Soul Binder 2.0

by FragSauce

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The Soul Binder

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 binders have taken a drastic step to solve their problems. Unable to meet the demands of the world alone they choose to give up a piece of their soul to bond with another creature and face life's challenges together.

A Companion for Life

When soul binders 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, and 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. It can sometimes be physical 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 being will ever be, and when you play as a Soul Binder you can describe how you and your companion act. Maybe your feelings toward your companion changes over times as you travel together, for better or worse.

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 need more hit points or AC. Second, you should take the Hermit background.

CHAPTER 2 | CLASSES

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

Soul Bond

At 1st level you have chosen to give a piece of your 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.

The Soul Binder
–Spell Slots per Spell Level–
Level Proficiency
Bonus
Features Cantrips Known 1st 2nd 3rd 4th 5th
1st +2 Soul Bond, Bonded Companion,
Magic Item Absorption
2nd +2 Spellcasting, Edict 2 2
3rd +2 Bond Feature, Hidden Form 2 3
4th +2 Ability Score Improvement 3 3
5th +3 Companion Extra Attack , Soul Linked Casting 3 4 2
6th +3 Companion's Protection 3 4 2
7th +3 Bond Feature 3 4 3
8th +3 Ability Score Improvement 3 4 3
9th +4 Resting Voice 3 4 3 2
10th +4 Countermeasure 4 4 3 2
11th +4 Bond Feature 4 4 3 3
12th +4 Ability Score Improvement 4 4 3 3
13th +5 4 4 3 3 1
14th +5 Soul Purification 4 4 3 3 1
15th +5 Bond Feature 4 4 3 3 2
16th +5 Ability Score Improvement 4 4 3 3 2
17th +6 4 4 3 3 3 1
18th +6 Infused Energy 4 4 3 3 3 1
19th +6 Ability Score Improvement 4 4 3 3 3 2
20th +6 Quick Renewal 4 4 3 3 3 2

CHAPTER 2 | CLASSES

Bonded Companion

At 1st level, you gain a companion that will serve and aid you in every way it possibly can. The companion gets some bonuses from being linked to your essence. In combat, the companion moves and acts on your turn in initiative. You can tell it what to do verbally (no action needed) and if you are incapacitated, it will do its best to protect you and itself from harm. You and your companion both become empowered from the bond you share, but only one of you can take full advantage of that power at first. If you take the Attack action or cast a spell with a casting time of one action, your companion can't take the Attack action this turn, and if your companion takes the Attack action, you can't take the Attack action or cast a spell with a casting time of one action this turn.

It gains proficiency in two skills of your choice. In areas where it would use its proficiency bonus, it uses your proficiency bonus instead. It also adds your proficiency bonus to its AC. Your companion will always use Strength for it's attack and damage rolls (unless otherwise specified), and its damage dice is shown in the companions stat block. If a feature for you or your companion requires another creature to make a saving throw, the DC is equal to your Soul Binder Spell Save DC.

If your companion is reduced to 0 hit points, it falls unconscious and makes death saving throws. When it is reduced to 0 hit points, the soul binder will take any excess damage from the attack. If it is killed, you can return it to life as part of a long rest. The process of reviving can be very hard for your soul, and you gain one level of exhaustion at the end of the rest when you revive your companion. The companion has its own hit die, and can spend them during a short rest.

Whenever you gain the Ability Score Improvement class feature in this class, your companion’s abilities also improve. You can increase one of its ability scores of your choice by 2, or you can increase two of its ability scores of your choice by 1, at the DM's discretion you can forgo increasing the companions ability scores and instead give it a feat that would make sense for it (Like Mobile or Tough). As normal, you can’t increase an ability score above 20 using this feature unless its description specifies otherwise. Whenever you gain a level in this class, your companion also levels up, and it can increase its hit point maximum using its hit die normally. At first level, its hit points will be equal to the maximum value of its hit die + its Constitution modifier.

Magic Item Absorption

At level 1, 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 being in physical contact with the soul binder, item, and companion. Certain items have prerequisites. The companion must meet any prerequisite for the item to successfully merge. 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 it's natural armor.

Example: if you bind a +1 Plate armor to your companion it gains +1 to its AC, but not the benefits of wearing Plate armor

Each merged item within the creature counts as an attunement for the soul binder, regardless if whether the item required attunement. Attempting to merge with more than three items fails automatically. 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.

Spellcasting

By 2nd level you are now more used to being bonded to a magical creature, and have started to be able to use some magic to help your allies or bolster your companion. See Chapter 10 in the Player's Handbook for the general rules of spellcasting and Chapter 11 for the soul binder spell list.

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. As an action you can speak an edict to your companion. It must be able to hear you for the edict to take effect.

At 2nd level, you learn and can use the four following edicts:

  • Strike. You command your companion to attack with extra ferocity. The next time your companion hits another creature with an attack this turn, that attack deals extra damage equal to 1d8 plus your soul binder level.

  • 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 1d8 plus your soul binder level.

  • Block. You command your companion to evade or block incoming attacks rather than taking them. The companion's AC is increased by an amount equal to half your Charisma modifier (rounded up), until the end of your next turn.

  • Move. You tell your companion that it needs to move fast, or move safely. When given this command your companion can take the Disengage or Dash action as a bonus action on this turn.

You can use this feature a number of times equal to your Charisma Modifier (minimum of 1), regaining all uses on a long rest.

CHAPTER 2 | CLASSES

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. When you reach 3rd 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 will instead take 1d10 force damage and stay Tiny. While in Tiny form, the companion can't attack in any way.

  • Pocket Dimension. As an action, you can temporarily dismiss your companion as long as it is within 5 feet of you. It disappears into a pocket dimension where it awaits your summons. As an action, while it is dismissed, you can cause it to reappear in any unoccupied space within 5 feet of you. If you go unconscious while your companion is in its pocket dimension, it will reappear within 5 feet on you.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores by 1. As normal, you can’t increase an ability score past 20 using this feature.

Advanced Offense

At 5th level you and your companion have improved your skill in combat, and working together, you choose one of the following features.

  • Companion Extra Attack your companion can attack twice instead of once, whenever it takes the Attack action on its turn.
  • Expert Commanding There is no longer any restrictions for whenever you or your companion can take the attack action or cast a spell with a casting time of 1 action as long as it is a soul binder spell.

At 11th level you get the other feature that you didn't pick at 5th level.

Soul Linked Casting

You and your companion are of the same soul, and you can channel your magic through your link.

At 5th level when you cast a spell targeting yourself, you can also affect your companion with the spell if the companion is within 60 feet of you. If you lose concentration on the spell, you both lose the effect.

Companion's Protection

When you reach 6th level your companion's defense is better than ever, and it is better at 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.

Resting Voice

Beginning at 9th level you now regain all uses of your edicts on a short or long rest.

Countermeasure

At 10th level, your companion is very protective of you and will harm anyone who seeks to hurt you. When you become the target of an attack, your companion can take one of the following reactions::

  • Revenge. The companion can use its reaction to make one attack against the enemy if it is within range.

  • Roar. If your companion is within 30 feet of an enemy that is making the attack against you, it can use its reaction to let out a frightful roar to impose disadvantage on the attack roll as long as the attacker is not deafened.

  • Body Shield. If your companion is within 5 feet of you when the attack is made, it can use its reaction to redirect the attack to hit it instead.

Soul Purification

When you reach 14th you can use your Soul Energy to flush out any bad effects currently impeding your companion.

If your companion is affected by a magical effect that allows it to make a saving throw at the start or end of its turns, or as an action, you can use your action to allow your companion to immediately attempt to make this saving throw (even if it has already done so this turn).

Infused Energy

At 18th level you can channel your energy though the link that binds you and your compainon, to empower your companions attacks.

As an action you can infuse your companion with energy for 1 minute, when they are infused they can add your Charisma modifier to their damage rolls.

Once you have used this feature you must complete a long rest before you can do so again.

Quick Renewal

When you reach 20th level, you are so closely connected with your companion that you can feel their very life force as easy as feeling the wind blow. You have also learned to empower their essence in a burst of energy. As an action, you can fill your companion with renewed life if they are within 120 feet of you. Your companion regains all of its hit points. If it is dead, it is returned to life with all of its hit points.

Once you use this feature, you can't use it again until you finish a long rest.

Soul Bonds


Name Link Creature Type Description
Wild can be found here Beast Make a bond with a beast companion who focuses on their natural senses and physical attacks to navigate the wilds. Flexible in its build, the beast is a master of survivability and physical adaptation.
Unknown can be found here Aberration Bond with an aberration who will let you fuse bodies with them to become an altogether stronger individual with improved combat and casting abilities as well as greater endurance thanks to life transfusion abilities.
Dragonkin can be found here Dragon A gift from a powerful dragon, this guard drake is made to protect. It challenges enemies around, and will always protect you and your allies.
Elements can be found here Elemental You attune to the elements of natures and gain the aid of an elemental avatar who can take different shapes. Shake the earth, blow your enemies away, wash out the evil and rain fire upon your enemies.
Dirge can be found here Undead By some unholy ritual you have bonded with a corpse and infused it with necromantic energy. It will follow you in an eternal march to do your command.
Divine can be found here Celestial A gift from the gods this Guardian will follow you everywhere and protect you and those you care about, and together you will be able to face anything.
Playful Fey can be found here Fey A playful spirit, animal or other type of creature have made a bond with you and will always be by your side to pull pranks and tricks on people.
Demonic pain can be found here Fiend A demon of the abyss is at your command. You can whip your demon to enrage it and causing it to deal more damage.
Stitcher can be found here Monstrosity Stitch together your own creation and modify it to suit your needs, then bind your soul to it so that it may live and serve you.
Ooze can be found here Ooze You have found or created an ooze and bound your soul to it so that you can control it to do your bidding.
Verdant can be found here Plant Whenever a gift from a druid or homegrown this plant companion will make sure to entangle and destroy any foe that would dare to stand in your way

CHAPTER 2 | CLASSES

Bond of the Wild

You have been in touch with nature itself and have offered something of yourself to it. In return, you are given a trusty animal companion that will protect you and carry out your orders. You and the beast will form a bond that will make you inseparable.


Beast Companion

Medium Beast, unaligned


  • Armor Class 11+ Its Dexterity modifier + your proficiency bonus
  • 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
10 (0) 10 (0) 10 (0) 3 (-4) 12 (+1) 10 (+0)

  • Languages Understands the Soul Binder's languages, but can't speak.

Actions

Claws. Melee Weapon Attack: (your proficiency modifier + Its Strength modifier) to hit, reach 5ft., one target. Hit (1d10 + Its Strength modifier) slashing, piercing or bludgeoning damage.


Warrior of the Wild

When you choose this Bond at 1st level, you gain proficiency with martial weapons and medium armor. Additionally your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.

Beast Companion

At 1st level, you gain the company of a loyal beast. You choose what kind of beast it is as long as you use the "Beast Companion" stat block. You get to allocate some stats to your beast. You can get: 16, 14, 12. You can place them into the beasts Strength, Constitution or Dexterity.

The beast does not speak, But it will understand all of your languages, and you can communicate basic ideas to with the ease of a few hand signs and head nods.

Its also get two Beast Trait, you can pick two traits for your beast from the following:

  • Keen Hearing and Smell. The beast has advantage on Wisdom (Perception) checks that rely on hearing or smell.
  • Sneaky. The beast has expertise in Stealth.
  • Beast of Burden. The beast is considered to be one size larger for the purpose of determining its carrying capacity.
  • Nocturnal. The beast has darkvision with a range of 60 feet.
  • Amphibious. The beast can breathe air and water. It also gains a swimming speed equal to its walking speed.
  • Leaper. The beast's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.
  • Spider Climb. The beast can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
  • Big Boned. The beasts size is large.

Run With the Pack

When you reach 3rd level, you and your beast are bonded closer than most family and you perform best in combat when you are together. When you and your beast are within 10 feet of each other, and neither of you are incapacitated, you gain the following benefits:

  • When your beasts hit a creature with an attack, you can use your reaction to make an attack against the same creature.

  • If one of you is prone, it only takes 5 feet of movement to stand up again.

Beastial Evolution

At 7th level, your beast is infused with magic via your bond and can evolve itself in different ways. You can pick one of the following feature to grant to your beast:

  • Fast Flyer: Your beast gains a flying speed equal to double its walking speed. It also gains Flyby witch means that it doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.
  • Fast Charger: Your beast gains an extra 15 feet walking speed. Additionally, If the beast moves at least 20 feet straight toward a target and then hits it with an attack on the same turn, the target takes an extra 11 (2d10) damage. If the target is a creature, it must succeed on a Strength saving throw or be knocked prone.
  • Relentless Rampager When the beast is reduced to 0 hit points but not killed outright, it can drop to 1 hit point instead. it can't use this feature again until you finish a long rest. Additionally when the beast reduces a creature to 0 hit points with a melee attack, the beast can use its reaction to move up to half its speed and make one attack. If it hits with that attack, it gains half of the damage dealt as temporary hit points.

You also get to pick an additional Beast Trait from the "Beast Companion" feature.

Natures Edict

At 11th level, you can command your beast with the guidance of nature itself. You learn two edicts. These edicts functions like your "Edict" and will follow the same rules. You learn two new edicts which do not count toward your total known edicts:

  • Tooth and Nail: Your beast can use its action to make a melee attack against each creature of its choice within 5 feet of it, with a separate attack roll for each target.
  • Dodge and Evade Until the end of your next turn, whenever an attacker that your beast can see hits it with an attack, it can use its reaction to half the attacks damage against it.

Ultimate Evolution

When you reach 15th level, your beast has surpassed any limits you could imagine, and your soul is bonded so closely with it that you are able to push it to the limit with energy, and its uses this energy to evolve itself.

You can pick another feature from the "Beastial Evolution" and two new Beast Traits from "Beast Companion".

Additionally the range of "Run with the Pack", that you and your beast have to be within to get the benefits, is now increased to 20 feet.

Bond of the Unknown

By means of some sort of unnatural ritual you have been able to summon a aberration, and have bound it to your command. You might have captured one yourself even, or maybe you had to make a great sacrifice in order to get this unholy being under your command.


Aberration Companion

Medium Aberration, Neutral evil


  • Armor Class: 11 + Its Dexterity modifier + your proficiency bonus
  • 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) 12 (+1) 16 (+3) 6 (-2) 12 (+1) 7 (-2)

  • Condition Immunities Frightened
  • Senses Darkvision 60ft
  • Languages Understand its summoner's languages, but cant speak any

Actions

Claws. Melee Weapon Attack: (your proficiency modifier + Its Strength modifier) to hit, reach 5ft., one target. Hit (2d6 + Its Strength modifier) slashing, piercing or bludgeoning damage.

Tentacles. Melee Weapon Attack: (your proficiency modifier + Its Strength modifier) to hit, reach 10ft., one target. Hit (1d6 + Its Strength modifier) slashing, piercing or bludgeoning damage.

Controlled Aberrant

At 1st level you gain the servitude of an aberration. The Aberration is always under your control and you can speak with it telepathically as long as you are within 100 feet of it, and when you bind yourself to the aberration you learn to speak, read and write deep speech.

The Aberration can look how you want it, as long as it still looks like an Aberration and follows the given stat block above.

Expanded Spell List

As you bind with this magical being, 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 Unknown Spells
Spell Level Spells
1st Cause Fear
2nd Crown of Madness
3rd Fear
4th Confusion
5th Dominate Person

Morph

Beginning at 3rd level, you can use an action to touch your aberration and become absorbed, morphing together as one unit for 1 minute. While you are morphed with your Aberration it will gain several benefits:

  • The damage of its Claws deals an additional 1d6 damage. this becomes 2d6 at 11th level, and 3d6 at 18th level.

  • The reach of its Tentacles becomes 20 feet.

  • It gain temporary hit points equal to half of the soul binder’s current hit points (it will lose these when morph ends).
  • Its size becomes one size category larger.

While you are morphed with your aberration you cant take any actions, reactions, bonus action or move unless specified. You can use a bonus action to leave the creature and thereby ending the morph. When you are morphed you can also still use your action to use your Edicts telepathically.

If you are concentrating on a spell while morphed, you must make a concentration check when the aberration is hit, using the aberrations Constitution Saving Throw.

Morph will end after 1 minute, when the aberration is incapacitated, or if you choose to end it as a bonus action. When morph ends, the soul binder will emerge from the aberration at an unoccupied space within 5 feet. The morphing process is hard for the soul binder’s body, The first time you exit morph since your last long rest, nothing will happen, but each use after that will give the soul binder one level of exhaustion.

Otherworldly Grasp

When you reach 7th level your aberration has learned to pull creatures closer using either tentacles or telekinesis and show them images that can drive mere mortals mad.

As an action your aberration can force up to 6 creatures of its choice within 30 feet of it to make Strength Saving Throws, if a creature fails the Saving Throw it is pulled to an unoccupied space within 5 feet of the aberration.

After doing this your aberration can immediately spend it bonus action to attempt to grapple one of the creatures that failed the Saving Throw. If a creature is being grappled by your aberration, through the use of this feature, it is frightened until the grapple ends.

Once your aberration uses this feature, it must complete a short or long rest before it can do so again.

Unnatural Edict

Starting at 11th level, you gain access to give out edicts for your aberration to do things that will surprise anyone. You learn two edicts. These edicts functions like your "Edict" and will follow the same rules. You learn two new edicts which do not count toward your total known edicts:

  • Toxic Spit: You command your aberration to spit a glob of toxin at an enemy within 30 feet of the aberration. The aberration can use its bonus action and spit at that enemy. The enemy must succeed on a constitution saving throw, or be poisoned for 1 minute. The enemy can repeat the save at the end of its turn, ending the effect on a success.
  • Horrifying Form: You command your aberration to twist it form and instill fear in your foes, the next time it hits a creature with an attack on this turn, the creature that got hit must make a wisdom saving throw, on a failed save the creature is frightened until the end of your next turn.

Improved Morph

When you reach 15th level, your body has become more acceptant of your aberration, and you are much more potent at morphing together, whenever you morph together with your aberration it now gains additional benefits:

  • While you are morphed you can see through your aberrations senses

  • You can now take actions to casts spells, when you cast a spell while morphed, you cast the spell though your aberration and it must use it's reaction to deliver the spell.

  • You can choose to have it grow by two size categories instead of one.

Additionally you can now stay morphed for longer. You can retain your morphed state for 1 hour. You body also has an easier time being morphed. When you end your morph, you can choose to forgo the exhaustion once per short rest.

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


  • Armor Class 14 + it's Dexterity modifier + your proficiency 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) 13 (+1) 16 (+3) 4 (-3) 12 (+1) 7 (-2)

Senses: Dakvision 60ft

Languages Draconic, but can’t speak.


Actions

Attack. Melee Weapon Attack: (your proficiency modifier + Its Strength modifier) to hit, reach 5ft., one target. Hit (1d8 + Its Strength modifier) slashing, piercing or bludgeoning damage.


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 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 color you want it to be, you can choose one of the following colors:

  • 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 7th 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.

Edict of the Dragonkin

At the 11th level you can command your guard drake with the fury of a dragon. You learn two edicts. These edicts functions like your "Edict" and will follow the same rules. You learn two new edicts which do not count toward your total known edicts:

  • Harden Scales: untill your next turn, your drake has resistance to bludgeoning, slashing, piercing and it has immunity to the damage type it got resistance to from the "Guardian of the Dragon" feature.
  • 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 15th 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 category becomes one larger.
  • It has 10 feet reach on all its attacks.

  • It is under the effect of the "Dragon's Breath" spell, as if it were cast at 7th level, the spell uses your Soul Binder spell save DC, and the damage type is the same as the resistance it got from "Guardian of the Dragon".

  • 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


  • Armor Class 11 + it's Dexterity modifier + your proficiency 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) 14 (+2) 14 (+2) 6 (-2) 12 (+1) 6 (-2)

Senses Darkvision 60 ft

Languages Understands the Soul Binder's languages, but can't speak.

Damage Resistance: elemental type


Actions

Attack. Melee Weapon Attack: (your proficiency modifier + Its Strength modifier) to hit, reach 5ft., one target. Hit (1d10 + Its Strength modifier) elemental type damage.

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

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.

At level 1 you pick one of the following elements: Fire, Cold, Lightning or Bludgeoning, that is your attuned elemental type. On your turn you can change the attuned elemental type of your avatar as an action.

Each element will also give your Avatar a passive and a cantrip that it can cast, that is unique to each element. The different elements can be found below.

Elemental type Passive Cantrip
Fire The Avatar sheds bright light in a 30-foot radius and dim light in an additional 30 feet Control Flames
Cold The Avatar have a swimming speed equal to its walking speed, and can breathe underwater. Shape Water
Lightning The Avatar has a flying (hover) speed equal to its walking speed. Gust
Bludgeoning The Avatar can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn't disturb the material it moves through. Mold Earth

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 10 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 type 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.
  • Bludgeoning (Strength saving throw) : Any hit target that fails it's saving throw is knocked prone.
  • Cold (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.
  • Lightning (Strength saving throw) : Any hit target that fails it's saving throw is pushed 15 feet away from the avatar.

The damage of this feature increases by 1d8 as you gain levels in this class: 6th level (4d8), 11th level (5d8), 15th level (6d8), 18th level (7d8).

Your Avatar can use this feature twice and regains all uses on a long rest.

Boon of Nature

When you reach 7th 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, and the boon will not change if you change it's elemental type:

  • Fire: Your Avatar strikes with precision, and it can add your Charisma modifier to its attack rolls.
  • Bludgeoning It will toughen up its rocky outside and gain temporary hit points equal to double your Charisma modifier at the start of its turn.
  • Lightning your avatar runs swift like the lightning, it gains +60 feet movement speed, and opportunity attacks against it has disadvantage.
  • Cold The avatar can freeze enemies into place. The Avatar can do a grappling attempt at a creature within 5 feet as a bonus action, while grappled by this feature, the grappled creature is also restrained. The Avatar can only have one creature grappled like this at a time.

Once you have used this feature you must finish a long rest before you can do so again.

Edict of Elements

At the 11th level you can command your Avatar with the power of the earth itself. You learn two edicts. These edicts functions like your "Edict" and will follow the same rules. You learn two new edicts which do not count toward your total known edicts:

  • 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 type 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 1d8 elemental type 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.

Multi Attunement

When you reach 15th level you have learned to adapt your Avatar to different situations. You can now attune to two elemental types at once. your Avatar will get resistance to both damage types, and when it attack it can choose between the two what the damage type for its attack should be. When it uses any of it's edict or Elemental Burst, it can also choose between the two it has attuned to, it also can use both cantrips and get both passives. When you use "Boon of Nature" it will get the effects from both elements.

When you use an action to change it's elements you can choose both of them at once.

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


  • Armor Class 12 + 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: 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

Attack. Melee Weapon Attack: (your proficiency modifier + Its Strength modifier) to hit, reach 5ft., one target. Hit (1d10 + Its Strength modifier) slashing, piercing or bludgeoning damage.

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, have influenced your soul to become resistant to death. You gain the "Undead Fortitude" feature that your Zombie has.

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 Animate Dead
13th Blight
17th Danse Macabre

Soul Collecting

When you reach 3rd level your zombie has an aura of necotic energy that will take some energy from a soul as it is leaving the body.

Whenever a creature within 10 feet of the zombie is reduced to 0 hit points, the zombie will gain temporary hit points equal to your Soul Binder Level.

Deathly Control

Beginning at 7th level your zombie can manipulate bodies as their life is leaving them.

Whenever a creature is reduced to 0 hit points within 10 feet of the zombie, the zombie can use it's reaction to make that creature make one melee weapon attack against a creature of the zombies choice.

Deadly Edicts

At the 11th level, you can command your Zombie with a deathly tone. You learn two edicts. These edicts functions like your "Edict" and will follow the same rules. You learn two new edicts which do not count toward your total known edicts:

  • Infectious Claws: The next time your Zombie uses its hits a creature with its attack this turn, that creature must succeed on a Constitution Saving throw or be poisoned until the start of your next turn.
  • Mass Collection: Until the end of your next turn the range of your Zombies "Soul Collection" and "Deathly Control" is increased to 60 feet.

Feasting Growth

When you reach 15th level your Zombie have eaten and been given energy by you, that it grows into undead monster. Whenever your Zombie eats a piece of a afresh soul by using "Soul Collecting", it can 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.
  • It has advantage on the saving throw for "Undead Fortitude"

It will stay in this state for 1 minute, or if it ends it as a bonus action.

Bond of the Divine

Sometimes The gods grant gifts to worthy mortals, they can take all shapes and forms, but sometimes they offer a friend and protector for life.

Soul Binders that make a bond with a celestial are often followers of the god that the celestial used to serve, and they make a bond to travel the world and spread the word of that god.

Guardian of the Heavens

At 1st level you bind your soul with a celestial creature, the creature can look how you want it to, as long as it follows the stat block below.

Additionally, you gain proficiency with medium armor and Martial Weapons. You can also read, write and speak celestial.


Holy Guardian

Medium Celestial, Lawful Good


  • Armor Class 13 + it's Dexterity modifier + your proficiency 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) 13 (+1) 16 (+3) 8 (-1) 12 (+1) 9 (-1)

Senses: Dakvision 60ft

Damage Resistance. Radiant, Necrotic

Languages Celestial and Common, but can’t speak.


Actions

Attack. Melee Weapon Attack: (your proficiency modifier + Its Strength modifier) to hit, reach 5ft., one target. Hit (1d8 + Its Strength modifier) slashing, piercing or bludgeoning damage.

Gift of Life

When you reach 3rd level your companion has learned to be selfless and giving, to heal you or your companions.

Your companion can use an action to deal an amount of damage to itself that can be up to its current health, this damage ignores temporary hit points, the companion then chooses a creature within 5 feet of it, that creature then heals for an amount of hit points equal to the damage.

Inspiring Heal

At 7th level you know how to mend wounds and inspire your Guardian to perform better in combat.

You learn the "Healing Word" Spell and always have it prepared, it counts as a Soul Binder spell for you.

Additionally, whenever you cast "Healing Word" on your Guardian, it can use its reaction to make a melee attack.

Edict of Radiance

At the 11th level you can command Guardian with a voice that can pierce the heavens. You learn two edicts. These edicts functions like your "Edict" and will follow the same rules. You learn two new edicts which do not count toward your total known edicts:

  • Blinding Light: You command your Guardian to shine the light of radiance. On this turn it can use its action to force any creature of its choice within 10 feet of it to make a Dexterity saving throw, any creature that fails the saving throw is blinded until the end of your next turn.
  • Spread Your Wings: Your Guardian gain a 60 feet flying speed and doesn't provoke opportunity attacks until the start of your next turn.

Death Prevention

When you reach 15th level Your Guardian have gain the powers to protect people from the grasps of death.

Whenever a creature within 60 feet of your companion drops to 0 hit points your Guardian can use its reaction to teleport to an unoccupied space within 5 feet of that creature and heal it for 10d10 hit points.

Once you use this feature, you can’t use it again until you finish a long rest.

Bond of the Playful Fey

Somewhere there are places where the barrier between the material plane and the fey wilds are thin, and sometimes creatures from the one plane end up in another.

Some soul binders have found that creatures from the fey wild make excellent companions and friends. Maybe you got your companion as a gift from an arch fey or maybe the two of you became friends naturally and made a bond.

Trickster Spirit

At 1st level you make a bond with a playful creature from the fey wilds.

The Fey creature can look how you want it to as long as it follows the "Fey Companion" stat block listed below.

Additionally As your soul is bonded with the creature you learn to speak its language, you can speak, read and write sylvan.


Fey Companion

Medium Fey, Chaotic Neutral


  • Armor Class: 11 + Its Dexterity modifier + your proficiency bonus
  • 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) 14 (+2) 12 (+1) 8 (-1) 10 (+0) 13 (+1)

  • Condition Immunities Charmed
  • Senses Darkvision 60ft
  • Languages Sylvan, Understand its summoner's languages, but can’t speak any

Actions

Attack. Melee Weapon Attack: (your proficiency modifier + Its Strength modifier) to hit, reach 5ft., one target. Hit (1d12 + Its Strength modifier) slashing, piercing or bludgeoning damage.

Expanded Spell List

As you bind with this magical creature from another plane, you are able to have more spells available, these spells are always prepared and don’t count towards your maximum number of prepared spells.

Bond of the Playful Fey
Spell Level Spells
1st Charm Person
2nd Enthrall
3rd Major Image
4th Hallucinatory Terrain
5th Dream

Tricksters Dance

At 3rd level your companion has learned to use the magical powers that it channels from the fey wild to confuse and play trick on its enemies.

Whenever your companion is hit with a melee attack, it can use its reaction to reduce the damage of the attack by 1d8 + your Charisma modifer + your Soul Binder level.

If the damage is reduced to 0 or less, your companion can force the enemy to make a Wisdom Saving throw, on a fail the creature takes damage equal to the original amount of damage the attack would have dealt.

It can activate this feature a number of times equal to your Charisma modifier (minimum 1), regaining all uses on a long rest.

Magic Evasiveness

When you reach 7th level you have learned to channel the powers from the fey wild and can use that energy to form a protective veil over your companion.

Whenever your companion is forced to make a saving throw due to a spell or another magical effect, you can use your reaction to give your companion advantage on the saving throw if you are within 30 feet of it.

A Jesters Edict

At 11th level, you can command your companion to pull playful manoeuvres. You learn two edicts. These edicts functions like your "Edict" and will follow the same rules. You learn two new edicts which do not count toward your total known edicts:

  • Hide and Seek: You command your companion to hide itself from preying eyes. On its next turn it can use a bonus action to turn itself invisible until the start of its next round, the invisibility is broken if the companion attack or otherwise harms another creature.

  • Hop and Skip: You command your companion to blink in and out of the fey wild to jump to a different position. On this turn your companion can use its bonus action to teleport up to 30 to a point that it can see.

Fooling Copycat

When you reach 15th level your companion has started to like you, and have learned how to mimic you.

As a bonus action your companion can create an illusion over itself so that it looks just like you, with all the cloth and equipment you are currently wearing. The illusion last for 10 minutes or until the companion ends it as a bonus action. While the illusion is active, the companion gets the following benefits.

  • On its turn it can cast the "Soul Switch" Soul Binder spell without needing components or a spell slot.

  • While the two of you are within 5 feet of each other, you both have advantage on attack roll, and creatures has disadvantage on attacks against the two of you (unless the a creature has true sight).

  • The companion can speak any of your languages, in your voice.

  • You and your companion can speak with each other telepathically as long as you are on the same plane.

Once it has used this feature it must finish a short or long rest before it can do so again.


Blood Demon

Medium Fiend (Demon), Chaotic Evil


  • Armor Class 12 + Its Dexterity modifier + your proficiency bonus
  • 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) 12 (+1) 16 (+3) 6 (-3) 9 (-1) 12 (+1)

  • Languages Abyssal, Understands the Soul Binder's languages, but can't speak.

Demonic Skin: If the demon took any damage since its last turn, it gains temporary hit points equal to your proficiency modifier at the start of its turn.

Actions

Attack. Melee Weapon Attack: (your proficiency modifier + Its Strength modifier) to hit, reach 5ft., one target. Hit (1d8 + Its Strength modifier) slashing, piercing or bludgeoning damage.

Bond of Demonic Pain

Friend from the Abyss

At 1st level you have made a bond with a demon from the depth of the abyss. The demon can look like any demon you want, as long as it uses the stat block above. As you bind your soul with this demonic being, you learn to speak with its tongue and can speak, read and write abyssal.

Whip Master

When you choose this bond at level 1 you gain proficiency with Whips, additionally when you use a whip it have special properties:

  • You can extends the reach of the whip with demonic fury, the whip gain an additional 5 feet reach, to a total of 15 feet.
  • The whip is even deadlier in your hands and brings more pain. The whips damage die increases to 1d6. This damage increases to 1d8 when you reach 6th level.

Pain Powered Killing Machine

At 3rd level your demon loves the pain, and it evokes a burning rage within it. As a bonus action on your turn you can make one attack against your companion, this attack always hit, and the demon takes the damage and gains advantage on it's next attack roll this turn.

The demon also gains and amount of "pain" equal to the damage it took, and the next time the demon hits a creature with a melee attack it can add the damage an amount equal to its stored pain, and all the pain is then gone. All stored pain is lost at the end of each of it's turns.

Bloody Veins

when you reach 7th level your demons fights best when it is covered in blood. Whenever your demon is below half of its maximum hit points, it gain several benefits:

  • It gains double the amount of temporary hit points from the its "Demonic Skin".
  • When it is hit with your whip, it now gains twice the amount of pain as the damage it took.
  • It can choose to make its melee attacks deal fire damage instead of its normal type.

Painful Edict

Starting at level 11, you can command your demon to inflict pain to both its enemies and itself. You learn two edicts. These edicts functions like your "Edict" and will follow the same rules. You learn two new edicts which do not count toward your total known edicts:

  • Painful Retaliation: You command your demon to remember the damage that foes around it inflict on it. Until the end of your next turn, all damage that the demon takes, gets stored as pain as per the use of the "Pain Powered Killing Machine" feature.
  • Sucker for Pain With this edict your demon looses all care for its own health and goes for an all out offensive. Until the start of your next turn your demon deals double damage with all its melee attacks, it also becomes vulnerable to all damage.

Share the pain

When you reach level 15th level your demon is in love with all pain, and wants to share it with others. As an action your demon can try to make a blood bond with a creature within 10 feet of it. The target have to make a Constitution saving throw or be bound by blood to the demon for 1 minute or until one of them reaches 0 hit points. Whenever the demon takes any kind of damage, the target takes half of that damage. All damage the demon takes from the target for the duration of the bond is stored and can be be used as the "Pain Powered Killing Machine" feature.

The affected target can use its action to repeat the saving throw, ending the effect on a success. The demon can only bond with one creature at a time.

Bond of the Stitcher

Where some Soul Binders turn to nature or living creatures, others use science and magic to create life on their own, and infuse their own soul into their creations to keep them alive and stable. They often will also stitch on new parts to their creation to improve it.


Monster Companion

Medium Monstrosity, unaligned


  • Armor Class 11 + Its Dexterity modifier + your proficiency bonus
  • 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
14 (+2) 14 (+2) 14 (+2) 2 (-4) 9 (-1) 7 (-2)

  • Languages Understands the Soul Binder's languages, but can't speak.

Actions

Arms. Melee Weapon Attack: (your proficiency modifier + Its Strength modifier) to hit, reach 5ft., one target. Hit (2d6 + Its Strength modifier) slashing, piercing or bludgeoning damage.

Bite. Melee Weapon Attack: (your proficiency modifier + Its Strength modifier) to hit, reach 5ft., one target. Hit (1d12 + Its Strength modifier) piercing damage.

Your Creation

At 1st level you have managed to create your own creature from different parts and infused it with your soul. You can a Monster Companion, the monster can look how you want as long as it follows the Monster Companion statblock above. As a base for your creation you must also pick one of the following options to serve as a chassis:

  • Muscly. Your Monster get +2 to its Strength score, and its size is now Large.

  • Feline. Your Monster get +2 to its Dexterity score, and it gains additional 10 feet walking speed, and a climbing speed equal to it's walking speed.

  • Chitinous. Your Monster get +2 to its Constitution score, and it get +1 to its AC.

Expanded Spell List

As you bind and use your magic on your Monster you get a better understanding of the arcane and can have more spells available, these spell are always prepared and don’t count towards your maximum number of prepared spells.

Bond of the Sticher Spells
Spell Level Spells
1st Ray of Sickness
2nd Ray of Enfeeblement
3rd Protection from Energy
4th Giant Insect
5th Creation

Modified Arms

When you reach 3rd level, you have managed to switch out the arms of your monster to something more interesting, pick one of the following options to give to your Monster:

  • Tentacles. The monsters Arms now have 5 feet additional reach. additionally, whenever your Monster hits a creature with a Arms attack it can make an attempt to grapple that creature as a bonus action.

  • Multiple Arms. Whenever your Monster takes the attack action, it can choose to forgo adding its proficiency bonus to all its attacks, if it does so, it can make one extra attack as part of that action.

  • Blunt Fists. When the monster hits a creature with its Arms, it can use its bonus action to make a shove attempt. Additionally, your monster deals and additional 1d6 with its Arms when attacking prone creatures.

Modified Head

At 7th level, you have experimented with trying new things and changes for your Monsters head, and you have finally managed to implement it. You choose one of the following options to give to your Monster:

  • Poisonous Teeth. When the Monster hits a creature with a Bite, that creature must succeed a Constitution saving throw or be poisoned for 1 minute, the target can repeat the saving throw at the end of each of its turns, ending the effect on itself with a success. If a target succeds on the save they are immune to this effect for 24 hours.

  • Big Mouth. When your Monster makes a Bite against a creature that is smaller than its size and that it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the Monster, and it takes (2d4) acid damage at the start of each of the Monster's turns. The Monster can have only one target swallowed at a time. If the Monster dies or goes unconscious, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 ft. of movement, exiting prone.

  • Lightning Breath. As an action your Monster can exhale a line of lightning that is 30 feet long and 5 feet wide. Each creature in that line must make a Dexterity saving throw, taking 8d6 lightning damage on a failed save, or half as much damage on a successful one. When the Monster has used its lightning breath, it needs to take a short or long rest to recharge it.

Monstrous Edict

Beginning at 11th level, you have taught your Monster commands that will help it in combat. You learn two edicts. These edicts functions like your "Edict" and will follow the same rules. You learn two new edicts which do not count toward your total known edicts:

  • Stomp! Your Monster can use its action to stomp the ground, each creature within 10 feet of it, must make a Strength Saving throw, on a failed save the creature is knocked prone and takes 4d8 bludgeoning damage.

  • Stay Safe! You command your Monster to be ready for anything. until the start of your next turn, your Monster can add your charisma modifier to any saving throw it has to make.

Final Modification

When you reach 15th level you have been working a long time on your Monster and thinking of ways to improve it, and now you are finally ready to make your final and most powerful modification. Pick one of the following options to give to your Monster:

  • Strong Legs. If the Monster jumps at least 10 ft. as part of its movement, it can then use this action to land on its feet in a space that contains one or more other creatures. Each of those creatures must succeed on a Strength or Dexterity saving throw (target's choice) or be knocked prone and take 6d10 bludgeoning damage. On a successful save, the creature takes only half the damage, isn't knocked prone, and is pushed 5 ft. out of the Monster's space into an unoccupied space of the creature's choice. If no unoccupied space is within range, the creature instead falls prone in the Monster's space.

  • Big Wings. Your Monster gains a flying speed equal to twice its walking speed. Additionally, it Can use its action to make a wing attack, when it does so any creature of its choice within 10 feet of it must make a Strength saving throw or take 6d8 bludgeoning damage and be knocked prone. On a success a creature takes half damage and isn't knocked prone.

  • Displacement. The Monster projects a magical illusion that makes it appear to be standing near its actual location, causing attack rolls against it to have disadvantage. If it is hit by an attack, this trait is disrupted until the end of its next turn. This trait is also disrupted while the Monster is incapacitated or has a speed of 0.

Bond of the Ooze

You have bond a piece of your soul to a puddle of ooze to empower it so that it can help you in your goals.


Ooze Companion

Large Ooze, Unaligned


  • Armor 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) 9 (-1) 16 (+3) 3 (-4) 9 (-1) 5 (-3)

Damage Resistances: Acid

Condition immunities: blinded, deafened, prone

Senses: blindsight 60 ft. (blind beyond this radius)

Languages: Understands the Soul Binders languages but can't speak.


Amorphous. The ooze can move through a space as narrow as 1 inch wide without squeezing.

Actions

Attack. Melee Weapon Attack: (your proficiency modifier + Its Strength modifier) to hit, reach 5ft., one target. Hit (1d10 + Its Strength modifier) acid or bludgeoning damage.

Liquid Friend

At 1st level you have bound yourself to an Ooze and gained it as your companion. The Ooze can look how you want as long as it is using the "Ooze Companion" statblock.

Expanded Spell Options

Also at 1st level you tap into the magical powers of oozes 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 Ooze Spells
Soul Binder Level Spells
2nd Grease
5th Alter Self
9th Protection from Energy
13th Watery Sphere
17th Seeming

Split

Your ooze will sometimes fall apart, but you have taught it how to pick itself back together.

Starting at 3rd level whenever your ooze takes damage from an attack that is greater or equal to twice your proficiency modifier it can use it's reaction to shoot off a little piece of itself that will land in an a place your it's choice that is 10 or 15 feet away.

When your ooze comes in contact with a piece it will consume the piece into it's body and regain 1d4 hit points. If not consumed within 1 minute, the piece will disappear.

The healing becomes better at higher levels: 1d6 at 7th level, 1d8 at 11th level and 1d10 at 15th level.

Effective Collection

When you reach 7th level you have taught your ooze how to collect all of it's smaller piece that will fall off more easily.

As a bonus action your ooze can make all piece that are made from the "Split" feature that is within 30 feet of it be collected and consumed, the ooze will heal as normal from every collected piece.

Once the ooze has used this feature it can't do so again before it finishes a short or long rest.

Fluid Edicts

At 11th level you can give out edicts to your ooze with fluidity and perfection. You learn two edicts. These edicts functions like your "Edict" and will follow the same rules. You learn two new edicts which do not count toward your total known edicts:

  • Sticky Form: Your ooze can use a bonus action to make a grapple attempt against every creature within 5 feet of it on this turn.
  • Fluid Jump: Your ooze can use a bonus action to send itself flying with it's elastic form and leap to a point of it's choice within 60 feet on this turn.

Improving Form

Beginning at 15th level your ooze will learn from it's mistakes and it grown stronger ever time it collects itself.

Whenever your ooze hit's a creature with it's melee attack, it will deal an additional 1d6 for every piece it itself it has collected this turn.


Plant Companion

Medium Plant, Unaligned


  • Armor Class 12 + 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) 12 (+1) 14 (+2) 7 (-2) 11 (+0) 5 (-3)

Damage Resistances: Poison

Senses: Darkvision 60 feet.

Languages: Understands the Soul Binders languages but can't speak.


Actions

Attack. Melee Weapon Attack: (your proficiency modifier + Its Strength modifier) to hit, reach 10ft., one target. Hit (1d10 + Its Strength modifier) slashing, piercing or bludgeoning damage.

Bond of the Verdant

You have bond yourself to a magical plant an infused it with your own soul to give it strength and purpose.

Friendly Flora

At 1st level you have bound yourself with a magical plant and gained it as your companion, your plant can look how you want it to as long as it is using the "Plant Companion" statblock.

Expanded Spell Options

Also at 1st level you become more magically attuned as you bind with a magical plant 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 Friendly Flora Spells
Soul Binder Level Spells
2nd Goodberry
5th Spike Growth
9th Plant Growth
13th Grasping Vine
17th Tree Stride

Entangling Arms

At 3rd level your plant has grown some very long and vine like arms and can entangle creatures with it.

As an Action your plant can force a creature within 10 feet of the plant to make a Strength or Dexterity Saving Throw (targets choice), If the target fails the save it is grappled and restrained by the plant. The target can use it's action to repeat the Saving Throw ending both the grapple and restrained conditions on a success, the plant can only have one creature grappled by the use of this feature, and while it has someone grappled this way, it can only attack that creature.

Root Caller

When you reach 6th level your plant can reach into the earth and call the roots forth to trap its enemies.

Your plant can cast the "Entangle" and "Ensnaring Strike" spells and it uses your Soul Binder Spell Save DC, but the plant is the once concentrating.

The plant can cast the spells two times regains all uses on a long rest.

Edict of Flora

At the 11th level you control your plant with extreme precision. You learn two edicts. These edicts functions like your "Edict" and will follow the same rules. You learn two new edicts which do not count toward your total known edicts:

  • Toss: On this turn your plant can use it's bonus action to force an enemy it has grappled to make a Strength Saving Throw, on a failed save the target gets thrown to a point within 30 feet on the plant.
  • Extending Vines: On this turn if your plant uses it's "Vine Like Arms" it can target a creature within 30 feet, if the target fails the grappling contest it also gets pulled within 10 feet of the plant.

Life Line

Beginning at 15th level your plant can use a target it is holding to redirect some of the damage it is taking towards.

Whenever your plant takes damage while it is grappling a target with Entangling Arms the damage is reduced by an amount equal to your Charisma modifier and the grappled creature takes damage equal to your Charisma modifier that is of the same type as the damage your plant took.

Additionally your plant can now use it's Entangling Arms as a bonus action.

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)
  • Acid Splash
  • Blade Ward
  • Booming Blade
  • Chill Touch
  • Control Flames
  • Dancing Lights
  • Friends
  • Green-Flame Blade
  • Infestation
  • Gust
  • Light
  • Lightning Lure
  • Mage Hand
  • Message
  • Mending
  • Minor Illusion
  • Prestidigitation
  • Poison Spray
  • Shocking Grasp
  • Thunderclap
  • True Strike
1st Level
  • Alarm
  • Beast Bond
  • Bane
  • Bless
  • Burning Hands
  • Comprehend Languages
  • Charm Person
  • Cure Wounds
  • Catapult
  • Detect Magic
  • Disguise Self
  • False Life
  • Grease
  • Heroism
  • Ice Knife
  • Jump
  • Magic Missile
  • Longstrider
  • Sanctuary
  • Sleep
  • Soul Switch SB
  • Soul Punch SB
  • Shield of Faith
  • Silent Image
  • Thrashing Tether SB
  • Thunderwave
2nd Level
  • Aid
  • Arcane Lock
  • Animal Messenger
  • Blur
  • Barkskin
  • Beast Sense
  • Blind/Deafness
  • Continual Flame
  • Calm Emotions
  • Darkvision
  • Detect Thought
  • Dragons Breath
  • Earthbind
  • Energy Eruption SB
  • Enlarge/Reduce
  • Guiding Direction SB
  • Gust of Wind
  • Invisibility
  • Knock
  • Misty Step
  • Maximilian’s Earthen Grasp
  • Pass Without Trace
  • Scorching Ray
  • See invisibility
  • Spider Climb
  • Snilloc’s Snowball Swarm
  • Shatter
  • Rope Trick
  • Warding Bond
3rd Level
  • Blink
  • Clairvoyance
  • Catnap
  • Dispel Magic
  • Fly
  • Fear
  • Gaseous Form
  • Hypnotic Pattern
  • Magic Circle
  • Slow
  • Stinking Cloud
  • Sending
  • Tidal Wave
  • Tongues
  • Wall of Sand
  • Wall of Water
  • Water Walk
  • Water Breathing
  • Windwall
4th Level
  • Aura of Life
  • Arcane Eye
  • Banishment
  • Blight
  • Bonded String SB
  • Confusion
  • Compulsion
  • Death Ward
  • Evard’s Black Tentacles
  • Fire Shield
  • Greater Invisibility
  • Hallucinatory Terrain
  • Locate Creature
  • Leomund’s Secret Chest
  • Stone Shape
  • Stoneskin
  • Wall of Fire
  • Watery Sphere
5th Level
  • Awaken
  • Control Winds
  • Creation
  • Dispel Evil and Good
  • Dream
  • Immolation
  • Insect Plague
  • Maelstrom
  • Far Step
  • Flame Strike
  • Teleportation Circle
  • Telekinesis
  • Unbreakable Skin SB
  • Tree stride
  • Telekinesis
  • Skill Empowerment
  • Scrying
  • Planar Binding
  • Wall of Stone
  • Wall of Light

SB Spells can be found on the next page

Multiclassing

The prerequisites for multiclassing into a Soul Binder is a Charisma score of 13. When you multiclass into a Soul Binder, you gain proiciency in light armor and simple weapons. When determining your total spell slots, you add one half of your Soul Binder levels (rounded down) to the total.

Soul Binder Specific Spells

The bond you share with your companion allows you to cast spells unknown to other spellcasters, your bond allows to tug on the weave and create spells to benefit you and your companion.

Soul Switch

1st-level conjuration


  • Casting time: 1 bonus action
  • Target: Your companion
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous

You and your companion switch positions. You appear where your companion was and the companion appears in your place.

At higher levels When cast at higher levels the range of the spell increases by 30 feet for each level above the first.

Soul Punch

1st-level Transmutation


  • Casting time: 1 reaction (which you take when your companion hits a creature within range)
  • Range: 5 feet
  • Components: V, S
  • Duration: Instantaneous

After your companion attacks a creature, you are ready to follow through with a infused punch that the target will feel in their very Soul.

You make a melee spell attack against a creature your companion have just hit, on hit you deal 2d8 Force damage to the target.

At higher levels When cast at higher levels the damage increase by 1d8 for each level above the first..

Thrashing Tether

1st-level Evocation


  • Casting time: 1 action
  • Target: Your companion
  • 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 that goes from you to your companion must make a Dexterity saving throw or take 1d12 force damage, taking half damage on a success.

On subsequent turns while the spell is spell active, 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 gets more than 30 feet apart when the spell is active, the spell ends.

At higher levels When cast at higher levels the damage increase by 1d12 for each level above the first.

Energy Eruption

2nd-level Evocation


  • Casting time: 1 action
  • Target: Your companion
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

You flush the area around your companion with soul energy damaging any creature too close.

Any creature of your choice within 10 feet of your companion must make a Dexterity saving throw or take 3d10 force damage, taking half damage on a success.

At higher levels When cast at higher levels the damage increase by 1d10 for each level above the first.

Bonded String

3rd-level conjuration


  • Casting time: 1 bonus action
  • Target: Your companion
  • Range: 30 feet
  • Components: V, S, M (a piece of rope woven from wolfs fur)
  • Duration: 1 hour

You create a soul string between you and your companion that is tougher than most materials. While this spells is active, you and your companion can't unwillingly be pulled farther than 30 feet away from each other. If one of you have to make a Strength saving throw or ability check to avoid being moved beyond that distance, you get advantage while this string is active. You can dispel the string as a bonus action on your turn.

Companion Recall

4th-level conjuration


  • Casting time: 1 minute
  • Target: Your companion
  • Range: self
  • Components: V, S, M (a old and rusty compass)
  • Duration: Instantaneous

You call your companion back to you. The companion gets teleported to a point within 10 feet of you, if the companion is on a different plane than you, there is a 50% chance the spell will fail.

Unbreakable Skin

5th-level abjuration


  • Casting time: 1 bonus action
  • Target: Your companion
  • Range: 60 feet
  • Components: V, S, M (a stone of obsidian worth at least 200g)
  • Duration: 1 round.

You cover your companion with a thin and impenetrable layer of magical infused obsidian. Until the end of your next turn, your companion is immune to all damage.

Soul Binder Magic Items

If you are DMing for a soul binder and have a hard time choosing what magic item to give them as a reward, here are some that are designed for the soul binder. If you are a soul binder you can also ask your DM if you can try and craft any of these items.

Ring of Flowing Life

uncommon Wonderous Item (Requires attunement by a Soul Binder)

The gem has 4 charges. If your companion is within 60 feet, you can use your action either give it life or take some for yourself.

If you want to give it life, you choose a number that can be a maximum of your current hit point, you then take that number as damage, and your companion gains hit points equal to twice the damage you took.

If you choose to take life, you choose a number that can be a maximum of your companions current hit points, the companion takes that number as damage and you gain hit points equal to twice the damage it took.

At each dawn the Ring regains 1d4 charges.

Bands of Combined Power

Rare Wonderous Item (Requires attunement by a Soul Binder)

Two metal bands, one gold and one silver. They will fit to match the wearers arm or leg. One must be worn by the Soul Binder and the other must be on the companion. Only the Soul Binder needs to attune to the items.

When the creature with the gold band hits with an attack against another creature or casts a spell, the silver band will light up with a faint glow. And when the creature with the silver band hits an attack against another creature or casts a spell, the gold band will glow up. The glows will last for 1 minute.

If the creature with the gold band hits with an attack while the band is glowing, the attack deals an additional 2d6 damage, and the glow will faint.

If the creature with the silver band takes damage while the band is glowing, they reduce the damage by 2d6 and the glow will faint.

Necklace of Power

Very Rare Wonderous Item (Requires attunement by a Soul Binder)

While Wearing this necklace you can use an action to infuse your companion with energy for 1 minute, or until you end it as an action, while infused the companion gain the following benefits:

  • They have advantage on all attack rolls, and saving throws.
  • They can't be moved or knocked prone against their own will.
  • Their attack deal an extra damage dice.

You use your own energy to infuse your companion, and while they are infused you are vulnerable to all damage. Once the necklace has been used it can't be used again until next dawn.

Staff of Shared Souls

Legendary Staff (Requires attunement by a Soul Binder)

The staff has 8 charges, While holding the staff you can expend charges to do the following, if your companion is within 120 feet of you:

  • As a bonus action you can spend 1 charge and use one of your known Edicts.

  • As an action you can spend 1 - 5 charges and restore 2d12 hit points per charge spent to your companion.

  • When your companion takes damage, you can use your reaction and spend 2 charges to reduce the damage to 0.

When your companion scores a critical hit on an attack roll, you gain 1 charge back. Each dawn the staff also gains 1d4 + 4 charges.

Credit:

Creator:

This Class was made by /u/FragSauce

Artists:

  • Cleric N Demon by ekoputeh: https://ekoputeh.deviantart.com/art/CLERIC-N-DEMON-607717485
  • Summoner by liyart: https://liyart.deviantart.com/art/Summoner-366746490
  • Jace's Sanctum by AdamPaquette: https://adampaquette.deviantart.com/art/Jace-s-Sanctum-554582459
  • Icon by Games-Icon.net: https://game-icons.net/sbed/originals/doubled.html

  • Song of Squall by Alyn Spiller: https://www.artstation.com/artwork/okZQk

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

  • Sqiudmage by Paizo: http://static3.paizo.com/
  • image/content/PathfinderPlayerCompanion/PZO9471-Witch.jpg
  • Untamed Beastmaster by Eric Kenji Aoyagi: https://www.artstation.com/artwork/8lbloG
  • forest_temple by Ben-Andrews: https://ben-andrews.deviantart.com/art/forest-temple-420404780
  • Tentacle by Chaosium Inc: https://i.pinimg.com/ originals/2d/bd/7d/2dbd7dfdcb25a3a19eb99794507a48db.jpg
  • Aberration by Athavan Ananthakanesamoorthy: https://www.artstation.com/artwork/ZZOwm
  • 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

  • Goblin Shaman by d1sk1ss: https://d1sk1ss.deviantart.com/art/goblin-shaman-128635189

  • Angels by Laurel "LD" Austin: http://www.blizz-art.com/illustration/6322/

  • Ruvian by NukeRooster: https://www.deviantart.com/nukerooster/art/Ruvian-554084019

  • Blue by Isihock : https://www.deviantart.com/isihock/art/Blue-493058118
  • Bloodfire hades art by Jaggudada: https://www.deviantart.com/art/Hades-529673369

  • Blood Moon by Gettyimages https://www.dailystar.co.uk/news/latest-news/718549/Blood-Moon-2018-how-often-does-a-blood-moon-occur-rare-lunar-eclipse

  • Ludevic, Necro-Alchemist by Aaron Miller: http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=420654

  • Green Alvhemeist by Steve Prescott: ttps://magic.wizards.com/en/articles/archive/savor-flavor/planeswalkers-guide-innistrad-nephalia-and-undead-2011-10-19

  • Acidic Ooze by Chris Rahn: https://hearthstone.gamepedia.com/Chris_Rahn

  • Summer Forest - book cover by Azot2018: https://www.deviantart.com/azot2018/art/Summer-Forest-book-cover-460375118

  • Plant Monster by Dong Mao: http://tomjogi.tumblr.com/post/148637209298/by-dong-mao

Special Thanks

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

Changelog

1.1

  • Added "Reduced Form.
  • Removed "Soulstone of safety spell"
  • Changed "Toughen Up!" to give less temp hp later on, but more early
  • Changed "Block!" to be half of charisma.
  • Made "Soul Binder's Command" recharge on short or long rest, instead of only long rest.
  • expanded the Soul Binder spell list
  • Changed "Fighting Purpose" to "Fighting Spirit"
  • Made "Fighting Spirit" a 2nd level spell instead of a 3rd.

1.1.1

  • Fixed the "Credit Section"
  • First use of "Morph" per long rest is now free
  • Removed "Harmless Companion"

1.2

  • Soul Binder's Command recharges on a longrest and not short rest.
  • Removed Strong Offense.
  • Fixed "Fighting Purpose" still being on the spell list.
  • Added Resting Voice.
  • Moved The other Countermeasure options to later levels.
  • Added Magic Item Absorption.
  • Added Inspired Attack.
  • Moved Fightning Spirit to 3rd level spells.
  • Changed Fighting Spirit casting time to 1 bonus action from 1 action.
  • Guiding Direction ragne increased to 3 miles form 30 feet.
  • Added Soul Switch Soul Switch being able to be cast at higher levels.
  • Made Command: Attack! deal damage equal to 1d6 + Your Cha modifier + Half your Soul Binder Level (rounded down) from dealing 1d6 + your Cha modifier.
  • Removed Bond of the unkowns "Strech Limbs" Command.
  • Added "Horrifying Form" to bond of the unknown's Command.
  • Added a Tentaclæe Attack to the Aberration Companion.
  • Tentacles Reach increases when morphed.
  • Command: Attack! now deals weapon damage instead of Force.

1.2.1

  • Changed Command Toughen up! to 1d4 + Half your Soul Binder level + Your charisma modifier from being 1d10 + Your charisma modifer.

1.3

  • Added Advanced Offense
  • Moved companion extra attack to advanced offense
  • Moved Inspired attack to advanced offense
  • You now learn the last soul binder command at level 17 instead of 19.
  • Changed martial prowess from giving PC two attacks, to letting companion attack if the PC also attacks.
  • Removed Fighting Spirit

1.3.1

  • Moved all subclasses to the same document.
  • Added an Index.
  • Changed "multiple arms" from the stitcher to be a flat -3 indead of proficierncy bonus.
  • Removed "Vitality Tranferrance" from Bond of the Unknown
  • Added "Otherworldly Grasp" to Bond of the Unknown

1.4

  • Removed all spells and spellslots
  • Made the companion damage dice scale with Soul Binder level.
  • You dont have to use action anymore to make companion attack, but you can't both attack.
  • Added another option Advanced Offense where you can both attack on the same turn.
  • Changed Dragonkins 6th level feature, so that it doesnt need spells.
  • Changed "Finding Self"
  • Updated some of the companions AC

1.5

  • Spells are back again
  • Changed alot of stuff back to 1.3 version
  • Changed "Finding Self" Martial Prowess
  • Moved "Finding self" to 15th level

1.5.1

  • Moved the "other" option of "Advanced Offense" to 11th level.
  • Added "infused Energy" spell

1.6

  • Added Magic item section
  • Changed Soul Binder command to edict
  • Edict uses an action instead of bonus action
  • Edict has unlimited uses.
  • removed Resting Voice
  • Removed Infused Energy Spell
  • Moved "Magic item absorption" to 1st level and chagned it
  • Removed Infused Energy spell
  • Made Companion Damge Dice higher at lower levels
  • Added custom magic items
  • Added Thrasing Tether
  • Added Soul Punch
  • Added Energy Eruption
  • Changed class spell list
  • Changed small things on subclasses
  • Added Soul Purification
  • Added Infused energy as Class feature
  • Removed Finding Self
  • Added Soul Linked Casting
  • You now learn all Edits at the same time
  • You now learn all countermeasures at the same time.
  • Removed Advanced Offense
  • Added Companion Extra Attack

1.7

  • Added Soul Points
  • Added Soul Points cost to some featues
  • Nerfed Soul Punch
  • Changed Strike edict to add more damage on next attack, instead of giving another attacks.
  • Removed scaling weapon dice for companion
  • Added hit dice to all companions
  • Changed some hit dice.
  • Nerfed Thrashig Tether
  • Changed Tricksters Dance
  • Changed "Run with the Pack"
  • Reworked Bond of the Elements
  • Temporarily moved Bond of the Dirge to the Soul Binder Lab

1.8

  • Removed Soul Points
  • Made Edict have new uses
  • added "Resting Voice"
  • Changed "Strike" and "Toughen Up" Edict
  • Reworked Bond of the Dirge
  • Added Bond of the Ooze
  • Added Bond of the Flora
  • Changed a Holy Guardian Edict
  • Modified Companions Stats
  • Updated some pictures

1.9

  • Doesn't exists (or does it)

2.0

  • Expanded Spell list
  • Added cantrips
  • Changed 'Expert Commanding'
  • Reworked 'Improved' Morph
  • Removed Guideing Direction spell
  • Added Companion Recall spell
  • Changed "Entagnleing Arms" so that enemy can also make dex save
  • Slightly buffed Edict dice

Design Notes

Class overall

The class was made because right now in the 5e design space the pet archetype have not been explored too much, and many people are unhappy with the beast master ranger, and the Conjure Animals druid. I set out to make a class where you would control two characters, and make then interesting in combat, and out of combat.

There was also a need to limit action economy without feeling like any of the characters might as well not be in the combat. There is a need for synergy between the two, that has been made possible not only with class features, but also spells.

The edicts is the main way that the PC will affect their companion, you start out with very limited amount of uses and then at later levels you can spend them more freely.

That way the player will have moments when they can spend lots of recourses (both edicts and spell slots) and other times when they want to save them up and can let other party members shine.

Subclasses

I wanted the subclasses to start at level 1 where you get the stats for your companion, then there are some subclasses that get expanded spell list, and those who dont will get more weapon and/or armor proficiencies. That way some PC's will feel more like a frontliner, and others are more of a supportive caster to their companion.

The 3rd level feature for all the subclasses was what should really define them, and what would be most important to them, something that can be used fairly often or have a big impact when used. This is the level where the subclasses starts to differ the most.

Spells

Many of the spells are rather new, but so far they create an interesting dynamic where the player have another recourse to spend in combat, but many of the spells available to the Soul Binder can also be used for utility out of combat to help them with exploration or social encounter.

 

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