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, force it into submission, then bind the creature to follow their command.
However, having your soul bound to another creature means that your soul will never be full again. There is always something missing. It gets even more apparent for the soul binder when their companion is far away from them, and can sometimes be physically painful for them to be a great distance from their companion.
Creating a Soul Binder
When making your soul binder you must consider how you got your companion. Did you travel the world to seek a companion, was it easy for you, or was it a life goal, was it even your choice to bind your soul? Maybe you were captured by cultist, that forced you to bind with a creature against your and the creatures will.
What kind of relationship do you have with your companion? Are you two inseparable friends? Or is it more of a master and servant relationship. Sometimes a Soul Binder might regret the act of soul binding and want to undo it, though it is a hard and lengthy process.
Soul Binders are in contact with their companion like no other two beings will ever be, and when you play as a Soul Binder you can describe how you and your companion act.
Quick Build
You can make a soul binder fast by following these suggestions. First, Charisma should be your highest ability modifier, followed by Constitution or Dexterity, depending if you need to take damage, or deal it. Second, you should take the Hermit background.
Class Features
As a soul binder, you gain the following class features.
- Hit Dice: 1d6 per level
- Hit Points at 1st Level: 6 + your Constitution modifier
- Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per level after 1st
Proficiencies
- Armor: Light armor
- Weapons: Simple weapons
- Tools: Choose one type of artisan’s tools or one musical instrument
- Saving Throws: Constitution, Charisma
- Skills: Choose two from Animal Handling, History, Nature, Insight, Arcana, Persuasion, Intimidation.
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) two daggers (b) any simple weapon or (c) any martial weapon (if proficient)
- (a) a priest's pack or (b) a scholar's pack
- (a) a set of leather armor or (b) a set of scale mail (if proficient)
- (a) a set of tools of your choice
The Soul Binder
| Level | Proficiency Bonus |
Features | Cantrips Known |
1st | 2nd | 3rd | 4th | 5th |
|---|---|---|---|---|---|---|---|---|
| 1st | +2 | Bonded Companion, Hidden Form | — | — | — | — | — | — |
| 2nd | +2 | Spellcasting, Edict | 2 | 2 | — | — | — | — |
| 3rd | +2 | Soul Bond, Magic Item Absorption | 2 | 3 | — | — | — | — |
| 4th | +2 | Ability Score Improvement | 3 | 3 | — | — | — | — |
| 5th | +3 | Advanced Offense, 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 | Advanced Offense (other option) | 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 |
Bonded Companion
At 1st level, you gain a companion that will serve and aid you in every way it possibly can. The companion gains bonuses from being linked to your essence. In combat, the companion moves and acts on your turn in initiative. You can command it 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 on the same 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 on the same turn.
More details about your companion can be found in the "Soulbound Traits" feature.
Soulbound Traits
Your soulbound companion has its own hit dice, and can spend them during a short rest. At first level, its hit points are equal to the maximum value of its hit dice + its Constitution modifier. Whenever you gain a level in this class, your companion also levels up, and it can increase its hit point maximum using its hit dice as normal.
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 companion's ability scores and instead take one feat of your choice for it. As normal, you can’t increase an ability score above 20 using this feature unless its description specifies otherwise.
Your companion aids you in and out of battle, as it gains bonuses for being linked to your essence. It gains proficiency in two skills of your choice. In areas where it would use its proficiency bonus, it uses your proficiency bonus instead.
Your companion will always use Strength for its attack and damage rolls (unless otherwise specified). If a feature for your companion requires another creature to make a saving throw, the DC is equal to your 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 on your soul, gaining one level of exhaustion at the end of the rest when you revive your companion.
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
Spell attack modifier
Spellcasting Focus
You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your soul binder spells.
Edict
You have gotten better control over your companion and can give it more complicated commands. You can use a bonus action to speak a command to your companion. It must be able to hear you for the command to take effect.
At 2nd level, you learn the 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 of the attack's type equal to 1d8 plus your Charisma modifier.
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 Charisma modifier.
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 your Charisma modifier, 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.
Soul Bond
At 3rd level, you have chosen to sacrifice a piece of your own soul to gain the aid of a creature stronger than you. You can choose one of several bonds detailed at the end of the class description. Your choice grants you additional features when you reach at 7th level and again at 15th levels.
Magic Item Absorption
At 3rd level, the soul binder can perform a special ritual to merge a magic item into its companion during a short rest. Merging with an item requires physical contact between the soul binder, the item and the companion.
Certain items have prerequisites. The companion must meet any prerequisite for the item to successfully merge with it. Your companion cannot merge with items requiring a class prerequisite. If the short rest is interrupted, the merging fails. Otherwise, at the end of the short rest, the item merges into the companion.
While merged, the companion gains an intuitive understanding of how to activate any magical properties of the item, including any necessary Command words. Your companion can use the magical properties of the item and apply the effects to its natural weapons and natural armor, but doesn't get the benefit of the armor or weapon itself. It can only have one weapon merged at a time, and one piece of armor. The companions natural weapons can only benefit from one of the merged items, and you can change this on a short rest, the same goes for 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.
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
Beginning at 5th level, you and your companion have improved your skill in combat and work even better together. You gain one of the following features of your choice:
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 magic through your link.
At 5th level, when you cast a spell targeting yourself, you can choose to also have the spell affect your companion if the companion is within 60 feet of you. If you lose concentration on the spell, you both lose the effect, and you must make concentration checks also if your companion takes damage.
Companion's Protection
When you reach 6th level your companion's defense is better than ever, avoiding everything from traps to spells. It gains proficiency in all saving throws. Additionally, it has advantage on Intelligence and Charisma saving throws when you are within 100 feet of it and it can see you.
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 are targeted by 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. It uses its reaction to let out a frightful roar to impose disadvantage on the attack roll as long as the attacker is within 30 feet of it and 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 the saving throw even if it has already done so on said turn.
Infused Energy
At 18th level you can channel your energy though the link that binds you and your companion to empower your companion's attacks.
As an action you can infuse your companion with energy for 1 minute. While infused, they can add your Charisma modifier to their damage rolls.
Once you have used this feature you must finish 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 with 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
The creatures that allow themselves to be bound to a soul binder are powerful beings from different realms across the universe. Maybe you tethered your soul to a good hearted celestial being from the upper planes for protection, maybe you made a twisted deal with a devil for their services, that you will have to fulfill one day or maybe you created the being yourself from metal or flesh and used your soul to bring it to life. Whatever the case, you are bound together by an unbreakable vow until one of you perishes.
Different soul binders bond with different types of creatures. Each creature offers different abilities to the soul binder both in and out of combat, affecting them in different ways such as giving them magical powers or making them a powerful force on the battlefield.
Bond of Fury
Your bond with your companion was forged with fire and fury, whenever you truly bonded with your companion by fighting side by side, or if you forced it into submission, your bond is primal and you make a ferocious duo.
Fury of a Warrior
When you choose this bond at 3rd level, you gain proficiency with martial weapons and medium armor. Additionally your hit point maximum increases by 3 and increases by 1 again whenever you gain a level in this class.
Expanded Spell List
At 3rd level, you feel the wrath flow though you and get an innate liking to spells that allows you and your companion to get up close and personal. You gain access to additional spells. These spells are always prepared and don't count against the number of spells you can prepare each day. They are soul binder spells for you.
Bond of the Verdant Spells
| Spell Level | Spells |
|---|---|
| 1st | Shield |
| 2nd | Enlarge/Reduce |
| 3rd | Thunder Step |
| 4th | Death Ward |
| 5th | Steel Wind Strike |
Vengeful Mark
Starting at 3rd level, you companion can become a true menace and make sure it its enemies center of attention. When your companion hit a creature with a melee weapon attack, it can mark the creature until the end of your it's turn. This effect ends early if your companion is incapacitated or it dies, or if someone else marks the creature.
While the marked creature is within 5 feet of your companion, the creature marked by your companion has disadvantage on any attack roll that doesn't target your companion.
In addition, if a creature marked by your companion deals damage to anyone other than your companion, you can make a weapon attack against the marked creature as your reaction, if it is within range of your weapon.
Dynamic Endurance
When you reach 7th level you and your companion have become a force to be reckoned with, and will not do down easily.
Whenever your companion takes damage while you can see it, you can 1d4 temporary hit points, and when you take damage while your companion can see you, it gains 1d4 temporary hit points.
This feature doesn't work if either of you are unconscious.
Create your companion
Companions comes in all shapes and sizes, this chapter helps you make a companion that fits perfectly for your Soul Binder.
Companion creation
When creating your companion there are several steps you need to go through. First up the creature type is determined by the Bond you picked.
Your companions size is medium by default but can be changed with traits.
Step 1: Creature type
First up you have to decide what type of creature your companion is. Pick one of the following creature types for your companion: aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, undead.
You also learn one language of your choice that is spoken by your companions creature type, if they speak one at all.
Your companion understand all languages you know, and if you picked celestial, dragon, fey, fiend, giant or humanoid as the companions creature type, you can choose allow it to speak, otherwise your companion can't speak.
Step 2: Abillity Scores
To customize your companion you can select what it is good at, pick either the A, B or C ability score array that you see below, that is your companions ability scores.
| Array | Str | Dex | Con | Int | Wis | Cha |
|---|---|---|---|---|---|---|
| A | 16 | 14 | 12 | 6 | 13 | 8 |
| B | 8 | 16 | 12 | 9 | 15 | 7 |
| C | 16 | 10 | 16 | 5 | 10 | 11 |
Step 3: Size and Speed
Companions comes in different sizes, they can be small and nimble or large and hulking. Pick one of the following options for your companion.
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Medium. The size of your companion is medium and it has 40 feet walking speed.
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Small. The size of your companion is small and it has 25 feet walking speed. Aditionally your companion can use its Dexterity modifier for it's naturals weapons instead of its Strength modifier.
-
Large. The Size of your companion is large and it has a 30 feet walking speed.
Step 4: Weapons
Your companion needs to be able to deals with enemies. Pick two of the following natural weapons for your companion:
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Bite. This natural weapon deals 2d4 piercing damage on hit, and you can reroll any 1's rolled on the d4's.
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Claws. This natural weapon deals 1d4 slashing damage on hit. If your companion takes the attack action and makes at least 1 attack with claws, it can use its bonus action to make another claw attack, this attack does not add its ability modifier to the damage roll.
-
Fist. This natural weapon deals 1d8 bludgeoning damage, and once per turn when your companion hits a creature with this attack it can push that creature 5 feet away.
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Tail. The natural weapon deals 1d6 bludgeoning damage on hit and it has a 10 foot reach instead of the normal 5 foot reach.
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Ranged The natural weapon deals 1d6 piercing or bludgeoning damage on hit, it is a ranged attack with a range of 30/60, your companion can use either Strength or Dexterity when attacking with this weapon.
Step 5: Defense
Your companion also needs to be able to protect itself if it gets attacked. Pick one of the following options:
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Reflexes. Your companion has an AC equal to 11 + its Dexterity modifier + your proficiency modifier.
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Tough. Your companion has an AC equal to 10 + its Constitution modifier + your proficiency modifier.
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Plating. Your companion has an AC equal to 14 + your proficiency modifier.
Step 6: Hit Points
In case enemies gets past your companions defense, it needs to be able to take some damage. Pick one of the following options:
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Beefy. Your companion has 1d10 as it's hit dice.
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Resistant: Your companion has 1d8 as its hit dice, also pick two of the following damage types: acid, cold, fire, lightning, necrotic, poison, psychic, radiant and thunder, your companion is resistant to the two types you picked.
-
Resilient. Your companion has 1d8 as it's hit dice, and it gains a +1 to its AC.
Step 7: Traits
Each companion is unique in its own way. You have 5 points to spend on the following traits:
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Amorphous (1 point) Your companion can move through a space as narrow as 1 inch wide without squeezing.
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Amphibious (1 point) Your Companion gains a swimming speed equal to it's movement speed, and the ability to breathe underwater.
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Leaper (1 point) Your companions's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.
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Keen Senses (1 point) Choose either smell, sight or hearing, your companion has advantage on perception checks that use the chosen sense.
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Siege Monster (1 point) Your companion deals double damage to objects and structures.
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Slippery (1 point) Your companion has advantage against on ability checks to avoid or escaping being grappled.
-
Blindsight (2 points) Your companion has a blindsight of 10 feet.
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Charger (2 points) If your Companion moves at least 20 feet straight toward a target and makes an attack against that target, it has advantage on the attack roll and if it hits, it deals and extra 2d6 damage.
-
Night Eyes (2 points) Your companion gains darkvision out to a range of 60 feet.
-
Spider Climb (2 points) Your companion can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
-
Strong Mind (2 points) Your companion has advantage on saving throws against being charmed or frightened.
-
Sure Footed (2 points) Your companion has advantage on saving throws or ability checks against being knocked prone or move against its will.
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Evading (3 points) Any opportunity attack against your companion is made with disadvantage.
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Flying (3 points) Your companion has a flying speed equal to its walking speed. If its size is medium or larger it will fall at the end of its turn.
-
Grappler (3 points) If your companion takes the attack action and hits a creature, it can then use its bonus action to attempt to grapple that creature.
-
Pack Tactics (3 points) Your companion has advantage on an attack roll against a creature if at least one of it's allies is within 5 feet of the creature and the ally isn't incapacitated.
Example companion
Lets go through all the steps and make a companion, lets make a crocodile for fun.
At step 1 we pick beast as its type, and even though beast don't speak, we choose to learn Sylvan for our Soul Binder.
At step 2 we pick array C, and we want it strong and tanky.
At step 3 we pick Large, to give it the proper size.
At step 4 we give it a bite and tail attack, as crocodiles have strong teeth and a big tail. at
step 5 we pick Tough, to make it durable.
At step 6 we pick Beefy to make sure it can take a punch.
At step 7 we of course pick grappler so it can bite and grab enemies, amphibious because crocodiles live it water and we can just flavor it as the crocodile is holding its breath for long. Lastly we pick keen senses and take smell as crocodiles have a good nose.
When we add it all up we get ourselves a nice statblock for our croco-companion.
Crocodile
Large Beast, Neutral
- Armor Class 15 (Tough skin)
- Hit Points 13
- Speed 30ft, swim 30ft.
STR DEX CON INT WIS CHA 16 (+3) 10 (+0) 16 (+3) 5 (-3) 10 (+0) 11 (+0)
- Skills Athletics +5, Stealth +2
- Senses passive Perception 10
- Languages Knows the Soul Binder's Languages but can't speak.
Amphibious. The crocodile gains a swimming speed equal to it's movement speed, and the ability to breathe underwater.
Keen Smell The crocodile has advantage on perception checks based on smelling.
Grappler. If your companion takes the attack action and hits a creature, it can then use its bonus action to attempt to grapple that creature.
Actions
Bite. melee weapon attack: +5 to hit, 5ft reach, one target. Hit: 2d4 piercing damage, reroll any 1's rolled on the 1d4's.
Tail. melee weapon attack: +5 to hit, 10ft reach, one target. Hit: 1d6 bludgeoning damage.
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)
- Blade Ward
- Control Flames
- Dancing Lights
- Friends
- Gust
- Imbued Strike SB
- Light
- Mage Hand
- Message
- Mending
- Minor Illusion
- Mold Earth
- Prestidigitation
- Shape Water
- True Strike
1st Level
- Bane
- Bless
- Burning Hands
- Charm Person
- Cure Wounds
- Detect Magic
- Disguise Self
- Grease
- Heroism
- Jump
- Magic Missile
- Longstrider
- Sanctuary
- Sleep
- Soul Switch SB
- Soul Punch SB
- Shield of Faith
- Silent Image
- Thrashing Tether SB
2nd Level
- Aid
- Blur
- Blind/Deafness
- Continual Flame
- Calm Emotions
- Darkvision
- Detect Thought
- Dragons Breath
- Energy Eruption SB
- Enlarge/Reduce
- Invisibility
- Knock
- Misty Step
- Maximilian’s Earthen Grasp
- Pass Without Trace
- Scorching Ray
- See invisibility
- Spider Climb
- Shatter
- Warding Bond
3rd Level
- Blink
- Clairvoyance
- Catnap
- Dispel Magic
- Fly
- Fear
- Gaseous Form
- Hypnotic Pattern
- Magic Circle
- Stinking Cloud
- Sending
- Tidal Wave
- Tongues
- Wall of Sand
- Wall of Water
- Water Walk
- Water Breathing
4th Level
- Arcane Eye
- Banishment
- Blight
- Confusion
- Compulsion
- Companion Recall SB
- Death Ward
- Evard’s Black Tentacles
- Fire Shield
- Greater Invisibility
- Hallucinatory Terrain
- Locate Creature
- Stoneskin
- Wall of Fire
- Watery Sphere
5th Level
- Awaken
- Control Winds
- Creation
- Dream
- Immolation
- Insect Plague
- Maelstrom
- Far Step
- Flame Strike
- Teleportation Circle
- Telekinesis
- Unbreakable Skin SB
- Telekinesis
- Skill Empowerment
- Scrying
- Planar Binding
- Wall of Stone
- Wall of Light
Optional Rule: Multiclassing
If your group uses the optional rule on multiclassing in the Player's Handbook (p. 163), here's what you need to know if you choose soul binder as one of your classes.
Ability Score Minimum. As a multiclass character, you must have at least a Charisma score of 13 to take a level in this class.
Proficiencies Gained. If soul binder isn't your initial class, here are the proficiencies you gain when you take your first level as a soul binder: light armor, simple weapons.
Spell Slots. Add half your levels (rounded down) in the soul binder class to the appropriate levels from other classes to determine your available spell slots.
Spells with the "SB" tag are specific to the Soul Binder class and are detailed on the next page of this document.
Soul Binder Specific Spells
The bond you share with your companion allows you to cast spells unknown to other spellcasters as it allows you to tug on the weave and create spells to benefit you and your companion.
Imbued Strike
Cantrip Transumation
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: 1 round
You imbue a creature with soul magic to make their strike hit extra hard. You target a creature within range that you can see, the first time that creature hits another creature with a weapon attack before the start of your next turn, that attack will deal an extra 1d6 force damage, or 1d8 extra if you targeted your companion.
The spell's damage increases by one die when you reach 5th level (2d6 or 2d8), 11th level (3d6 or 3d8), and 17th level (4d6 or 4d8)
Soul Switch
1st-level conjuration
- Casting Time: 1 bonus action
- Range: 30 feet
- Components: V, S
- Duration: Instantaneous
You and your companion switch positions as you step through the Ethereal plane. You appear in your companion's space and it appears in your previous location.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the range of this spell increases by 30 feet for each slot level above 1st.
Soul Punch
1st-level transmutation
- Casting Time: 1 reaction (which you take when your companion hits a creature with an attack within range)
- Range: 5 feet
- Components: V, S
- Duration: Instantaneous
After your companion attacks a creature, you are ready to follow through with an infused punch that the target will feel in their very soul.
Make a melee spell attack against the creature your companion just hit. On a hit, the target takes 2d6 force damage.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Thrashing Tether
1st-level evocation
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
You send a pulse of energy through the bond that links you and your companion, damaging any enemy that stands between you.
Any creature caught in a 5 feet wide line leading from you to your companion, must make a Dexterity saving throw. A creature takes 1d12 force damage on a failed save, or half as much damage on a successful one. On subsequent turns, you can use an action to send another pulse though the tether, and repeat the effect from when the spell was cast. If you or your companion move more than 30 feet apart, the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d12 for each slot level above 1st.
Energy Eruption
2nd-level evocation
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Instantaneous
You flush the area around your companion with soul energy damaging any creature who dare stands too close.
Any creature of your choice within 10 feet of your companion must make a Dexterity saving throw. A creature takes 3d8 force damage on a failed save, or half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Companion Recall
4th-level conjuration
- Casting Time: 1 minute
- Range: Self
- Components: V, S, M (a old and rusty compass)
- Duration: Instantaneous
You call your companion back to you though the Ethereal plane. Your soulbound appears in a space within 10 feet of you. If your 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
- Range: 60 feet
- Components: V, S, M (a shard of obsidian worth at least 200gp)
- Duration: 1 round
You cover your companion with a thin layer of impenetrable, magically infused obsidian. Until the end of your next turn, your companion is immune to all damage.
Credit:
Creator:
This Class was made by /u/FragSauce
Artists:
- Summoner by liyart: https://liyart.deviantart.com/art/Summoner-366746490
- Jace's Sanctum by AdamPaquette: https://adampaquette.deviantart.com/art/Jace-s-Sanctum-554582459
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Icon by Games-Icon.net: https://game-icons.net/sbed/originals/doubled.html
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Song of Squall by Alyn Spiller: https://www.artstation.com/artwork/okZQk
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Nissa Revane by Thaldir: https://www.deviantart.com/thaldir/art/Nissa-Revane-559844012
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**Brisban Wildlands loading screen for Guild Wars 2 by Kekai Kotaki: ** http://www.kekaiart.com/guild-wars-2.html
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Cleric N Demon by ekoputeh: https://ekoputeh.deviantart.com/art/CLERIC-N-DEMON-607717485
- Untamed Beastmaster by Eric Kenji Aoyagi: https://www.artstation.com/artwork/8lbloG
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Monster Tentacles by BTart: https://www.deviantart.com/btart/art/Monster-Tentacles-186262651
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Creature_007 by Pixie Union: https://www.artstation.com/artwork/5e8eP
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White Drake by Anastassia: https://www.artstation.com/artwork/WQEyJ
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Goblin Shaman by d1sk1ss: https://d1sk1ss.deviantart.com/art/goblin-shaman-128635189
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Angels by Laurel "LD" Austin: http://www.blizz-art.com/illustration/6322/
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Ruvian by NukeRooster: https://www.deviantart.com/nukerooster/art/Ruvian-554084019
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Forest by JJcanvas: https://www.deviantart.com/jjcanvas
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Bloodfire hades art by Jaggudada: https://www.deviantart.com/art/Hades-529673369
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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
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Ludevic, Necro-Alchemist by Aaron Miller: http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=420654
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Stitcher Geralf by Karla Ortiz for MtG: https://www.inprnt.com/gallery/karla.ortiz.566/stitcher-geralf/
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Acidic Ooze by Chris Rahn: https://hearthstone.gamepedia.com/Chris_Rahn
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Summer Forest - book cover by Azot2018: https://www.deviantart.com/azot2018/art/Summer-Forest-book-cover-460375118
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Plant Monster by Dong Mao: http://tomjogi.tumblr.com/post/148637209298/by-dong-mao
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Wizard and Ranger by ketunhanska: https://www.deviantart.com/ketunhanska/art/Wizard-and-Ranger-743791495
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Puppet Master by Docatto: https://i.pinimg.com/564x/50/69/bd/5069bd9b237e93dcae76544690931c73.jpg
Special Thanks
- Thanks to /r/UnearthedArcana and TheDiscordOfManyThings, for giving me feedback and helping me shape and balance this class.
- and thanks to /u/TheRedstom, /u/OdinTGE and /u/ImpossibeardROK for helping me with my grammar and spelling
- Also thanks to /u/wckz for helping me balance and being there to discuss in depth about the 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
2.1
- Changed some of the companions weapon dice to be lower
- Changed some of the bond spells
- The Grammar and layout got some love from /u/theRedstom
- added more to the design notes
- Fixed aberration morph extra damage scaling
- removed chill touch
- added produce flame
- buffed Edict: Block
- slightly changed bond of the stitcher, "Strong Legs" feature
2.2
- Added Bond of the Split Soul
- Added Bond of the Puppet
- Buffed the Holy Guardian stat block
- Made the Spell list smaller to fit with other half casters
- reduced the 'Energy Eruption' spells damage dice from 1d10 to 1d8
- Changed Bond of the Elements Earths damage type from Bludgeoning to Thunder.
- Changed the damage dice of "Elemental Burst" from 1d10 to 1d8.
- Made the "Elemental Burst" feature usasble once per long rest instead of twice.
- Reduced damage of "Soul Punch" from 2d8 to 2d6
- Removed all damaging cantrips.
- Added the "Imbued Strike" cantrip
- Removed the "Bonded String" spell
- Added a new Option to "Hidden Form" called Disguise
2.3
- Increased the Ooze companions base AC by 1.
- Changed the "Bond of the Ooze" 7th level feature, to fit better with other ooze features.
- Changed one of the "Fluent Edicts" in "Bond of the Ooze" from "Fluid Jump" to "Acidic Form"¨
- Added a duartion to the mark from "Draconic Challenge"
- Replaced "Bond of the Dragonkins" 7th level ability "Magic infused blood" with "Magic Infused Breath"