psychic damage equal to your Bonder level.
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Your companions size becomes large if it wasn't already.
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Your companion becomes resistant to one damage type (pick when you activate this feature)
Using this power will cause you to loose your sanity and there is a risk that it will be too much for your mortal mind to bear, roll 1d4 and on a 1 you roll a 1d6 and suffer the following conditions for the duration of the effect:
d6 | Madness Effect |
---|---|
1 | Your vision becomes blurry and you massively hallucinate, you are blinded |
2 | Your body goes into a shock, you go prone and can't use your arms or legs |
3 | You hear screams and maddening voices, you are deafened and can't speak |
4 | You momentarily loose your grip on reality, you have disadvantage on attack rolls and ability checks |
5 | Your connection with your companion becomes too much to bear, you are frightened of your companion |
6 | You see endless futures that leads to eternal suffering, at the end of the effect you gain 1 level of exhaustion |
You can use this feature a number of times equal to your proficiency modifier and regain all uses on a long rest.
Otherworldly Grasp
When you reach 7th level, you can command your companion to pull creatures closer using either tentacles or telekinesis and show them images that can drive them mad.
As an action your companion 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 your companion.
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 companion until the grapple ends.
Once your companion has used this feature, it must finish a 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.
Embrace Madness
When you reach 15th you can choose to let willingly go of your sanity in order to give your companion magnificant powers.
When you use your "Edge of Sanity" you can choose to take a madness on purpose, if you do so your companion gets the following benefits instead:
-
It can add psychic damage equal to your Bonder level to all its attacks.
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Its size becomes Huge if it was smaller.
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It can becomes resistant to three damage types (pick when you activate)
-
It gains 60 feet of flying (hover) speed



Bond to 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. You and your companion gain the following benefits:
-
Your companion becomes resistant to one of the following damage types: acid, cold, lightning, fire, poison. You pick this when you get this feature, the chosen damage type is your Draconic damage type.
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When your companion deals damage with a natural weapon it can choose to make that weapons damage type the same as it's Draconic damage.
-
You can read, speak and write Draconic.
Benefit of the Bond: Martial
Additionally starting at 1st level you gain some of your companions experience in close quarter combat.
You gain proficiency in 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 companion is incapacitated or it dies, or if someone else marks the creature.
While the marked creature is within 5 feet of your companion, the creature marked by your companion has disadvantage on any attack roll that doesn't target your companion.
In addition, if a creature marked by your companion deals damage to anyone other than your companion, 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 companion can use its action this turn to exhale a destructive breath.
Each creature caught in the breath must make a saving throw or take 4d8 Draconic damage on a failed save, and half on a success. Your companion can apply its draconic mark from "Draconic Challenge" to one of the creatures that failed the saving throw. The Shape and saving throw is determined by your companions Draconic damage type:
Damage Type | Shape | Saving throw |
---|---|---|
acid | 60-foot line | Dexterity |
lightning | 60-foot line | Dexterity |
poison | 30-foot cone | Constitution |
fire | 30-foot cone | Dexterity |
cold | 30-foot cone | Constitution |
You can use higher level spell slots to increase the damage. The damage increase by 2d8 for each spell slot level above 1st. 6d8 for 2nd level spell slot, 8d8 for 3rd level spell slot, 10d8 for 4th level spell slot and 12d8 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 its Draconic damage type.
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 companion into its true dragon form for a little while.
As an action, you can cause your companion 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 attacks deal an extra 1d10 Draconic type damage.
- It gains an amount of temporary hit points equal to your Bonder level, these temporary hit points dissapear when the transformation ends.
- It has 5 feet extra 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 companion uses its bonus action to end it. Your companion can only transform again after it has finished a long rest.
APPENDIX A: Create your companion
Companions comes in all shapes and sizes, this chapter helps you make a companion that fits perfectly for your Bonder.
Companion creation
When creating your companion there are several steps you need to go through to create the perfect companion for your adventure.
Step 1: Creature type
Your companions creature type is determined by which Soul Bond you took at first level.
Step 2: Abillity Scores
To customize your companion you can select what it is good at, pick either the A, B or C ability score array that you see below, that is your companions ability scores.
Array | Str | Dex | Con | Int | Wis | Cha |
---|---|---|---|---|---|---|
A | 16 | 14 | 12 | 6 | 13 | 8 |
B | 8 | 16 | 12 | 9 | 15 | 7 |
C | 16 | 10 | 16 | 5 | 10 | 11 |
Step 3: Size and Speed
Companions comes in different sizes, they can be small and nimble or large and hulking. Pick one of the following options for your companion.
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Medium. The size of your companion is medium and it has 40 feet walking speed.
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Small. The size of your companion is small and it has 25 feet walking speed. Aditionally your companion can use its Dexterity modifier for it's naturals weapons instead of its Strength modifier.
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Large. The Size of your companion is large and it has a 30 feet walking speed.
Step 4: Weapons
Your companion needs to be able to deals with enemies. Pick two of the following natural weapons for your companion:
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Bite. This natural weapon deals 1d8 piercing damage on hit, and you can reroll any 1's or 2's rolled on the d8.
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Claws. This natural weapon deals 1d4 slashing damage on hit. If your companion takes the attack action and makes at least 1 attack with claws, it can use its bonus action to make another claw attack, this attack does not add its ability modifier to the damage roll.
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Fist. This natural weapon deals 1d8 bludgeoning damage, and once per turn when your companion hits a creature with this attack it can push that creature 5 feet away.
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Tentacle This natural weapon deals 1d6 bludgeoning damage on hit. If your companion hits another creature with a tentacle, it can make a grapple check against that creature as a bonus action
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Tail. The natural weapon deals 1d6 bludgeoning damage on hit and it has a 10 foot reach instead of the normal 5 foot reach.
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Ranged The natural weapon deals 1d6 piercing or bludgeoning damage on hit, it is a ranged attack with a range of 30/60, your companion can use either Strength or Dexterity when attacking with this weapon.
For all the attacks you can change the damage type to either bludgeoning, slashing or piercing, if for example you want a crab that can grapple with its claws, change the tentacle to slashing damage and name it something else, all the natural weapons will always count as two separate weapons even if you name and describe them the same.
Step 5: Defense
Your companion also needs to be able to protect itself if it gets attacked. Pick one of the following options:
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Reflexes. Your companion has an AC equal to 11 + its Dexterity modifier + your proficiency modifier.
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Tough. Your companion has an AC equal to 10 + its Constitution modifier + your proficiency modifier.
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Plating. Your companion has an AC equal to 14 + your proficiency modifier.
Step 6: Hit Points
In case enemies gets past your companions defense, it needs to be able to take some damage. Pick one of the following options:
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Beefy. Your companions maximum hit points are equal to 4 + (4 + your companions Constitution modifier) x your Bonder level.
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Resistant: Your companions maximum hit points are equal to 4 + (3 + your companions Constitution modifier) x your Bonder level., also pick two of the following damage types: acid, cold, fire, lightning, necrotic, poison, psychic, radiant and thunder, your companion is resistant to the two types you picked.
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Resilient. Your companions maximum hit points are equal to 4 + (4 + your companions Constitution modifier) x your Bonder level, and it gains a +1 to its AC.
Step 7: Evolutions
You can modify your companion with different traits, choose two evolutions from APPENDIX B: evolutions.
You gain more evolutions as you gain levels in this class as described in the Bonder class table.
During a long rest you can switch one of your companions evolutions for another one.
Example companion
Lets go through all the steps and make a companion, lets make a crocodile for fun.
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At step 1 we get the Beast type as for this example we chose Link to the Wilds.
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At step 2 we pick array C, and we want it strong and tanky.
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At step 3 we pick Large, to give it the proper size.
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At step 4 we give it a bite and Tentacle attack, as crocodiles have strong teeth and can grapple, we rename the tentacle to "Grab Bite" and change its damage to piercing.
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At step 5 we pick Tough, to make it durable.
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At step 6 we pick Beefy to make sure it can take a punch.
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At step 7 we of course pick Aquatic because crocodiles live it water and we can just flavor it as the crocodile is holding its breath for long. Lastly we pick Mask of the Wild so it can hide and ambush better.
When we add it all up we get ourselves a nice statblock for our croco-companion.
Crocodile
Large Beast, Neutral
- Armor Class 15 (Tough skin)
- Hit Points 11
- Speed 30ft, swim 30ft.
STR DEX CON INT WIS CHA 16 (+3) 10 (+0) 16 (+3) 5 (-3) 10 (+0) 11 (+0)
- Skills Athletics +5, Stealth +2
- Senses passive Perception 10
- Languages Knows the Bonder's Languages but can't speak.
Aquatics. The crocodile gains a swimming speed equal to it's movement speed, and the ability to breathe underwater.
Mask of the Wild. The crocodile can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
Actions
Bite. melee weapon attack: +5 to hit, 5ft reach, one target. Hit: 2d4 piercing damage, reroll any 1's rolled on the 1d4's.
Grab Bite. melee weapon attack: +5 to hit, 5ft reach, one target. Hit: 1d6 piercing damage. Can attempt to grapple a creature hit with this attack as a bonus action.


APPENDIX B: Evolutions
Shadow Stealth.
While in dim light or darkness, your companion can take the Hide action as a bonus action.
Spider Climb
Your companion can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Amorphous
Your can move through a space as narrow as 1 inch wide without squeezing.
Mimicry
Your can mimic humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 13 Wisdom (Insight) check.
Aquatic
Your can breathe both air and water, additionally it gains a swim speed equal to its walking speed.
Standing Leap
Your companions long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.
Slimy Body.
your companion has advantage on ability checks and saving throws made to escape or avoid a grapple.
Spider Climb.
Your companion can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. It gains a climbing speed equal to it's walking speed.
Sure-Footed
Your companion has advantage on Strength and Dexterity saving throws made against effects that would knock it prone or move it against its will.
Mental Fortitude
Your companion has advantage on saving throws against being charmed or frightened, and magic can't put your companion to sleep.
Iron Scent
Your companion can pinpoint, by scent, the location of ferrous metal within 30 feet of it.
Mask of the Wild.
Your companion can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
Burrower
Your companion has a burrow speed equal to its walking speed and can dig through dirt and sand.
Siege Monster
Your companion deals double damage to objects and structures.
Vigilant
Your companion can't be surprised and it is aware of it's surroundings while it is sleeping.
Darkvision
Your companion has 60 feet of darkvision.
Nimble.
Your companion can move through the space of any creature that is of a size larger than it.
Powerful Build.
Your companion count as one size larger when determining it's carrying capacity and the weight it can push, drag, or lift.
Blindsight
Your companion has 10 feet of blindsight.
Strider.
your companion is unaffected by difficult terrain.
Illumination
Your companion sheds bright light in a 10-foot radius and dim light for an additional 10 ft. Your companion can turn this effect off or on as a bonus action.
Manta Glide
Your have ray-like fins that it can use as wings to slow its fall or allow it to glide. When it falls and aren't incapacitated, it can subtract up to 100 feet from the fall when calculating falling damage, and it can move up to 2 feet horizontally for every 1 foot it descends.
Traveler
When your companion travels at the same pace for more than a minute, it's walking speed becomes 60 feet if it was lower.
Quick
Your companion walking speed is increased by 10 feet.
Elemental Creature
Pick of of the following cantrips: Mold Earth, Control Flame, Gust or Shape Water, your companion can cast the chosen cantrip.
Aggressor
Choose one of the weapons from Step 4 of companion creation, your companion can use that natural weapon while it has this evolution.
Charge
As a bonus action, your companion can move up to your movement speed toward a hostile creature it can see or hear. It must end this move closer to the enemy than it started.
APPENDIX C: Bonder Spells
As a Bonder, 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 B
- Friends
- Gust
- Imbued Strike B
- 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
- Protection from Evil and Good
- Sanctuary
- Shield of Faith
- Silent Image
- Sleep
- Soul Punch B
- Soul Switch B
- Thrashing Tether B
- Transfer Vitality B
2nd Level
- Aid
- Blind/Deafness
- Blur
- Calm Emotions
- Continual Flame
- Darkvision
- Detect Thought
- Dust Devil
- Earthbind
- Energy Eruption B
- Enlarge/Reduce
- Gust of Wind
- Invisibility
- Knock
- Maximilian’s Earthen Grasp
- Misty Step
- Nystul’s Magic Aura
- Pass Without Trace
- See invisibility
- Soul Shackles B
- Spider Climb
- Summon Beast
- Suggestion
- Warding Bond
- Web
3rd Level
- Blink
- Catnap
- Clairvoyance
- Companion Recall B
- Dispel Magic
- Fear
- Fly
- Gaseous Form
- Hypnotic Pattern
- Life Transference
- Magic Circle
- Sending
- Stinking Cloud
- Summon Fey
- Summon Shadowspawn
- 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 B
- Summon Aberration
- Summon Elemental
- 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
- Summon Celestial
- 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 Bonder 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 Bonder isn't your initial class, here are the proficiencies you gain when you take your first level as a Bonder: light armor, simple weapons.
Spell Slots. Add half your levels (rounded down) in the Bonder class to the appropriate levels from other classes to determine your available spell slots.
Spells with the "B" tag are specific to the Bonder class and are detailed on the next page of this document.
Bonder 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:
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Vivien, Monsters' Advocate by Lius Lasahido: https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=479695
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Peace Within by Dmitry Burmak: https://www.artstation.com/artwork/peace-within-c70ef9bd-e674-4ee9-8f8f-34d86be09495
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Icon by Games-Icon.net: https://game-icons.net/sbed/originals/doubled.html
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Winota, Joiner of Forces by Magali Villeneuve: https://magic.wizards.com/en/articles/archive/feature/humans-ikoria-art-descriptions-2020-05-15
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Nissa Revane by Thaldir: https://www.deviantart.com/thaldir/art/Nissa-Revane-559844012
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Fight as One by Bryan Sola: https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=479532
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Ikoria Banner by Wizards of the Coast: https://millenniumgames.com/wp-content/uploads/2020/04/Ikoria-Banner-1.jpg
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Dark Young of Shub-Niggurath by dloliver: https://www.deviantart.com/dloliver/art/Dark-Young-of-Shub-Niggurath-266021780
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Of one mind by Matt Stewart: https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=479580
- 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.