The Soul Linker v0.2

by FragSauce

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The Soul Linker

i

The Soul Linker

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 Linker 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 link with another creature and face life's challenges together.

A Companion for Life

When Soul Linker 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 Linker 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 Linker

When making your Soul Linker 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 Linker might regret the act of soul binding and want to undo it, though it is a hard and lengthy process.

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

Quick Build

You can make a Soul Linker 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 Linker, 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 Linker
–Spell Slots per Spell Level–
Level Proficiency
Bonus
Features Evolutions Cantrips
Known
1st 2nd 3rd 4th 5th
1st +2 Soul Link, Symbiotic Link, Linked Companion, Hidden Form 2
2nd +2 Spellcasting, Edict 2 2 2
3rd +2 Link Feature, Magic Item Absorption, Keen Guidance 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 Link Feature, Project Senses 3 3 4 3
8th +3 Ability Score Improvement 3 3 4 3
9th +4 3 3 4 3 2
10th +4 Soul Shield 3 4 4 3 2
11th +4 Link Feature, Resting Voice 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 Link 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

Linked 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 Soul Linker level you must also create your companion, see rules for creating a companion in APPENDIX A.

In combat, your companion shares your initiative count, and you both act on the same t urn. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take an action this turn to command it to take another action. That action can be to attack with its natural weapons or some other action. If you are incapacitated, the defender can take any action of its choice, not just Dodge.

If your companion is reduced to 0 hit points, it falls unconscious and makes death saving throws. If it has died within the last hour, you can use an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. Your companion returns to life after 1 minute with all its hit points restored. At the end of a long rest, you can summon your companion, teleporting it to an empty square within 5 feet of you and reviving it with all its hit points restored if it was dead.

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 linked 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 Linker spell list can be found near the end of this document.

Cantrips

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

Preparing and Casting Spells

The Soul Linker table shows how many spell slots you have to cast your Soul Linker spells. To cast one of your Soul Linker 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 Linker spells that are available for you to cast, choosing from the Soul Linker spell list. When you do so, choose a number of Soul Linker spells equal to your Charisma modifier + half your Soul Linker 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 Linker, 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 Linker 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 Linker 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 Linker 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 Linker 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 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 Soul Linker 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 Linker, 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 Linker, regardless if whether the item required attunement. Attempting to merge with more than three items fails automatically. The Soul Linker 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.

Alternatively, when you use your action to command your companion, you can make one weapon attack or cast a cantrip (from the Soul Linker spell list) as a bonus action before the end of the turn.

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.

Companion Ability Score Improvment

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one of your companions 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. You can’t increase an ability score above 20 using this feature unless its description specifies otherwise.

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.

Soul Shield

At 10th 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.

Resting Voice

Beginning at 11th level you now regain all uses of your edicts on a short or long rest.

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 link.

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.

APPENDIX A: Create your companion

Companions comes in all shapes and sizes, this chapter helps you make a companion that fits perfectly for your Soul Linker. 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 Link you took at first level.

Step 2: Proficiencies

You can pick 2 skills which your companion becomes proficient in. Your companion uses your proficiency bonus(PB). Your companion can understand any language you can speak, but can't speak itself. If a feature for your companion requires another creature to make a saving throw, the DC is equal to your Spell Save DC.

Step 3: Archetypes

Choose one of the following archetypes for your companion that will determine its ability scores and other statistics.


Tough

medium Size


  • Armor Class 10 + its Constitution modifier + PB
  • Hit Points 4 + (4 + its Constitution modifier) x your Soul Linker level.
  • Speed 35ft.

STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 16 (+3) 5 (-3) 10 (+0) 11 (+0)

Agile

Small Size


  • Armor Class 11 + its Dexterity modifier + PB
  • Hit Points 4 + (3 + its Constitution modifier) x your Soul Linker level.
  • Speed 45ft.

STR DEX CON INT WIS CHA
8 (-1) 16 (+3) 12 (+1) 9 (-1) 15 (+2) 7 (-2)

Finesse. Your companion can use dexterity for its natural weapons instead of strength


Plated

medium Size


  • Armor Class 15 + PB
  • Hit Points 4 + (3 + its Constitution modifier) x your Soul Linker level.
  • Speed 35ft.

STR DEX CON INT WIS CHA
16 (+3) 9 (-1) 14 (+2) 8 (-1) 14 (+2) 13 (+1)

Step 4: Weapons

Your companion needs to be able to deals with enemies. Pick two of the following natural weapons for your companion:

  • Bite. This natural weapon deals 1d8 piercing damage on hit, and you can reroll any 1's or 2's rolled on the d8.

  • 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.

  • 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.

  • 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

  • Tail. The natural weapon deals 1d6 bludgeoning damage on hit and it has a 10 foot reach instead of the normal 5 foot reach.

  • 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: 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 Soul Linker 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.

  • At step 1 we get the Beast type as for this example we chose Link to the Wilds.

  • At step 2 we choose Athletics to make grappling easier and stealth to help it hide

  • At step 3 we pick Tough, to make it durable and strong like a crocodile.

  • 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.

  • At step 5 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 Large Build to make the the size of a crocodile.

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 Soul Linker'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.

Actions

Bite. melee weapon attack: +5 to hit, 5ft reach, one target. Hit: 1d8 piercing damage, reroll any 1's and 2's rolled on the 1d8.

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 companion can move through a space as narrow as 1 inch wide without squeezing.

Mimicry

Your companion can mimic humanoid voices and phrases it has heard before. A creature that hears the sounds can tell they are imitations with a successful DC 13 Wisdom (Insight) check.

Aquatic

Your companion 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 companion 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.

Large Build

Your companions size increase by one (from medium to large for example), but it's speed is reduced by 5.

Flying

Your companion has a flying speed equal to its walking speed. If its size is medium or larger it will fall at the end of its turn.

APPENDIX C: Soul Linker Spells

As a Soul Linker, 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
  • Soul Mark Slash B
  • 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
  • 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 Soul Linker 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 Linker isn't your initial class, here are the proficiencies you gain when you take your first level as a Soul Linker: light armor, simple weapons.

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

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

Soul Linker 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 Mark Slash

Cantrip Evocation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, M(a weapon)
  • Duration: Instantaneous

As part of the action used to cast this spell, you must make an attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and soul energy marks the target. If your companion hits the creature that you marked before the end of this turn, the creature will take 1d4 force damage.

The spell's damage for when your companion hit the marked creature 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.

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.

Changelog

Credit:

Creator:

This Class was made by /u/FragSauce

Artists:

  • Vivien, Monsters' Advocate by Lius Lasahido: https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=479695

  • Peace Within by Dmitry Burmak: https://www.artstation.com/artwork/peace-within-c70ef9bd-e674-4ee9-8f8f-34d86be09495

  • Icon by Games-Icon.net: https://game-icons.net/sbed/originals/doubled.html

  • Winota, Joiner of Forces by Magali Villeneuve: https://magic.wizards.com/en/articles/archive/feature/humans-ikoria-art-descriptions-2020-05-15

  • Nissa Revane by Thaldir: https://www.deviantart.com/thaldir/art/Nissa-Revane-559844012

  • Fight as One by Bryan Sola: https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=479532

  • Ikoria Banner by Wizards of the Coast: https://millenniumgames.com/wp-content/uploads/2020/04/Ikoria-Banner-1.jpg

  • Dark Young of Shub-Niggurath by dloliver: https://www.deviantart.com/dloliver/art/Dark-Young-of-Shub-Niggurath-266021780

  • 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.