The Soul Binder v0.4 (Redux)

by FragSauce

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The Soul Binder

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Redux Version

This version is a rework of the original soul binder and is still being worked on. Over time this class will get more subclasses and the idea is that the final product will have all the creature types (maybe except humanoid).

If you are currently playing a Soul Binder you should discuss with your DM first before updating to this version as it is still a work in progress and it has some core differences.

The 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 Binder 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 Binder 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 Evolutions Edict Die Cantrips
Known
1st 2nd 3rd 4th 5th
1st +2 Soul Bond, Symbiotic Link, Bonded Companion, Hidden Form 2
2nd +2 Spellcasting, Edict 2 1d4 2 2
3rd +2 Bond Feature, Keen Guidance 2 1d4 2 3
4th +2 Ability Score Improvement, Companion Ability Score Improvment 2 1d4 3 3
5th +3 Advanced Offense, Soul Linked Casting 2 1d6 3 4 2
6th +3 Companion's Protection, Magic Item Absorption 2 1d6 3 4 2
7th +3 Bond Feature, Project Senses 3 1d6 3 4 3
8th +3 Ability Score Improvement 3 1d6 3 4 3
9th +4 3 1d6 3 4 3 2
10th +4 Soul Shield 3 1d6 4 4 3 2
11th +4 Bond Feature, Resting Voice 3 1d6 4 4 3 3
12th +4 Ability Score Improvement 4 1d6 4 4 3 3
13th +5 4 1d6 4 4 3 3 1
14th +5 Soul Purification 4 1d8 4 4 3 3 1
15th +5 Bond Feature 4 1d8 4 4 3 3 2
16th +5 Ability Score Improvement 4 1d8 4 4 3 3 2
17th +6 5 1d8 4 4 3 3 3 1
18th +6 Resonating Voice 5 1d8 4 4 3 3 3 1
19th +6 Ability Score Improvement 5 1d8 4 4 3 3 3 2
20th +6 Soul Infused Giant 5 1d8 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 Soul Binder 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 turn. 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 companion can take any action of its choice, not just Dodge. While your companion is within 100 feet of you, you can communicate with it telepathically.

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 a bonus 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 Binder 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 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. When you use an action to command your companion you can say an edict as part of that action. It must be able to hear you for the command to take effect, you can only activate an edict once per turn. Choose an edict and roll your Edict Die which is 1d4. At 2nd level, you learn the following edicts:

Strike. You command your companion to attack with extra ferocity. During this turn your companion can add the result of your Edict Die to its damage rolls and half the result (rounded up) to its attack rolls.

Toughen Up. You command your companion to toughen up and be ready to withstand even more blows. Your companion gains temporary hit points equal to the result of your Edict Die times your proficiency modifier, that last for 1 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 the result of your Edict Die to its AC and any saving throw it has to make.

Relocate. You tell your companion that it needs to move fast, or move safely. When given this command your companion can immediately move a number of feet equal to five times the result of your Edict Die, this movement doesn't provoke attacks of opportunity.

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 size of your Edict Die increases as you gain levels in this class, 1d6 at 5th level and 1d8 at 14th level.

Keen Guidance

Beginning at 3rd level, you can now give your companion commands easier than before. You can command your companion as a bonus action to take an action other than the Dodge action. If you do so, you can also activate an edict as part of this bonus 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.

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

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.

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.

Magic Item Absorption

Beginning at 6th 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 that requires attunement within the creature counts as an attunement for the Soul Binder. No matter how many items requiring attunement your companion has absorbed it can hold a maximum of 3 items. 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.

Additionally your companions attacks always count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

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 or condition that allows it to make a saving throw to end it. You can use your action to allow your companion to immediately attempt a saving throw even if it has already done so on its 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 size becomes gargantuan.
  • 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 Bond

The creatures that allow themselves to be linked 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 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 or Monstrosity.

  • You and your companion gain an extra 5 feet walking speed.

  • 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:

  • 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.

  • Hawk Spirit. The creature that was hit must succeed on a Constitution saving throw or be blinded until the end of your next turn.

  • Wolf Spirit. Any creature, other than you and your companion, 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.

Wild Pack

When you reach 7th level you and your companion can work together like a pack to overcome overwhelming odds.

You or your companion activates a spirit from "Call of the Wild" the next attack you or your companion makes against that creature has advantage.

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 number of attacks equal to the result of your Edict Die, it can't make more than one attack against the same creature with this action and it can use it's movement between attacks.

Dodge and Evade. Until the end of your next turn, whenever your beast takes damage, it can reduce the damage by an amount equal to the result of your Edict Die.

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 Unknown

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

This creature is either an outsider from beyond the stars or a spawn from a demon of madness and chaos.

Creature Beyond Comprehension

At 1st level you gain you and your companion get the following benefits:

  • Your companions creature type is Aberration or Fiend.

  • Your companion is immune to being frightened.

  • You and your companion are resistant to psychic damage.

  • You can read, write and speak Deep Speech or Abyssal.

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 Soul Binder spells for you.

Unknown Bond Spells
Spell Level Spells
1st cause fear, dissonant whispers
2nd detect thoughts, crown of madness
3rd fear, enemies abound
4th confusion, phantasmal killer
5th dominate person, telepathic bond

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:

  • Once per turn when the companion hits an enemy with an attack it can choose to deal extra psychic damage equal to your Soul Binder level.

  • Your companions size becomes large if it wasn't already.

  • 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, unless you expend a spell slot of 1st level or higher to use it again.

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 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:

Extended Grasp. Your companions limbs grows longer and can hit enemies from afar. During this turn your companions natural weapon have en extra reach equal to five times the result of the Edict Die.

Horrifying Form. You command your aberration to twist its form and instill fear in your foes. This turn your companion can use its bonus action to choose a number of creatures equal to the result of the Edict Die that is within 30 feet, the chosen creatures must succeed on a Wisdom saving throw or be frightened of your companion until the start of your next turn.

Embrace Madness

When you reach 15th you can choose to let willingly go of your sanity in order to give your companion magnificicant 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 Soul Binder level to all its attacks.

  • Its size becomes Huge if it was smaller.

  • 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 guard drake and linked 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.

  • 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 3d8 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. 5d8 for 2nd level spell slot, 7d8 for 3rd level spell slot, 9d8 for 4th level spell slot and 11d8 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:

Infused Scales. Until your next turn, when your companion is hit by a creature within 5 feet of it, that creatures takes Draconic damage equal to twice the result of your Edict Die.

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 bludgeoning damage equal to three times the result of your Edict Die.

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
  • It gains immunity to its Draconic Damage type.
  • Its attacks deal an extra 1d10 Draconic type damage.
  • It gains an amount of temporary hit points equal to your Soul Binder level, these temporary hit points disappear 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.

¨

Bond of the Merged

You have bound yourself to a strange creature that is able to shift its form and absorb matter to enhance itself.

Shifting Companion

At 1st level you have bound your soul to a companion able to shift its body in unnatural ways. You and your companion get the following benefits:

  • Your companions creature type is Aberration or Ooze.

  • Your companion gets the "Amorphous" or "Slimy Body" evolution, this doesn't count towards your companions maximum number of evolutions.

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 Soul Binder spells for you.

Merged Bond Spells
Spell Level Spells
1st arms of hadar, entangle
2nd alter self, enlarge/reduce
3rd gaseous form, protection from energy
4th black tentacles, freedom of movement
5th contagion, enervation

Merge

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

  • The reach of all its natural weapons increase by 5 feet.

  • When it hits a creature with one of its natural weapons it deals an extra 1d8 of psychic or acid damage.

  • It gains temporary hit points equal to half your soul binder’s current hit points, but will lose them when the merge ends.

  • It increases its size by one category – from Medium to Large, for example

While you are morphed with your companion, you can't take actions or reactions except ending the merge as a bonus action and using your action to command your companion (and potentially use an edict as part of that action), and cannot move unless specified. If you are concentrating on a spell while merged, you must make a concentration check when the companion is hit, using the companion's Constitution for the roll. The merge ends after 1 minute, when your companion is incapacitated, or if you choose to end it. When the merge ends, you emerge from your companion in an unoccupied space within 5 feet of it.

Once you have merged with your companion, you can't do so again until you finish a long rest, unless you expend a spell slot of 1st level or higher to merge again.

Assimilate

Starting at 7th your companion can assimilate pieces of monsters you have slain and add it to it's body to grow stronger. As an action your companion can touch a dead organic creature within 5 feet of it, to consume the body add some of it to itself, your companion will get certain benefits depending on the type of the creature. Your companion can only have the part of one creature at a time and if it uses this feature again it will lose its old benefit, the different benefits are the following:

Type Benefit
Abberration It has resistance to psychic damage and advantage on saving throws to avoid being frightened or charmed.
Beast It gains an extra 10 feet movement speed and has advantage on all perception checks.
Celestial It has resistance to radiant damage, and it can cast "Detect Evil and Good" at will
Dragon Your companion becomes resistant to whatever damage type the dragon was immune to (if any) and it gains a flying speed of 30 feet.
Elemental Your companion can cast the "Protection from Energy" spell at will.
Fey After your companion takes damage it can use its reaction to teleport to a spot within 30 feet, also magic can't put it to sleep.
Fiend Your companion becomes resistant to fire and poison damage, it also gets 120 feet darkvision which can see through magical darkness.
Giant Your companions has advantage on all Strength checks and saving throws, the weight it can lift, push and carry is doubled.
Humanoid Your companion can speak any language you know, it can also cast the "Alter Self" spell at will, but only to change itself to look like the humanoid it absorbed
Monstrosity You can pick two extra evolutions to give your companion, these don't count towards its maximum evolutions
Ooze Whenever a creature hits your companion with a melee weapon attack the creature takes Acid damage equal to your proficiency modifier
Plant If your companion has less than half its hit points at the start of its turn, it gains temporary hit points equal to your proficiency modifier.
Undead It has immunity to poison damage and the poisoned condition, it also has advantage on death saving throws, and can treat a 18 and 19 as a 20 when rolling death saving throws

At the end of a long rest the assimilated body will decay and rot away and your companion will loose its current benefit, unless you spend one of your newly gained spell slots to keep the body fresh until the next long rest.

Edict of the One

Beginning at 11th level, you can command your companion to absorb more matter and becomes better. The following commands are added to your Edict options:

Consume. When your companion hits a creature with an attack this turn, your companion is healed for an amount equal to the result of your edict die.

Digest. On this turn your companion can use its action to make a special grapple against a creature within range, your companion has advantage on its athletics check to initiate this grapple, while a creature is grappled by this feature it will take acid or psychic damage at the start of its turn equal to the result of your edict die when you used this edict.

Improved Merge

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

  • While you are merged you can see through your companions's eyes.

  • You can now take the Cast a Spell action while morphed. When you do so, you cast the spell through your companion and it must use its reaction to deliver the spell.

  • You can use your bonus action to command your companion, when you do so it can still make two attacks as if you had used your action to command it.

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 Binder. 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 9 + its Constitution modifier + PB
  • Hit Points 5 + (3 + its Constitution modifier) x your Soul Binder level.
  • Speed 30ft.

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

Resilient

medium Size


  • Armor Class 15 + PB
  • Hit Points 4 + (3 + its Constitution modifier) x your Soul Binder level.
  • Speed 30ft.

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

Defensive Plating. When another creature hits your companion with a melee attack, it can use it's reaction to add your proficiency bonus to it's AC for that attack, potentially causing the attack to miss it.


Agile

Small Size


  • Armor Class 11 + its Dexterity modifier + PB
  • Hit Points 4 + (3 + its Constitution modifier) x your Soul Binder 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

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 Binder class table. You can only pick each evolution once, unless otherwise specified. 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 14 (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 Binder'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 gains a climbing speed equal to its walking speed and it 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.

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.

Strider.

your companion is unaffected by difficult terrain.

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.

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. At 13th level your companion can fly continuously no matter its size.

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.

Blindsight

Your companion has 10 feet of blindsight.

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.

This evolution can be taken multiple times.

Aquatic

Your companion can breathe both air and water, additionally it gains a swim speed equal to its walking speed.

Elemental Creature

Pick one 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.

This evolution can be taken multiple times.

Charge

As a bonus action, your companion can move up to it's 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).

Resistant

Choose one of the following damage types: acid, cold, lightning, fire, necrotic, poison, thunder, radiant. Your companion becomes resistant to the chosen damage type.

This evolution can be taken multiple times.

Speech

Your companion gets the ability to speak in one of the languages you know.

Skilled

Your companion becomes proficient in a skill of your choice.

This evolution can be taken multiple times.

Helpful

Your companion can now take the "Help" action without you needing to command it.

Adorable

Your companion has advantage on persuasion checks and performance checks.

APPENDIX C: 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)
  • Control Flames
  • Dancing Lights
  • Focus Bolt SB
  • Friends
  • Guidance
  • Gust
  • Imbued Strike SB
  • Light
  • Mage Hand
  • Mending
  • Message
  • Minor Illusion
  • Mold Earth
  • Prestidigitation
  • Shape Water
  • Soul Mark Slash SB
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 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
  • 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 SB
  • 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 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 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.

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

Core Class

  • Changed Magic Item Absorbtion so only items that require attunement takes an attunement slot from the Soul Binder, the companion can absorb a maximum of three items.
  • Fixed some grammar and wording.
  • Changed the Tough archetypes HP to be: 5 + (3 + its Constitution mdofieri) * your Soul Binder level
  • Added changed the name of the "Plated" archetype to "Resilient" and give it resistance to one damage type from a list.
  • Added clause that you can only pick an evolution once (unless otherwise specifed)
  • Added to "Bonded Companion" so you can communicate telepathically with your companion, like the "Find Familiar" spell
  • Changed "Pocket Dimension" from "Hidden Form" so you can make your companion appear as a bonus action.
  • Changed "Benefit of the Bond: Arcane" to give two spells each level instead of one.
  • Added the "Speech" evolution if you want your companion to speak.
  • Added edict die to the class table.
  • Changed the level that the edict die increases to a 1d8 to 14th level from 17th level.
  • The "Spider Climb" evolution now gives a climbing speed.
  • "Soul Infused Giant" now makes your companion gargantuan instead of increasing its size by two.
  • Added the "Skilled" evolution
  • Added the "helpful" evolution
  • Added the "adorable" evolution
  • Added the "spell link" evolution
  • Reduced the "Tough" archetypes base AC to 9 from 10
  • Reduced the "Resilient" archetypes base CON to 13 from 14.
  • Added a new feature called "Defensive Plating" to the resilient archetype

Bond of the Wild

  • Changed the Wolf Spirit to not affect you and your companion.

Bond to the Unknown

  • You can now use a spell slot to gain more uses of "Egde of Sanity"

Bond of the Merged

  • Added

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
  • Dragon Whisperer MtG Art from Dragons of Tarkir by Chris Rallis: http://www.artofmtg.com/art/dragon-whisperer/
  • Icon by Games-Icon.net: https://game-icons.net/sbed/originals/doubled.html
  • Survivors’ Bond MtG Art from Ikoria by Randy Vargas: http://www.artofmtg.com/art/survivors-bond/
  • 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
  • Exuberant Wolfbear MtG Art from Ikoria by Jesper Ejsing: http://www.artofmtg.com/art/exuberant-wolfbear/
  • Silumgar Sorcerer MtG Art from Dragons of Tarkir by Jeff Simpson: http://www.artofmtg.com/art/silumgar-sorcerer/
  • Thoughtseize (Invocations) MtG Art from Amonkhet by James Ryman: http://www.artofmtg.com/art/thoughtseize-invocations/
  • Foul-Tongue Invocation MtG Art from Dragons of Tarkir by Daarken: http://www.artofmtg.com/art/foul-tongue-invocation/
  • Abolisher of Bloodlines MtG Art from Eldritch Moon by James Ryman: https://gatherer.wizards.com/pages/card/Details.aspx?multiverseid=414408
  • Conduit of Ruin | Art by Slawomir Maniak: https://gatherer.wizards.com/pages/card/Details.aspx?multiverseid=401847
  • Of one mind by Matt Stewart: https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=479580
  • Skyclave Shadowcat MtG Art from Zendikar Rising by Simon Dominic: http://www.artofmtg.com/art/skyclave-shadowcat/
  • Porcuparrot MtG Art from Ikoria by Chris Seaman: http://www.artofmtg.com/art/porcuparrot/
  • Track Down MtG Art from Core Set 2021 by Scott Murphy: http://www.artofmtg.com/art/track-down/

Special Thanks

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