Soul Binder Archetypes
Soul Binder can bind with lots of different beings; it all depends on what they seek, and what they are offered. It can be given to them as a gift, or earned through hard work and dedication.
Bond of the Dragonkin
You have been chosen by a dragon to receive a gift. It have made a Guard Drake especially for you, and you have bonded your soul with that Guard Drake that will now follow you everywhere, and protect you at all cost.
Chromatic Guard Drake
Medium Dragon, Unaligned
- Armour Class 14 + it's Dexterity modifier + your proficiency modifier
- Hit Points (5 (or 1d8) + its constitution modifier) x your soul binder level.
- Hit Die: 1d8 per Soul Binder Level
- Speed 30ft.
STR DEX CON INT WIS CHA 16 (+3) 13 (+1) 16 (+3) 4 (-3) 12 (+1) 7 (-2)
Senses: Dakvision 60ft
Languages Draconic, but can’t speak.
Actions
Bite. Melee Weapon Attack: +5 (your proficiency modifier + Its Strength modifier) to hit, reach 5ft., one target. Hit 6 (1d8 + Its Strength modifier)
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Tongue and Scales of the Drake
When you take this Bond at 1st level you learn to speak draconic, in order to talk with your drake.
Additionally you gain proficiency with medium armour, shields and martial weapons.
Guardian of the Dragon
At 1st level you have been given a Chromatic Guard Drake and bonded with it. The Drake will use the stat block above. When you get the drake you also choose what colour you want it to be, you can choose one of the following colours:
- Black Guard Drake. A black guard drake is amphibious (it can breathe air or water), has a swimming speed of 30 feet, and has resistance to acid damage.
- Blue Guard Drake. A blue guard drake has a burrowing speed of 20 feet and resistance to lightning damage.
- Green Guard Drake. A green guard drake is amphibious (it can breathe air or water), has a swimming speed of 30 feet, and has resistance to poison damage.
- Red Guard Drake. A red guard drake has climbing speed of 30 feet and resistance to fire damage.
- White Guard Drake. A white guard drake has a burrowing speed of 20 feet, a climbing speed of 30 feet, and resistance to cold damage.

A Drake's Challenge
At 3rd level your drake is a force to be reckoned with, and it will happily stand at the front line and take many blows for its teammates. Whenever your drake hits a creature, it also challenges that creature to fight the drake. The drake marks the creature. The creature has disadvantage to attack other creatures than the guard drake.
The drake can only have one creature marked at a time, and if a new creature is marked the old mark is removed.
Magic Infused Blood
When you reach 6th level your drake have gotten more used to magic as it have been bonded to you, and effected by your magic. Whenever you target your drake with a spell, it will gain the following benefits untill the end of your next turn:
- It adds your proficiency bonus to its Attack rolls twice instead of once.
- It adds your proficiency bonus to its Damage.
Command of the Dragonkin
At the 11th level you can command your guard drake with the fury of a dragon. You learn two commands. These commands functions like your "Soul Binder's Command" and will follow the same rules and uses, these will not count toward your total know commands:
- Chromatic Bite: You command your dragon to infuse its bite with extra elemental energy. The next time your drake hits a creature with its bite attack, it add 4d8 damage to it. The damage type for this extra damage is dependent on what colour the drake has, its the same type that the drake has resistance to.
- Draconic Leap: You point your finger at a target within 60 feet of you. If your drake is within 30 feet of that target, it can use its bonus action to leap to that target, If it does so, the target must succeed a strength saving throw or be knocked prone and take 2d8 bludgeoning damage.
Dragons Blessing
When you reach 17th level, you have been bonded so long with your drake and have learned more about its draconic powers that you can empower it to transform in to a dragon for a short while. As an action, you can cause your drake to grow wings and transform into a dragon for 1 minute. While transformed it get the following benefits:
- It has a flying speed of 60 feet.
- Its size becomes Large.
- It has 10 feet reach on all its attacks.
- As a bonus action, it can let out a terrifying roar. Each creature of its choice that is within 120 feet of the drake and aware of it, must succeed on a Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this effect for the next 24 hours.
The transformation ends after 1 minute, or if the drake uses its bonus action to end it. It can transform once per long rest.

Bond of the Elements
You are in balance with the world, and the elements that surround you. You are so closely bonded with them that you can manifest an elemental avatar, and you have bound your soul to that avatar.
Elemental Avatar
Large Elemental, Unaligned
- Armour Class 10 + it's Dexterity modifier + your proficiency modifier
- Hit Points (5 (or 1d8) + its constitution modifier) x your soul binder level.
- Hit Die: 1d8 per Soul Binder Level
- Speed 30ft.
STR DEX CON INT WIS CHA 16 (+3) 16 (+3) 14 (+2) 6 (-2) 12 (+1) 6 (-2)
Senses Darkvision 60 ft
Languages Understands the Soul Binder's languages, but can't speak.
Actions
Slam . Melee Weapon Attack: +5 (your proficiency modifier + Its Strength modifier) to hit, reach 5ft., one target. Hit 9 (1d10 + Its Strength modifier) Bludgeoning damage
Touch . Melee Weapon Attack: +5 (your proficiency modifier + Its Dexterity modifier) to hit, reach 5ft., one target. Hit 8 (1d8 + Its Dexterity modifier) Elemental Damage
Aid of the Elements
At 1st level the elements themselves have granted you the aid of an Elemental avatar, the avatar can take different shape dependent on which element you are attuned to.
Being level 1 allows you to pick one element you can attune to. You will learn more Elements to attune to at later levels. You can change which Element you and your avatar is attuned to over a long rest.
The Avatar can look how you want it to, as long as it follows the stat block above.
Each element will also give your Avatar a set of passives and an action that is unique to each element. The different elements can be found on the next page.
Expanded Spell Options
As you bind with the elements and nature itself, you are able to have more spells available, these spell are always prepared and don’t count towards your maximum number of prepared spells.
Bond of the Elements Spells
| Spell Level | Spells |
|---|---|
| 1st | Absorb Elements |
| 2nd | Gust of Wind |
| 3rd | Protection from Energy |
| 4th | Elemental Bane |
| 5th | Conjure Elemental |

Fire Avatar
Illumination: The elemental sheds bright light in a 30-foot radius and dim light in an additional 30 feet.
Fire Form: A creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 3 (1d6) fire damage.
Water Susceptibility: For every 5 feet the elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.
Elemental damage: Fire
Damage Immunities: Fire, Poison
Actions
The Avatar can use its action to cast the Control Flames cantrips. Constitution is its spellcasting modifier.
Earth Avatar
Hide of the Earth. Earth Avatar have +2 AC
Earth glide. The elemental can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn't disturb the material it moves through.
Elemental damage: Bludgeoning
Damage Vulnerabilities: Thunder
Damage Immunities: Poison
Actions
The Avatar can use its action to cast the Mold earth cantrips. Constitution is its spellcasting modifier.
Water Avatar
Running Water: The water Avatar can take the Disengage action as a bonus action.
Easy Flow: The Water Avatar have a swimming speed equal to its walking speed.
Elemental damage: Cold
Damage Resistances: Acid
Damage Immunities: Poison
Actions
The Avatar can use its action to cast the Shape Water cantrips. Constitution is its spellcasting modifier.
Air Avatar
One with the Air: The Air elemental has a flying (hover) speed equal to its walking speed.
Elemental damage: Piercing
Damage Resistances: Lightning, Thunder;
Damage Immunities: Poison
Actions
The Avatar can use its action to cast the Gust cantrips. Constitution is its spellcasting modifier.

Elemental Burst
At 3rd level your Avatar have learned to harness it's elemental powers with great fury. As an action, it can burst elemental force all around it. Every creature of its choice within 5 feet of it will have to make a saving throw; the save is different for each element, or take 3d8 elemental type damage, and half if they made the save. Additionally, they suffer one of the following effects, dependent on what element you are attuned to:
- Fire (Dexterity saving throw) : Any hit target that fails it's saving throw they get charred, and they have disadvantage on their next attack.
- Earth (Strength saving throw) : Any hit target that fails it's saving throw is knocked prone.
- Water (Constitution saving throw) : Any hit target that fails it's saving throw, have their movement speed reduced to 0 feet, until the end of your next turn.
- Air (Strength saving throw) : Any hit target that fails it's saving throw is pushed 10 feet away from the avatar.
The Avatar can use its Elemental Burst once per short or long rest.
The damage of this feature increases by 1d8 as you gain levels in this class: 7th level (4d8), 11th level (5d8), 15th level (6d8), 19th level (7d8).
Additionally, you learn one more element that you can now attune to (2 know total).
Boon of Nature
When you reach 6th level, you and your avatar are so close, that you can call down a boon from nature itself. As an action, you can use the power of the elements to buff up your Avatar. It will keep this boon for 1 minute. What the boon does is different depending on what element you are attuned to:
- Fire: Your Avatar strikes with precision, and it can add your Charisma modifier to its attack rolls.
- Earth It will toughen up its rocky outside and gain temporary hit points equal to double your Charisma modifier at the start of its turn.
- Water your avatar runs swift like the river, it gains +30 feet movement speed.
- Air The avatar can lock enemies into place with howling wind. The Avatar can do a grappling attempt at a creature within 5 feet as a bonus action. The Avatar can only have one creature grappled like this at a time.
You can call upon this boon once per short or long rest.
Additionally, you learn one more element that you can now attune to (3 know total)
Commander of Elements
At the 11th level you can command your Avatar with the power of the earth itself. You learn two commands. These commands functions like your "Soul Binder's Command" and will follow the same rules and uses, these will not count toward your total know commands:
- Elemental Bolt: You command your Avatar to hurl a bolt of elemental energy. The elemental must use its reaction to send a bolt flying in a direction of your choice. The bolt will fly in a 30 ft long and 5 ft wide line, when its hits an enemy make a ranged attack roll, on hit, it will deal 3d8 elemental damage, and the bolt will disperse. If the attack miss, the bolt will keep flying until it hits a target.
- Punch of the Elements: Your avatar will gather elemental energy in its hand, and strike at a nearby foe. It’s it hit with a melee attack this turn, the creature hit will take an additional 2d8 elemental damage and will have to make a saving throw. The saves are the same as the "Elemental burst" and functions the same way, but only for the effect not for damage.
Additionally, you learn one more element that you can now attune to, and you now know all four elements.
Swift Attunement
When you reach 17th level you have learned to adapt your Avatar to different situations. You can now switch your attuned elemental on a short rest.
Additionally, you can switch your Avatar even faster, you can use an action to Switch your attuned element, when you use this feature this way you must finish a long rest before it can be done again.

Bond of the Dirge
You have used a piece of your soul, to revive a dead corpse, and returned them this world under your command. Now they walk with you and serve you as their master.
Zombie Companion
Medium Undead, Unaligned
- Armour Class 10 + your proficiency modifier + Its Dexterity modifier.
- Hit Points (6 (or 1d10) + its constitution modifier) x your soul binder level.
- Hit Die: 1d10 per Soul Binder Level
- Speed 30ft.
STR DEX CON INT WIS CHA 16 (+3) 10 (0) 16 (+3) 4 (-3) 12 (+1) 7 (-2)
Damage Immunities: Fire, Poison
Condition immunities: Poisoned
Senses: Dakvision 60ft
Languages: Understands the Soul Binders languages but can't speak.
Undead Fortitude . If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.
Actions
Slam. Melee Weapon Attack: +5 (your proficiency modifier + Its Strength modifier) to hit, reach 5ft., one target. Hit 9 (1d10 + Its Strength modifier)
Afterlife Servitude
At 1st level you gain an Zombie as your companion, it can look like any zombified humanoid, as long as it uses the "Zombie Companion" stat block.
Being bonded with this Zombie monster, have influenced your soul to become resistant to death. You gain the "Undead Fortitude" feature that your Zombie have.
Expanded Spell Options
You tap into the necromantic powers of the dead and you are able to have more spells available, these spell are always prepared and don’t count towards your maximum number of prepared spells.
Bond of the Dirge Spells
| Soul Binder Level | Spells |
|---|---|
| 2nd | Cause Fear |
| 5th | Gentle Repose |
| 9th | Life Transference |
| 13th | Shadow of Moil, Blight |
| 17th | Danse Macabre |
Corpse Rot
When you reach 3rd level your zombie have learned to control its rotten insides with your help. As a bonus action, it can breathe death at a target within 5 feet of it. The target must make a Constitution Saving throw, or be poisoned for 1 minute. the creature can repeat the saving throw at the end of its turn. When a target succeed the saving throw the effect ends, and the target is immune to this feature for 1 hour.
Deathly Feast
At level 6 your Zombie have a hunger that is so strong that even in combat it craves the taste of flesh. As an action your zombie can feast on a dead corpse within 5 feet, the corpse have to be of a creature that has flesh. When the Zombie does so, it will gain temporary hit points equal to an amount of d4 that is the same as your Soul Binder level.
It can use this feature twice per short or long rest.

Deadly Commands
At the 11th level, you can command your Zombie with a deathly tone you learn two commands. These commands functions like your "Soul Binder's Command" and will follow the same rules and uses, these will not count toward your total know commands:
- Infectious words: The next time your Zombie uses its "Corpse Rot" within the next minute, the target will also be blinded and deafened when effected.
- Mass Infection: The next time your Zombie uses its "Corpse Rot" within the next minute, It can use it on any creature of its choice within 10 feet of it.
Feasting Growth
When you reach 17th level your Zombie have eaten and been given energy by you, that it grows into undead monster. Whenever your Zombie eats fresh flesh, either by using "Deathly Feast" or other means, it will grow and become enraged for 1 minute. While the zombie is in this state, it will gain several benefits:
- Its size becomes Large.
- It has a base movement speed of 40 ft, as well as 40 ft climbing speed.
- Whenever it is hit by an attack, it can use its reaction to make one melee attack against the attacker.
- Whenever it kill a target that have flesh, it can use "Deathly Feast" on that target as its bonus action, as long as it have more uses left.
It will stay in this state for 1 minute, or if it ends it as a bonus action. Additionally it can now use "Deathly Feast" as many times equal to your Charisma modifier.
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Credit
Artist:
- Dragon Warrior by nraza: https://nraza.deviantart.com/art/Dragon-Warrior-538932038
- White Drake by Anastassia: https://www.artstation.com/artwork/WQEyJ
- Stone Golem by Geunjoo Baek : https://www.artstation.com/artwork/8L5zm
- Golem Master by Flying Hand : https://www.artstation.com/artwork/0w4n5
- Goblin Shaman by d1sk1ss: https://d1sk1ss.deviantart.com/art/goblin-shaman-128635189
- Necromancer By karichristensen: https://karichristensen.deviantart.com/art/Necromancer-149682548
- PZO9094 Gluttoner by caiomm: https://caiomm.deviantart.com/art/PZO9094-Gluttoner-548118259
This was made with Homebrewery -___
Made by /u/FragSauce For the Soul Binder Class found here: https://www.gmbinder.com/share/-L18SKkEVbPvsfynoEZZ

Changelog
1.1
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Changed Elemental Burst to Recharge on short rests as well
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Changed earth and air elementals damage type, to normal bludgeoning and piercing, instead of magical, since the main class gives companion magical attacks at level 6.
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Boon of nature now also recharge on a short rest.
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Significally changed the difference between the different elemental attunements.
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Gave Guard drake and Elemental Avatar 60ft darkvision.
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Changed Bond of the Dirges Corpse Rot to inflict the poisoned condition
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Gave Undead Companion Immunity to poison damage.
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Changed Deathly Feast to give 1d4 for every Soul Binder level instead of 1d4 for half soul binder levels + Zombies Con modifier.
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Gave "Bond of the Dragonkin" proficiency with Shields.
1.1.1
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Removed the Additional AC from "Magic Infused Blood"
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Text fixes