Index
Summary of Content
Topic | Page |
---|---|
The Soul Binder | 3 |
- Class Features | 4 |
Soul Bonds | 8 |
- Bond of the Wild | 9 |
- Bond of the Unknown | 10 |
- Bond of the Dragonkin | 11 |
- Bond of the Merged | 13 |
- Bond of the Elusive Soul | 15 |
- Bond of the Spirit Vessel | 16 |
- Bond of the Puppet | 17 |
APPENDIX A: Creating your companion | 18 |
APPENDIX B: Evolutions | 21 |
APPENDIX C: Soul Binder Spell list | 23 |
- Soul Binder Specific Spells | 24 |
Changelog | 26 |
Credit | 27 |
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
Level | Proficiency Bonus |
Features | Evolutions | Edict Die | Cantrips Known |
1st | 2nd | 3rd | 4th | 5th |
---|---|---|---|---|---|---|---|---|---|---|
1st | +2 | Soul Bond, Symbiotic Link, Hiddden Form, Bonded Companion | 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 | 2 | 1d6 | 3 | 4 | 2 | — | — | — |
6th | +3 | Companion's Protection, Magic Item Absorption | 2 | 1d6 | 3 | 4 | 2 | — | — | — |
7th | +3 | Bond Feature, Soul Linked Casting | 3 | 1d6 | 3 | 4 | 3 | — | — | — |
8th | +3 | Ability Score Improvement | 3 | 1d6 | 3 | 4 | 3 | — | — | — |
9th | +4 | — | 3 | 1d8 | 3 | 4 | 3 | 2 | — | — |
10th | +4 | Soul Shield | 3 | 1d8 | 4 | 4 | 3 | 2 | — | — |
11th | +4 | Bond Feature, Swift Order | 3 | 1d8 | 4 | 4 | 3 | 3 | — | — |
12th | +4 | Ability Score Improvement | 4 | 1d8 | 4 | 4 | 3 | 3 | — | — |
13th | +5 | — | 4 | 1d10 | 4 | 4 | 3 | 3 | 1 | — |
14th | +5 | Companion Imitation | 4 | 1d10 | 4 | 4 | 3 | 3 | 1 | — |
15th | +5 | Bond Feature | 4 | 1d10 | 4 | 4 | 3 | 3 | 2 | — |
16th | +5 | Ability Score Improvement | 4 | 1d10 | 4 | 4 | 3 | 3 | 2 | — |
17th | +6 | — | 5 | 1d12 | 4 | 4 | 3 | 3 | 3 | 1 |
18th | +6 | Resonating Voice | 5 | 1d12 | 4 | 4 | 3 | 3 | 3 | 1 |
19th | +6 | Ability Score Improvement | 5 | 1d12 | 4 | 4 | 3 | 3 | 3 | 2 |
20th | +6 | Soul Infused Giant | 5 | 1d12 | 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 where you also pick 2 evolutions from APPENDIX B.
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 1000 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 an amount of hit points equal to ten times the level of the spell slot you used. You can also heal your companion this way while its alive by touching it and spending a spell slot, after a minute your companion regains an amount of hit points equal to ten times the level of the spell slot. 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.
Additionally, as an action when you are within 1000 feet of your companion, 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 it has. You can also speak through the companion as if you were there while looking through its senses. During this time, you are deaf and blind with regard to your own senses.
Symbiotic Link
You have sacrificed much of your essence to form the link you have with your companion, but it will in turn protect you with everything it can, at 1st level you gain the following benefits while within 60 feet of your companion:
-
When you take damage you can use your reaction to transfer that damage to your companion.
-
When you spend a hit dice to recover hit points during a short rest, your companion will heal for twice the amount of the healing you got from your hit dice.
-
If you are reduced to 0 hit points you can use your reaction to sacrifice your companion to save you, heal for an amount equal to your companions hit points, after that your companion will die.
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
Spell attack 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. You can only activate one edict once per turn. Edicts will refer to your edict die which is a 1d4. At 2nd level, you learn the following edicts:
Strike. You command your companion to attack with extra ferocity. The next time your companion makes an attack this turn, it can add your edict die to its attack roll and its damage roll if the attack hits.
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 two rolls of your Edict Die, these temporary hit points 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 your Edict Die to any saving throw it has to make, and if it is hit with an attack, it can use its reaction to roll your Edict Die and add to result to its AC against that attack, potentially causing it to miss.
Relocate. You tell your companion that it needs to move fast and safely. When given this command your companion can immediately move a number of feet equal to five times the result of a roll on 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 short or long rest.
The size of your Edict Die increases as you gain levels in this class, 1d6 at 5th level, 1d8 at 9th level, 1d10 at 13th level and 1d12 at 17th 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. Your companion can only take one action each 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 level 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.
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 (shields count as armor for the purpose of this feature). 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. 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.
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.
Soul Linked Casting
You and your companion are of the same soul, and you can channel magic through your link.
At 7th 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 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.
Swift Order
Beginning at 11th level you can now give quick and precise commands to your companion.
Your companion can now make two attacks when it takes the attack action if you command it as a bonus action.
Companion Imitation
When you reach 14th level your soul have become so entwined with your companion that you are becoming more like them.
Depending on what "Benefit of the Bond" you got from your bond you get one of the following features:
-
Martial: You can attack twice, instead of once, whenever you take the Attack action on your turn.
-
Arcane: Once per day as a bonus action, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than your proficiency modifier.
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 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 become empowered by the power of nature.
Once per turn when your companion hits a creature that is within 5 feet of you or if you hit a creature that is within 5 feet of your companion, you can activate one of the following features:
- Exhilarating Roar. Any creature of your choice within 10 feet of the hit creature, can use their reaction to spend one of their hit dice and heal for an amount equal to the roll of the hit die + their constitution modifier.
- Go for the Eyes. The creature that was hit must succeed on a Constitution saving throw or be blinded until the end of your next turn.
- Pack Leaders Mark. Until the start of your next turn, all attacks against the creature are made with advantage as long as the creature is within 5 feet of you or your companion.
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.
When you make an attack against a creature within 5 feet of your companion you can choose to gain advantage on the attack roll, if you hit this attack you must activate and use "Call of the Wild", you can't use this feature if you don't have any uses of call of the wild. If the creature dies from your attack you don't have to expend a use of Call of the Wild.
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 a roll 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 a roll of your edict die.
Summon Spirits of the Wild
When you reach 15th level you can call upon the spirits of nature to fight and hunt alongside you and your companion.
As an action you can use this feature to cast the "Summon Beast" spell at 5th level. When cast with this feature the spell summons two spirits instead of one, its duration in reduced to 1 minute and it doesn't require concentration. The spirits attacks also counts as magical for the purpose of overcoming resistances.
Once you have used this feature you must finish a long rest before you can do so again.
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. Your companion can use the following features:
-
When your companion takes damage, it can use its reaction to gain resistance to that instance of damage.
-
When your companion fails a saving throw it can add your edict die to the roll, potentially turning it into a success.
-
When your companion hits a creature with an attack, it can make that attack deal an extra amount of psychic damage equal to one roll of your edict die + your soul binder level.
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, after your companion has used one of the features you must make a Sanity check, which is a Charisma saving throw with a DC of 5, on a success the DC increases by 3 for next time your companion uses a feature, on a failed save the DC doesn't increase but you must roll on the madness table below and suffer that condition for 1 minute, your companion can't use this feature while you are suffering from a madness 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 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 for your mind, 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 |
At the end of a long rest the DC for your sanity check returns to 5. As a bonus action you can also spend a spell slot to reduce the DC of your Sanity check by an amount equal to double the spell slots level (to a minimum of 5).
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 companion 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 a roll of your 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 a roll of your 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.
As a bonus action you can roll on the Madness table from "Edge of Sanity" and suffer that effect for 1 minute. During that minute your companion can use the features from "Edge of Sanity" as much as it wants to.
Once you have used this feature you must finish a long rest before you can do so again.
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 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.
When you reach 11th level you can activate this feature as a bonus action.
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 a roll 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 rolls of your Edict Die.
Dragon Form
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.
- 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.
- At the start of its turn, roll 1d6, on a 5 or 6 it can use its action this turn to activate its "Magic Infused Breath" as if you had used a 2nd level spell slot to activate it.
- 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 and can't be changed.
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 | adaptationSB, alter self |
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.
-
Once per turn when it hits a creature with one of its natural weapons it deals extra psychic or acid damage which is equal to one roll of your edict die.
-
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 or bonus 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 | Your companion 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. Whenever your companion hits a creature with an attack this turn, your companion is healed for an amount equal to a roll 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 a roll of your Edict Die.
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.
-
As a reaction you can add your Charisma Modifier to the result of a saving throw your companion has to make (after it rolls but before you know if it fails) or you can add it to your companions AC against one attack (after you know the result of the attack roll)
Bond of the Elusive Soul
You have bound your soul to a creature that has an unusual nature about it, it has the ability to shift itself and blink around the world with ease, but it needs your guidance to control this power.
Tricky Comprehension
At 1st level you gain you and your companion get the following benefits:
-
Your companions creature type is Fey or Monstrosity.
-
Your companion is immune to being charmed.
-
You become proficient in Persuasion or Performance.
-
You can read, write and speak Sylvan.
Benefit of the Bond: Martial
Additionally starting at 1st level you gain some of your companions experience in 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.
Blink Strike
When you reach 3rd level, you have taught your companion to blink to your enemies and deliver a deadly strike.
Whenever you hit a creature with an attack, your companion can use its reaction to teleport to an unoccupied spot within 5 feet of that creature. If you use your reaction to transfer damage to your companion with the "Symbiotic Link" feature, your companion can also use its reaction and teleport to an unoccupied space within 5 feet of the creature that dealt damage to you. Your companion can only teleport this way if it is within 60 feet of the creature.
After your companion teleport it can choose to make an attack as part of that reaction, this attack has advantage on the attack roll. If the attack hits, the creature will have its movement speed reduced to 0 until the start of your next turn.
Your companion can only make this attack a number of times equal to your proficiency modifier and regains all uses on a short or long rest.
Linked Flicker
Starting at 7th level you and your companions connection have become so strong that you can teleport to each other.
While you and your companion is within 60 feet of each other, you both have the option to expend 20 feet of your movement to teleport to an unoccupied space that is within 5 feet of the other.
Only one of you can activate this feature each turn.
Elusive Edicts
At 11th level, you can command your companion to pull playful maneuvers. The following commands are added to your Edict options:
Quick Blink. You tell your companion to be prepared to evade danger. Roll your edict die 3 times and add the result of the dice. Until the start of your next turn, whenever your companion takes damage that is less than the result of your edict dice, it will shortly phase out of existance and avoid that damage.
Far Blink. You command your companion to blink, jumping to a different position. Your companion can choose to teleport to a spot it can see that is within ten times the result of a roll of your edict die in feet.
Blinking Charge
Beginning at 15th level you can channel the conjuration magic of your companion to shift you and your allies around the battlefield.
As an action you can choose any number of willing creature that is within 10 feet of either you or your companion (this can include you and your companion), you can then choose to teleport thoese creatures to a spot that is within 60 feet of their position and that you can see.
Any creature teleported this way can use their reaction to make a melee weapon attack against a creature who is within range.
Once you have used this feature you must finish a long rest before you can do so again.
Bond of the Spirit Vessel
You have bound yourself to a fleeting spirit unable to go to the afterlife. To help keep your companion grounded in this world you have made a vessel for them, whenever that be a carefully crafted construct or a corpse that is no longer being used.
Soul Container
At 1st level you have bound yourself with a soul that has become severed from its old body, and you have found a new home for this soul, whenever that be a constructed vessel or a new soulless body. You and your companion gains the following benefits.
-
Your companions creature type is either Construct or Undead.
-
If you cast a spell that normally can't affect Constructs and Undead (like Cure Wounds) you can still cast it on your companion.
-
Your companion is immune to poison damage and the poisoned condition.
-
Your companion doesn't need food, drink or sleep.
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.
Spirit Bond Spells
Spell Level | Spells |
---|---|
1st | false life, unseen servant |
2nd | silence, invisibility |
3rd | life transference, vampiric touch |
4th | shadow of moil, death ward |
5th | negative energy flood, raise dead |
Macabre Reconstruction
Starting at 3rd level you can use your own lifeforce to reconstruct your companion when its damaged. You have a pool of soul energy represented by a number of d6s equal to 1 + your Soul Binder level.
As a bonus action, you can spend a number of those dice equal to half your Soul Binder level or less. Roll the spent dice and add them together. You take damage equal to the the total, and your companion regains hit points equal to twice the total.
You regain all expended dice when you finish a long rest.
Necrotic Reprisal
When you reach 7th level you and your companions life force has been so entwined that your companion will harm anyone who dares to hurt you.
When your companion takes damage, it can use its reaction to choose any number of creatures that is within 10 feet of it, the chosen creatures must succeed on a Constitution saving throw or they will take necrotic damage equal to the damage your companion took when it activated this reaction.
After you have used this feature you must finish a short or long rest before you can do so again.
Edicts of the Bound Spirit
Starting at 11th level, you can command your companion to use its powers to manipulate life force. The following commands are added to your Edict options:
Steal Life. The next time your companion hits another creature with a melee attack, that attack will deal extra necrotic damage equal a roll of your edict die and you regain hit points equal to the necrotic damage dealt.
Dreadful Scream. As an action your companion can choose a number of creatures equal to your Charisma modifier, that is within 60 feet of it. The chosen creatures must make a Constitution saving throw, on a failed save the creature takes necrotic damage equal to two rolls of your edict die and can't regain hit points for 1 minute, the creature can repeat the saving throw at the end of their turn, ending the effect on a success.
Lifeforce Equalizer
When you reach 15th level you can manipulate the thread that ties you and your companion to heal one of you.
As an action you can compare your current hit points to that of your companions hit points, whoever has the lowest amount of current hit points will get healed so they have the same amount of hit points as the other one (to a maximum of their maximum hit points).
After you have used this feature you must finish a long rest before you can do so again.
Bond of the Puppet
Sometimes a persons soul can also be split in two as the result of a magical experiment, in such case they can because a Soul Binder and will have crafted a construct that can house their shattered soul and be controlled like a puppet.
Inorganic Companion
At 1st level you have your soul to a crafted construct which now serves as its container, You and your companion gains the following features:
-
Your companions creature type is Construct.
-
You become proficient in carpenter's, smith's tools, Mason's tools or tinker's tools.
-
Your companion is immune to poison and psychic damage as well as the poisoned, charmed and frightened condition.
-
Your companion can't take any actions if it is more than 60 feet away from you.
-
Your companion doesn't need food, drink or sleep.
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.
Spirit Bond Spells
Spell Level | Spells |
---|---|
1st | alarm, unseen servant |
2nd | hold person, phantasmal force |
3rd | enemies abound, tiny servant |
4th | compulsion, freedom of movement |
5th | animate objects, dominate person |
Take Control
Beginning at 3rd level you can now take more direct control of your companion and guide it.
If you used your action to command your companion you can then also use your bonus action to give it it the benefits listed below until the start of your next turn. You can also expend a spellslot as part of activating this feature to enhance the bonuses:
-
Your companions AC is increased by 1 (+1 for each each spellslot level).
-
Your companions movement speed is increased by 10 feet (+5 for each spellslot level).
-
Your companions attacks that are part of the attack action deals an extra 2 damage (+2 for each spellslot level).
Extended Control
starting at 7th level you can empower your companion for an extended amount of time.
When you use a spellslot to increase the potency of "take control" you can choose to make the effect extendable. If you do so and you activate take control without spending a spellslot, the next turn it will keep the same bonuses as last turn. The extended control ends if you don't maintain the control for 1 round, or if you have extended the control for a total of 1 minute.
Once you have used this feature, you must finish a long rest before you can do so again.
Edicts of the Puppeteer
Beginning at 11th level, you become a puppet master. The following commands are added to your Edict options:
-
Recover. If your companion is within 60 feet of you it is moved to an unoccupied space within 5 feet of you without provoking opportunity attacks, it is then healed for an amount equal to two rolls on your edict die.
-
Quick Control. Your puppet gets the benefits as if you had used your action and bonus action to activate the "Take Control" feature.
Absolute Control
At 15th level you can take even finer control of your control of your puppet.
When your companion is under the effect of the "Take Control" feature it can now make three attacks when it takes the attack action on its turn, and it has advantage on all saving throws.
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 Bond you took at first level.
Step 2: Proficiencies
You can pick 2 skills which your companion becomes proficient in, your companion also becomes proficient in 2 saving throws of your choice. 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 8 + its Constitution modifier + PB
- Hit Points (4 + its Constitution modifier) x your Soul Binder level + 5.
- 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 (3 + its Constitution modifier) x your Soul Binder level + 4.
- Speed 30ft.
STR DEX CON INT WIS CHA 16 (+3) 9 (-1) 14 (+2) 8 (-1) 14 (+2) 13 (+1)
Agile
Small Size
- Armor Class 11 + its Dexterity modifier + PB
- Hit Points (3 + its Constitution modifier) x your Soul Binder level + 4.
- 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, your companion is proficient in these natural weapons and will use Strength for its attack and damage rolls (Agile archetype can use Dexterity):
-
Bite. This natural weapon deals 1d8 piercing damage on hit, and you can reroll any 1's or 2's rolled on the d8.
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Claws. This natural weapon deals 1d4 slashing damage on hit. If your companion takes the attack action and makes at least 1 attack with claws, it can use its bonus action to make another claw attack, this attack does not add its ability modifier to the damage roll.
-
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.
-
Horns. This natural weapon deals 1d8 piercing damage, if your companion moved 20 feet in a straight line before hitting with this natural weapon the attack deals an extra 1d8 damage.
-
Stinger. This natural weapon deals 1d4 piercing damage, on a hit the target must also succeed on a Constitution saving throw or take 1d8 poison damage.
-
Tentacle This natural weapon deals 1d6 bludgeoning damage on hit. If your companion hits a creature with a tentacle, it can make a grapple attempt 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.
You also have the option to give your companion one flaw upon creation, if you give your companion a flaw you can give it one additional evolution, the flaws can be found at the end of APPENDIX B: evolutions. unlike evolutions, once chosen a flaw cannot be changed so choose wisely.
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.
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At step 2 we choose Athletics to make grappling easier and stealth to help it hide
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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 13 (Tough skin)
- Hit Points 12
- 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 it is 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 isn'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.
Spell link
When you cast a spell with a range of touch, your companion can deliver the spell as if it had cast the spell. Your companion must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.
Surprise Attack
If your companion surprises a creature and hits it with an attack during the first round of combat, the target takes extra damage equal to 1d6 + your Soul Binder level from the attack.
False Appearance
When the companion stays motionless, it is indistinguishable from a non-magical object of its size that you choose, i.e a tree, boulder or a statue.
Flaws
You have the option to give your companion a flaw to give your companion a flaw to give it additional evolutions.
Near Sighted
Your companion can't see anything that is more than 30 feet away.
Sunlight Sensitivity
While in sunlight, your companion has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Small Brain.
Your companions Intelligence score is reduced by 4, and its Wisdom score is reduced by 2.
Clumsy
When your companion want to stand up after being prone it must also spend its action in addition to half its movement, it can take this action even if you didn't command it.
Aversion of Fire.
If your companion takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.
Monophobia
If your companion isn't within 10 feet of an allied creature, your companion will have disadvantage on all attack rolls and ability checks.
Frail
Your companions size in decreased by one (from medium to small for example) and its Constitution score is decreased by 2.
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
- Friends
- Guidance
- Gust
- Soul Bound Arsenal SB
- Striking Mark SB
- Light
- Mage Hand
- Mending
- Message
- Minor Illusion
- Mold Earth
- Prestidigitation
- Shape Water
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
- Sundering Mark SB
- Thrashing Tether SB
2nd Level
- Adaptation SB
- Aid
- Blind/Deafness
- Blur
- Calm Emotions
- Concussive Mark SB
- 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
- Slow
- 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
- Leeching Mark SB
- Locate Creature
- 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.
Striking Mark
Cantrip Evocation
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: 1 round
You mark a creature within range for others to strike it, the first time a creature hits the marked before the start of your next turn, the creature will take an extra 1d4 force damage.
The spell's damage increases by one die when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4)
Soul Bound Arsenal
Cantrip Transmutation
- Casting Time: 1 bonus action
- Range: Self
- Components: V, S
- Duration: 1 minute
You mimic your companions strength to strike down your enemies.
Choose one of your companion natural weapons, you then grow these natural weapon on your own body and can use them for the duration of the spell. When attacking with natural weapons granted by this spell you can choose to use your Charisma modifier for attack and damage rolls instead of Strength.
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.
Sundering Mark
1st-level Evocation
- Casting Time: 1 bonus action
- Range: 60 feet
- Components: V, S
- Duration: 1 Turn
You mark a creature within range for your companion to attack and send a devastating wave of destruction over the marked.
The first time your companion hits the marked creature this turn, the creature, and any creature in a 15 feet cone behind the creature, must succeed on a Strength saving throw or take 1d8 force damage and be knocked prone.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 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.
Adaptation
2nd-level transmutation
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: Concentration, up to 1 minute
You can modify your companion on the fly to adapt to different situations.
Choose an evolution from APPENDIX B, your companion gains that evolution for the duration of the spell.
Concussive Mark
2nd-level Evocation
- Casting Time: 1 bonus action
- Range: 60 feet
- Components: V, S
- Duration: 1 round
You mark a creature within range for your companion to knock it out and overwhelm it.
The first time your companion hits the marked creature this turn, the creature must succeed on a Constitution saving throw or be stunned until the end of your next turn.
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.
Leeching Mark
4th-level necromancy
- Casting Time: 1 bonus action
- Range: 60 feet
- Components: V, S
- Duration: 1 Turn
You mark a creature within range for your companion to steal its life for you and itself.
The first time your companion hits the marked creature this turn, the creature takes an extra 3d10 necrotic damage and both you and your companion regain an amount of hit points equal to the necrotic damage dealt.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 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
link to previous version
v0.8
Core Class
- Added the Surprise Attack evolution
- Added the False Apperance evolution
- Added flaws which you can give your companion, to gain an extra evolution.
- Strinking Mark cantrip now works with allies
- Soul Bound Strike renamed to Soul Bound Arsenal and works like the cruid cantrip "Shillelagh"
- Your companion now becomes proficient in 2 saving throws at level 1.
- Symbiotic Link now kills your companion when sacrificing instead of reducing to 1 hit point.
- Edict die now increases at the same levels as your proficiency increases.
Bond of the Wild
- pack takedown removed
- new 15th level feature called Summon Spirits of the Wild will summon two beasts, not sure if this will stay but its better than the old feature.
Bond of the Unknown
Bond of the Dragonkin
Bond of the Merged
Bond of the Trickster
- Changed Benefit of the Bond from arcane to martial, as it synergies with the core class feature.
Bond of the Spirit Vessel
- Macabre Reconstruction, now uses a dice pool like celestial warlock, or dreams druid
- Steal Life edict now only heals equal to the necrotic damage and not the whole attack.
- Necrotic Reprisal now work with any damage taken (still can be used with symbiotic link)
Bond of the Puppet
- 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
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- Nissa Revane by Thaldir: https://www.deviantart.com/thaldir/art/Nissa-Revane-559844012
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