##### The Soul Binder
–Spell Slots per Spell Level–
| 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 |
| 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.
* **Medium.** The size of your companion is medium and it has 40 feet walking speed.
* **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.
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### Step 4: Weapons
Your companion needs to be able to deals with enemies. Pick two of the following natural weapons for your companion:
* **Bite.** This natural weapon deals 2d4 piercing damage on hit, and you can reroll any 1's rolled on the d4's.
* **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.
* **Tail.** The natural weapon deals 1d6 bludgeoning damage on hit and it has a 10 foot reach instead of the normal 5 foot reach.
* **Ranged** The natural weapon deals 1d6 piercing or bludgeoning damage on hit, it is a ranged attack with a range of 30/60, your companion can use either Strength or Dexterity when attacking with this weapon.
### Step 5: Defense
Your companion also needs to be able to protect itself if it gets attacked. Pick one of the following options:
* **Reflexes.** Your companion has an AC equal to 11 + its Dexterity modifier + your proficiency modifier.
* **Tough.** Your companion has an AC equal to 10 + its Constitution modifier + your proficiency modifier.
* **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:
* **Beefy.** Your companion has 1d10 as it's hit dice.
* **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.
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### Step 7: Traits
Each companion is unique in its own way. You have 5 points to spend on the following traits:
* **Amorphous (1 point)** Your companion can move through a space as narrow as 1 inch wide without squeezing.
* **Amphibious (1 point)** Your Companion gains a swimming speed equal to it's movement speed, and the ability to breathe underwater.
* **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.
* **Keen Senses (1 point)** Choose either smell, sight or hearing, your companion has advantage on perception checks that use the chosen sense.
* **Siege Monster (1 point)** Your companion deals double damage to objects and structures.
* **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.
* **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.
* **Evading (3 points)** Any opportunity attack against your companion is made with disadvantage.
* **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.
\columnbreak
#### 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.
\pagebreakNum
## Soul Binder Spells
As a soul binder, when you prepare your spell list you can choose form the following list of spells.