Line 307: Line 307:
| [[Soul-Binder#Arcane Dedication|Arcane Dedication]] [[Soul-Binder#Extra Attack|Extra Attack]] || 14th || You can use a Bonus Action to regain some Spell Slots
| [[Soul-Binder#Arcane Dedication|Arcane Dedication]] [[Soul-Binder#Extra Attack|Extra Attack]] || 14th || You can use a Bonus Action to regain some Spell Slots
|-
|-
| [[Soul-Binder#Feature|Feature]] || 15th || Example
| [[Soul-Binder#Absolute Control|Absolute Control]] || 15th || While under the effect of your Take Control feature, your Companion makes more Attacks and is better at Saving Throws
|}
|}



Revision as of 18:42, 12 January 2023

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.
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.
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.

Class Table
Level Proficiency Bonus Features Evolutions Edict Die Experience Points
1st +2 Soul Bond, Bonded Companion, Symbiotic Link, Hidden Form 2 - 0
2nd +2 Spellcasting, Edict 2 d4 300
3rd +2 Soul Bond Feature, Keen Guidance 2 d4 1,000
4th +2 Ability Score Improvement, Companion Ability Score Improvement 2 d4 3,000
5th +3 Advanced Offense 2 d6 6,000
6th +3 Companion's Protection, Magic Item Absorption 2 d6 10,000
7th +3 Soul Bond Feature, Soul Linked Casting 3 d6 20,000
8th +3 Ability Score Improvement, Companion Ability Score Improvement 3 d6 40,000
9th +4 - 3 d8 60,000
10th +4 Soul Shield 3 d8 80,000
11th +4 Soul Bond Feature, Swift Order 3 d8 100,000
12th +4 Ability Score Improvement, Companion Ability Score Improvement 4 d8 120,000
13th +5 - 4 d10 140,000
14th +5 Soul Bond Feature 4 d10 160,000
15th +5 Soul Bond Feature 4 d10 180,000
16th +5 Ability Score Improvement, Companion Ability Score Improvement 4 d10 200,000
17th +6 - 5 d12 225,000
18th +6 Resonating Voice 5 d12 250,000
19th +6 Ability Score Improvement, Companion Ability Score Improvement 5 d12 300,000
20th +6 Soul Infused Giant 5 d20 350,000

Class Information

Hit Dice. 1d6 per Soul-Binder Level
1st Level Hitpoints. 6 + your Constitution Modifier
Higher Level Hitpoints. 1d6 (increase to 4) + your Constitution modifier per Soul-Binder level after 1st
Armor Proficiencies. Light Armor
Weapon Proficiencies. Simple Weapons
Tool Proficiencies. One Set of Tools
Saving Throw Proficiencies. Constitution and Charisma
Skill Proficiencies. Choose two from Animal Handling, History, Nature, Insight, Arcana, Persuasion, Intimidation
Equipment. A Simple Weapon or a Martial Weapon (if Proficient), an Equipment Pack, a set of Leather Armor or Breastplate, and one Non-Vehicle Tool that you are Proficient with

Soul-Binder Features Summarized
Header text Level Header text
Soul Bond 1st You choose your subclass, and gain features at 1st, 3rd, 7th, 11th, 14th, and 15th Level
Bonded Companion 1st You gain a Companion that you fight with and that grows with you
Symbiotic Link 1st While close to your Companion, you and it gain buffs
Hidden Form 1st You can shrink, dismiss, or disguise your companion
Spellcasting 2nd You gain half Spellcasting that uses Charisma and Preparing Spells
Edict 2nd You gain several ways to give your Companion a specifically effective command
Keen Guidance 3rd You can command your Companion with a Bonus Action instead of an Action
Ability Score Improvements 4th You increase your Ability Scores or gain a Feat, you do this at 4th, 8th, 12th, 16th, and 19th Level
Companion Ability Score Improvements 4th You increase your Companion's Ability Scores or cause it to gain a Feat, you do this at 4th, 8th, 12th, 16th, and 19th Level
Advanced Offense 5th When you use your Action to command your Companion, it can Attack twice and you can make an Attack or cast a Cantrip as a Bonus Action
Companion's Protection 6th Your Companion has Proficiency in all Saving Throws and is better at Intelligence and Charisma Saving Throws while close to you
Magic Item Absorption 6th You can give your Companion magic items
Soul Linked Casting 7th When you cast a Spell that would affect you, you can have it affect your Companion too
Soul Shield 10th You can use your Reaction to protect your Companion, and don't need to use a Reaction to give your Damage to your Companion
Swift Order 11th When you command your companion with a Bonus Action, it makes two Attacks, if you use an Action, it makes three
Resonating Voice 18th You can use two Edicts at once and you gain twice as many uses
Soul Infused Giant 20th You can transform your Companion into a giant and more powerful version of itself


Soul Bond

1st, 3rd, 7th, 11th, 14th, and 15th Level Soul-Binder Feature
You choose one of the Soul Bond in the table below that represents the creature you have sacrificed a portion of your soul to bond to.

Soul Bonds
Soul Bond Complexity (1-5) Description
Bond of the Spirit Vessel 2 You bond yourself with a magical creature that has had its soul severed from its body now trapped in an undead just or mechanic contraption, causing you and your Companion to take the life force of your enemies while sharing your own life force
Example Example Example
Example Example Example


Bonded Companion

1st Level Soul-Binder Feature
You gain a Companion that will serve and aid you in every way it possibly can. You must create your Companion, described in the Companion Creation section after the class description.
Your Companion shares your Initiative Score and you and the Companion both act on the same turn. It can move and use its Reaction on its own, but the only Action it takes on its turn is the Dodge Action, unless you use an Action on your turn to command it to take another Action. That Action can be one in its stat block or some other Action. If you are Incapacitated, the Companion takes the Action that would best protect itself and you. While your Companion is within 1 Mile of you, you can communicate with it telepathically.
If your Companion is reduced to 0 Hit Points, it falls Unconscious and makes Death Saving Throws if not Stable. If your Companion has died within the last Hour, while it is within your Reach, you can use an Action to expend a Spell Slot of 1st Level or higher. When you do, your Companion returns to life after 1 Minute with a number of Hit Points equal to 10 x the Slot Level expended. You can also use an an Action while your Companion is within your Reach to expend a Spell Slot of 1st Level or higher, when you do, you restore a number of Hit Points to your Companion equal to 10 x the Slot Level expended.
At the end of a Long Rest, you can summon your Companion wherever it is, teleporting it to an unoccupied space within 5ft of you, and reviving it with all its Hit Points it if was dead or below its Hit Points Maximum. If you die, your Companion gains 1 Level of Exhaustions after every Minute while you are dead.
Additionally, as an Action, while you are within 1 Mile of your Companion, you can see through your Companion's eyes and hear what it hears until the start of your next turn, ganging the benefits of any special senses it has. You can also speak through your Companion during this time. During this time you are also Deaf and Blind to your own senses.

Symbiotic Link

1st Level Soul-Binder Feature
You have sacrificed much of your essence to form the link you have with your companion, but it will in turn protect you with everything it can. While you are within 60ft of your Companion, you gain the following benefits:

  • When you take Damage you can use your Reaction to cause your Companion to take that Damage instead.
  • When you regain Hit Points caused by expending a Hit Dice, your Companion regains a number of Hit Points equal to twice the number you regained.
  • If you are reduced to 0 Hit Points, you can use your Reaction to sacrifice your Companion to save yourself. When you do, you regain a number of Hit Points equal to the current number of Hit Points your Companion has. Your Companion is then reduced to 0 Hit Points.


Hidden Form

1st Level Soul-Binder Feature
You have learned how to reduce your Companion's size or hide it on another plane for an easy way to hide or carry it. Choose one of the following features to gain:

  • 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 30ft of you. If there isn't enough space for it to grow to its original Size, nothing happens. While in this Tiny form, the Companion can't attack in any way.
  • Pocket Dimension. As an Action, while your Companion is within your Reach, you can temporarily dismiss it. It disappears into a pocket dimension where it awaits your summon. As a Bonus Action, you can cause it to reappear in an unoccupied space within 5ft of you. If you fall Unconscious while your Companion is in this pocket dimension, it reappears in a space within 5ft of you, pushing other creatures out of the way to do so if required.
  • Disguise. As an Action you can create an illusion around your companion that makes it looks like another Beast or Humanoid of similar build and size, such as making a drake look like a dog, or an angel look like a farmer. The disguise ends if your companion takes any Damage, deals Damage to another creature or you end it as an Action.

At the end of a Long Rest you can choose a different feature to gain.

Spellcasting

2nd Level Soul-Binder Feature
Spellcasting Ability. Charisma
Spell Save DC. 8 + your Charisma Modifier + your Proficiency Bonus
Spell Attack Bonus. Your Charisma Modifier + your Proficiency Bonus
Spellcasting Focus. A Arcane Focus
Spell Learning Method. Whenever you finish a Long Rest, you prepare a number of Spells equal to your half your Soul-Binder Level + your Charisma Modifier from the Paladin Spell List. You can cast these Spells using your Spell Slots until the end of your next Long Rest.

Soul-Binder Spell List
Level Cantrips Known Spells Known 1st 2nd 3rd 4th 5th
2nd 2 2 2 - - - -
3rd 2 3 3 - - - -
4th 3 3 3 - - - -
5th 3 4 4 2 - - -
6th 3 4 4 2 - - -
7th 3 5 4 3 - - -
8th 3 5 4 3 - - -
9th 3 6 4 3 2 - -
10th 4 6 4 3 2 - -
11th 4 7 4 3 3 - -
12th 4 7 4 3 3 - -
13th 4 8 4 3 3 1 -
14th 4 8 4 3 3 1 -
15th 4 9 4 3 3 2 -
16th 4 9 4 3 3 2 -
17th 4 10 4 3 3 3 1
18th 4 10 4 3 3 3 1
19th 4 11 4 3 3 3 2
20th 4 11 4 3 3 3 2


Edict

2nd Level Soul-Binder Feature
You have gotten better control over your Companion and can give it more complicated commands. When you use an Action to command your Companion you can choose one Edict as part of that Action for your Companion to follow. Edicts will refer to your Edict Die, which beings as a d4, but increases in size as you gain Levels in this class, shown in the Edict Die column of the Soul-Binder table.

  • Sic 'Em! You command your Companion to Attack with extra ferocity. The next time your Companion makes an Attack this turn, it adds your Edict Die to its Attack and Damage Rolls.
  • Toughen Up! You command your Companion to ready itself to withstand even more blows. Your Companion gains a number of Temporary Hit Points equal to two rolls of your Edict Die which last for 1 Minute.
  • Daunt 'Em! You command your Companion to instill fright and hesitate in your foes. Your Companion can use its Bonus Action this turn to choose a creature within 30ft of it that can see or hear it. The next time the chosen creature makes an Attack in the next Minute, it subtracts your Edict Die from the result of the Attack.
  • Over There! You command your Companion to move quickly and safely. During this turn, your Companion can use its Bonus Action to move up to half its Speed without Provoking Opportunity Attacks.

You can use a number of Edicts equal to your Soul-Binder Level, regaining expended uses at the end of a Long Rest.

Keen Guidance

3rd Level Soul-Binder Feature
You can now give your Companion commands easier than before. You can command your Companion as a Bonus Action instead of as an Action. When you do so, you can use an Edict with that command. Your Companion can only take one Action each turn.

Ability Score Improvements

4th, 8th, 12th, 16th, and 19th Level Soul-Binder Feature
Your skill and strength expands, choose one of the following:

  • Increase one Ability Score of your choice by 3.
  • Increase one Ability Score of your choice by 2 and one Ability Score of your choice by 1
  • Increases three Ability Scores of your choice by 1.
  • Gain one Feat of your choice.

No Ability Score increases or Feat gained from this feature can increase one of your Ability Scores beyond 20 unless stated otherwise.

Companion Ability Score Improvements

4th, 8th, 12th, 16th, and 19th Level Soul-Binder Feature
Your Companion's skill and strength expands, choose one of the following for your Companion:

  • Increase one Ability Score of your choice by 3.
  • Increase one Ability Score of your choice by 2 and one Ability Score of your choice by 1
  • Increases three Ability Scores of your choice by 1.
  • Gain one Feat of your choice.

No Ability Score increases or Feat gained from this feature can increase one of your Companion's Ability Scores beyond 20 unless stated otherwise.

Advanced Offense

5th Level Soul-Binder Feature
You have improved your control over your Companion and can offer it better guidance in combat. When you use an Action to command your Companion and it takes the Attack Action this turn, your companion can make an additional Attack as part of that Action. Additionally, when you use your Action to command your Companion, you can make a single Weapon Attack or cast a Cantrip with a Casting Time of an Action as a Bonus Action that turn.

Magic Item Absorption

6th Level Soul-Binder Feature
You can spend 1 Hour performing a special ritual to merge a magic item into your Companion, this can be performed during a Short or Long Rest. Merging with an item requires you, your Companion, and the item to all be in physical contact during the entire time. In order to merge with an item, your Companion needs to meet with any prerequisites listed in the item description.
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, one Shield, and one piece of Armor merged at a time, and one piece of Armor. The companions Natural Weapons can only gain the benefits from one of the merged items. While it has an absorbed item, its Natural Weapons become magical. The Companion gains the magical benefits of any items, such as a +1 Bonus to AC and Fire Resistance from a set of +1 Fiery Plate Armor, but not the benefits of the item itself, such as the 18 AC from wearing that suit of Plate Armor.
Your Companion and three attunement slots and if it is merged with an item that requires attunement, the Companion must use one its attunement slots to gain the attunement benefits of the item. At the end of a Short or Long Rest, you and the Companion can choose which items it is benefiting from, which items its attuned to, and can expel any items from the Companion that are no longer desired.
If the Companion dies, all the merges items are expelled from its corpse on the ground around it.

Companion's Protection

6th Level Soul-Binder Feature
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 while you are within 60ft of it and it can see you.

Soul Linked Casting

7th Level Soul-Binder Feature
You and your companion are of the same soul, and you can channel magic through your link. When you cast a Spell targeting yourself while your Companion is within 60ft of you, you can choose to cause the Spell to also affect your Companion. If the Spell requires Concentration and you lose this Concentration, the effect ends for both you and the Companion, and you make Saving Throws to make Concentration if your Companion takes Damage as if you had just taken that much Damage.

Soul Shield

10th Level Soul-Binder Feature
You can use some of your magic to shield your Companion from attacks. When your Companion takes Damage while you are within 60ft of it, you can use your Reaction to grant it Resistance to that Damage.
Additionally you can now transfer Damage to your Companion with your Symbiotic Link feature, without requiring you to use your Reaction to do so.

Swift Order

11th Level Soul-Binder Feature
You can now give quick and precise commands to your Companion. Your Companion can now make two Attacks when it takes the Attack Action if you command it as a Bonus Action. It also makes three Attacks when it takes the Attack Action if you use your Action to command it.

Resonating Voice

18th Level Soul-Binder Feature
You use your magic to command your Companion with a voice that resonates with your shared soul link. Whenever you would choose an Edict, you can instead choose two Edicts to apply at once. You can now use a number of Edicts equal to twice your Soul-Binder Level, regaining expended uses at the end of a Long Rest.

Soul Infused Giant

20th Level Soul-Binder Feature
You can infuse your Companion with all your energy to make it into a behemoth of raw power. As an Action while your Companion is within 120ft of you, you can choose to transform it, while it is transformed it gains the following benefits:

  • It Size becomes Gargantuan.
  • Its Attacks deal an additional 2d10 Damage.
  • It deals twice as much Damage to objects and structures.
  • Its Current and Maximum Hit Points are increased by 50.
  • Its Speed is doubled.

This transformation ends after 1 Hour, the Companion falls Unconscious, or you end the transformation as an Action. Once you transform your Companion in this way, you can't do so again until you finish a Long Rest.

Companion Creation

Soul Bonds

Bond of the Puppet

Sometimes a persons soul can also be split in two as the result of a magical experiment, in such case they can because a Soul Binder and will have crafted a construct that can house their shattered soul and be controlled like a puppet.

Puppet Features
Feature Level Quick Explanation
Arcane Soul 1st You gain free bonus Spells and a Cantrip
Inorganic Companion 1st Your Companion is a Construct, you gain Proficiency with a Set of Artisan's Tools, your Companion is Immune to Poison and Psychic Damage, and the Charmed, Frightened, and Poisoned Conditions, it can't act while far away from you, and it doesn't need to eat, drink, or sleep
Take Control 3rd You can enhance your Companion when you use your Action to command it, and you can spend a Spell Slot to improve it more
Marionette Manipulation 7th You can choose two ways to improve your Companion with Take Control
Puppet Edicts 11th You gain additional Edict options
Arcane Dedication Extra Attack 14th You can use a Bonus Action to regain some Spell Slots
Absolute Control 15th While under the effect of your Take Control feature, your Companion makes more Attacks and is better at Saving Throws

Arcane Soul

1st Level Bond of the Puppet Feature
Your soul is bound to an inherently magical being. You gain Bond Spells at the Soul-Binder Levels listed in the Bond Spells table, as well as a Cantrip. You Know these Spells, always have them Prepared, they count as Soul-Binder Spells for you, and they don't count against your number of Prepared Spells.

Bond Spells
Soul-Binder Level Spells
1st Mending
2nd Alarm, Unseen Servant
5th Hold Person, Web
9th Enemies Abound, Tiny Servant
13th Compulsion, Freedom of Movement
17th Animate Object, Dominate Person


Inorganic Companion

1st Level Bond of the Puppet Feature
You have bound your soul to a crafted construct which now serves as its container, You and your Companion gains the following features:


Take Control

3rd Level Bond of the Puppet Feature
You can now take more direct control of your Companion and guide it. If you use your Action to command your Companion, you can also use a Bonus Action to give it one of the following benefits and you can expend a Spell Slot of 1st Level or higher to enhance the benefit:

  • Protective Instructions. Your Companion's AC increases by 1 + 1 for each Slot Level of 1st Level or higher.
  • Expedient Instructions. Your Companion's Speed increases by 10ft + 10ft for each Slot Level of 1st Level or higher.
  • Offensive Instructions. Your Companion's Attacks this turn deal an additional 2 Damage + 2 Damage for each Slot Level of 1st Level or higher.

The chosen benefit lasts for a number of rounds equal to 1 + 1 for each Slot Level of 1st Level or higher, or until you use this Bonus Action again.

Marionette Manipulation

7th Level Bond of the Puppet Feature
You can empower your Companion and make more complex tasks. When you use your Take Control feature, you can choose two of the benefits, however if you expend a Spell Slot with the feature, you choose which benefit is improved, and you can expend two Spell Slots to do so. The Duration of the benefits are now is equal to 1 + 1 for each Slot Level of 1st Level or higher of the highest Level Spell Slot expended, or until you use this Bonus Action again.

Puppet Edicts

11th Level Bond of the Puppet Feature
You become a puppet master. The following commands are added to your Edict options:

  • Return and Recover! If your Companion is within 60ft of you, it can move a to an unoccupied space within 5ft of you without Provoking Opportunity Attacks, it then regains a number of Hit Points equal to two rolls of your Edict Die.
  • Follow Orders! You can give your Companion the benefits of your Take Control feature as if you used your Action to command your Companion and your Bonus Action to use the feature.


Arcane Dedication

14th Level Bond of the Blank Feature
You can use a Bonus Action to recover magic. When you do, you regain a number of Spell Slots with a combined Level of equal to or less than your Proficiency Bonus. Once you do so, you can't do so again until you finish a Long Rest.

Absolute Control

15th Level Bond of the Puppet Feature
You can take even finer control of your control of your puppet. While your Companion is under the effect of your Take Control feature, it now makes three Attacks when it takes the Attack Action if you used a Bonus Action to command it, and it makes four Attack if you use your Action, it also has Advantage on all Saving Throws it makes.


Bond of the Spirit Vessel

You have bound yourself to a fleeting spirit unable to go to the afterlife. To help keep your companion grounded in this world you have made a vessel for them, whenever that be a carefully crafted construct or a corpse that is no longer being used.

Spirit Vessel Features
Feature Level Quick Explanation
Arcane Soul 1st You gain free bonus Spells and a Cantrip
Soul Container 1st Your Companion is an Undead or a Construct, you can cast non-Undead and non-Construct Spells on it, it has Immunity to Poison Damage and the Poisoned Condition, and doesn't need to eat, drink, or sleep
Macabre Reconstruction 3rd You can take Damage to heal your Companion
Necrotic Reprisal 7th When your Companion takes Damage, it can deal Damage to enemies around it
Vessel Edicts 11th You gain additional Edict options
Arcane Dedication 14th You can use a Bonus Action to regain some Spell Slots
Lifeforce Equalizer 15th You can use an Action to heal the lowest health creature between you and your Companion, so that you and your Companion have an equal number of Hit Points.

Arcane Soul

1st Level Bond of the Spirit Vessel Feature
Your soul is bound to an inherently magical being. You gain Bond Spells at the Soul-Binder Levels listed in the Bond Spells table, as well as a Cantrip. You Know these Spells, always have them Prepared, they count as Soul-Binder Spells for you, and they don't count against your number of Prepared Spells.

Bond Spells
Soul-Binder Level Spells
1st Toll the Dead
2nd False Life, Unseen Servant
5th Invisibility, Silence
9th Life Transference, Vampiric Touch
13th Death Ward, Shadow of Moil
17th Negative Energy Flood, Raise Dead


Soul Container

1st Level Bond of the Spirit Vessel Feature
You have bound yourself with a soul that has become severed from its old body, and you have found a new home for this soul, whether that be a constructed vessel or a new soulless body. You and your Companion gains the following benefits:

  • Your Companion's Creature Type is either Construct or Undead (your choice).
  • If you cast a Spell that normally can't affect Constructs and Undead, you can still target your Companion with the Spell.
  • Your Companion has Immunity to Poison Damage and the Poisoned Condition.
  • Your companion doesn't need food, drink or sleep.


Macabre Reconstruction

3rd Level Bond of the Spirit Vessel Feature
You can use your own lifeforce to reconstruct your companion when its Damaged. You have a pool of Soul Energy represented by a number of d6s equal to 1 + your Soul Binder Level.
As a Bonus Action, you can spend a number dice from your Soul Energy pool up to half your Soul Binder Level. When you do, roll the spent dice and add the result, you take Necrotic Damage equal to the total, and your Companion regains a number of Hit Points equal to twice the amount of Damage you took. You regain all expended dice when you finish a Long Rest.

Necrotic Reprisal

7th Level Bond of the Spirit Vessel Feature
You and your Companion's life force has been so entwined that your Companion will harm anyone who dares to hurt you. When your Companion takes Damage, it can use its Reaction to choose any number of creatures within 10ft of it, the chosen creatures make Constitution Saving Throws against your Spell Save DC. On a failed Save, a creature takes Necrotic Damage equal to the Damage your Companion took.
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Longer St.

Vessel Edicts

11th Level Bond of the Spirit Vessel Feature
You can command your Companion to use its powers to manipulate life force. The following commands are added to your Edict options:

  • Drain 'Em! The next time your Companion hits a creature with a Melee Attack, it deals additional Necrotic Damage to the target equal to one roll of your Edict Die. The Companion then regains a number of Hit Points equal to the Necrotic Damage dealt by the Attack.
  • Scream! Your Companion can use an Action to choose a number of creatures up to your Charisma Modifier within 60ft of it, the chosen creatures make Constitution Saving Throws against your Spell Save DC. On a failed Save, a creatures takes Necrotic Damage equal to two rolls of your Edict Die and can't regain Hit Points for the next Minute.


Arcane Dedication

14th Level Bond of the Spirit Vessel Feature
You can use a Bonus Action to recover magic. When you do, you regain a number of Spell Slots with a combined Level of equal to or less than your Proficiency Bonus. Once you do so, you can't do so again until you finish a Long Rest.

Lifeforce Equalizer

15th Level Bond of the Spirit Vessel Feature
You can manipulate the thread that ties you and your Companion to heal one of you. As an Action, between you and your Companion, the creature with the least Current Hit Points regains a number of Hit Points equal to the difference between the two Current Hit Points. After you use this Action, you must finish a Long Rest before doing so again.