The Soulbounded: Roguish Archetype

Search GM Binder

The Soul Bounded Rogue

You become bonded to a familiar; you can shape it into a vessel you build for it.

Bonded Familiar

At 3rd Lv you are bonded to the spirit of a celestial, fiend, or fey. This bond is permanent and cannot be broken even in death. Through the spirts guidance you can perform a 1-hour ritual in with they must draw a 5 ft transmutation circle. They must provide an equivalently sized carcass, as well as provide 5gp worth of minerals, incense, and herbs to form and bond a vessel to the Familiar.

The vessel can take the form a tiny or small creature of up to CR 1 with no innate spellcasting. You can select one from the beast, fey, or fiend list, but the creature type will be that of the familiar regardless of the vessels form. Additionally, the following special forms are available: Panther, wolf, Giant Weasel, blink dog, pseudodragon, or a custom vessel of the appropriate CR subject to DM approval.

Your familiar is connected to you telepathically within 200 ft. While connected, as an action, you can connect to your familiar's senses the start of your next turn, and you can speak in your voice through the vessel. You are deff and blind for the duration and can maintain this as a free action. Your familiar can read, and understand in common as well as celestial, abyssal, or sylvan; depending on the familiars' type.

Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn.

Attacks on the vessel hurt the familiar inhabiting it. When the vessel drops to 0 hit points, the Familiar abandons the ruined vessel returning to you to recover. As an action, you can temporarily dismiss an inhabited vessel to a pocket dimension or can cause it to reappear in any unoccupied space within 5 feet of you. Your familiar can only be bonded to one vessel. Changing, repairing, or building a vessel requires a new ritual.

As you level you become more adept at molding flesh for your familiar. The familiar uses your proficiency bonus, adding it to its AC, damage roll, and all saving throws. The vessels you construct gain additional hit die for every rouge level past 3rd, and an extra attack at level 10. Additionally, when you gain the following features, your familiar does as well; uncanny dodge, evasion, and ability score improvements. All these counts as bonuses to any vessel the spirit inhabits.





















Spell Bound

Your familiar is a creature of magic and at 3rd Lv your familiar can cast some spells through you when it is not inhabiting a vessel. You select a type of caster; you gain three cantrips and one 1st level spell (once per short rest) from their spell list. You count as that type of spell-caster determines your spellcasting modifier. You can use yours or your familiar's modifier when casting in this way. At 10th level, you gain an a fourth cantrip and can cast the spell one additional time per rest.

Additionally, even without your familiar's guidance, you are attuned to their form of magic. You can maintain concentration spells independent of you familiar, and count as that type of caster when meeting the prerequisites for magic items.

Void Caller

At 9th Lv your skill to reach in and out of the pocket dimension increases, allowing you to store up to 10 cubic ft of material in the space. Your familiar can also access this space; it is within 30 ft of you. Opening the pocket dimension takes action. Your practice allows you to dismiss your familiar as a reaction, and summon it as a bonus action.























Your familiar can store you in the pocket dimension as an action, while in that space you do not need to breath and your telepathic link with your familiar remains. If the vessel is brought to 0 HP or dismissed, you appear in the nearest available space within 5ft. If there is no available space, you are shunted to the closest open space taking take 3d10 force damage.

Sculptor of Flesh

At 13th Lv, you have obtained mastery of shaping flesh. You may cast Polymorph on your familiar twice per long rest using your level to determine Max CR.

Additionally, you can build a humanoid vessel for your familiar. This vessel does not gain the bonus to Hit Dice and AC. Create an Lv 1 humanoid with no class, and the appropriate bonuses for a vessel. Any clothing, armor, components, item or weapons carried by this vessel are considered part of the vessel to DM discretion.

If in the creation of the vessel a jewel worth 100 GP is used you can infuse it with greater power. This vessel can take a single level in either a martial class (with the innate spellcasting from spellbound) or the spellcasting class determined in the SpellBound class feature. The spells per day are cast directly from the vessels energy. The Familiar may take additional levels when you reach rouge levels 16 and 19. Familiar can only be bonded to one humanoid vessel and once bonded can only be bonded to vessels of with the same race, class, and features.

Soul bound

At 17th Lv you and your familiar have become as one; you gain the creature type of you familiar. You remain linked to it so long as you are on the same plane of existence, and can both access the shared pocket dimension at will.

Art Credits

Swords Woman: Athah Anime Touhou (Phoenix Girl) Familiars: Unknown Artist, Cronicles of Arn
Quickling: Wizards RPG Team, Volo's Guide to Monsters

 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.