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 Divine 3 You bond yourself with a divine warrior, giving you and your Companion a greater control of life over death, as you protect each other, and your allies from its cold claws
Bond of the Dragonkin 2 You bond yourself with a draconic warrior, allowing you and your Companion to grow in massive draconic strength, striking fear into your foes and unleashing powerful breath weapons.
Bond of the Elusive Spirit 2 You bond yourself with a teleporting warrior, allowing you and your Companion to blink around the battlefield while striking foes when they least expect it.
Bond of the Puppet 3 You bond yourself with a magical automaton of your creation, gaining complete control of it as you slowly perfect your exact instructions to give it maximum efficiency.
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.
Bond of the Unknown 2 You bond yourself with a magical aberration, which you empower at the cost of your own sanity, teetering on the edge of madness, you and your Companion drive madness into the hearts of your foes while restricting them with otherworldly forces.
Bond of the Wild 1 You bond yourself with a bestial warrior that you form a small pack with, learning how the other fights as you become powerful partners in the hunt, relying on each other and your other allies and pack-mates.


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 1st 2nd 3rd 4th 5th
2nd 2 2 - - - -
3rd 2 3 - - - -
4th 3 3 - - - -
5th 3 4 2 - - -
6th 3 4 2 - - -
7th 3 4 3 - - -
8th 3 4 3 - - -
9th 3 4 3 2 - -
10th 4 4 3 2 - -
11th 4 4 3 3 - -
12th 4 4 3 3 - -
13th 4 4 3 3 1 -
14th 4 4 3 3 1 -
15th 4 4 3 3 2 -
16th 4 4 3 3 2 -
17th 4 4 3 3 3 1
18th 4 4 3 3 3 1
19th 4 4 3 3 3 2
20th 4 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.

  • 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.
  • 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.
  • Scare '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.
  • 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.

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 has 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

Companions come in all shapes and sizes, this section helps you make a Companion that fits perfectly for your Soul-Binder. When creating your Companion there are several steps you need to go through to create the perfect companion for your adventure.

1. Archetype

The first thing to do when creating your Companion, is to choose one of the following three archetypes that determine the general attributes of your Companion. It uses your Proficiency Bonus (PB) in several places. Your Companion has a Creature Type determined by your Soul Bond. Your Companion uses your Proficiency Bonus whenever it would use its Proficiency Bonus for a Skill Check, feature, etc.



2. Proficiencies

Your Companion gains Proficiency in three Skills and two Saving Throws of your choice.

3. Weapons

Your Companion needs a way to deal with its enemies. Choose two of the following Natural Weapons. Your Companion is Proficient with these Weapons and uses its Strength for its Attack and Damage Rolls with these Natural Weapons unless otherwise stated.

  • Bite. This Natural Weapon deals 1d8 Damage, and if it rolls a 1 or a 2 on a Damage Dice for the Attack, it can reroll that Damage Die.
  • Claws. This Natural Weapon deals 1d4 Damage, and if it takes the attack Action and makes at least 1 Attack with its Claws, it can make a single Weapon Attack as a Bonus Action using its Claws, but it does not add its Ability Modifier to the Damage dealt.
  • Fist. This Natural Weapon deals 1d8 Damage, and once per turn when it hits on an Attack, it can push the target 5ft away from it.
  • Horns. This Natural Weapon deals 1d8 Damage, and if it moved 20ft in a straight line before hitting on an Attack with this Weapon, the Attack deals an additional 1d8 Damage.
  • Stinger. This Natural Weapon deals 1d4 Damage, and once per turn when it hits on an Attack, it can deal an additional 1d8 Poison Damage.
  • Tentacle. This Natural Weapon deals 1d6 Damage, and if it hits a creature with this Weapon, it can attempt to Grapple that creature as a Bonus Action this turn.
  • Tail. This Natural Weapon deals 1d6 Damage, and it has an extra 5ft Reach.
  • Ranged. This Natural Weapon deals 1d6 Damage, it has a Range of 30/60ft, and it can use either its Strength or Dexterity or Attacks made with this Weapon.

Whenever you choose a weapon, you determine if deals Bludgeoning, Piercing, or Slashing Damage. The only exception t this is the Stinger which always does Poison Damage, but you can determine the Damage Type of the d4.

4. Evolutions

You can modify your companion with different traits, choose two Major Evolutions. You gain more Evolutions as you gain Levels in this class, as described in the Evolutions column of the Soul-Binder table. You can choose an Evolution only once unless otherwise stated. During a Long Rest, you can change one of your Evolutions you have chosen with another one. Some Evolutions are labeled as Minor Evolutions, whenever you choose a Minor Evolution, you can choose an additional Minor Evolution. Whenever you swap a Minor Evolution, if you choose to change it to a different Minor Evolution, you can also swap another Minor Evolution, or you can change a Minor Evolution to a full Evolution, if you do, you choose one of your Minor Evolutions to remove.
You also also choose to gain a Flaw, which gives you the ability to choose an additional Evolution. You can change or remove a Flaw at the end of a Long Rest instead of changing an Evolution, if you remove the Flaw, you must also remove a selected Evolution. You can have a total number of Flaws selected equal to your Proficiency Bonus.

Major Evolutions

Aggressor

Major Evolution
Choose one of the Natural Weapons from Weapons section for your Companion to gain. This Evolution can be taken multiple times.

Amorphous

Major Evolution
Your Companion can move through a space as narrow as 1 inch wide without squeezing.

Blindsight

Major Evolution
Your Companion gains Blindsight out to a Range of 10ft.

Charge

Major Evolution
As a Bonus action, your Companion can move up to its Speed towards a creature it considers hostile that it can see or hear. It must end this movement closer to the creature than it started.

Darkvision

Major Evolution
Your Companion gains Darkvision out to a Range of 120ft.

Flying

Major Evolution
Your Companion gains a Flying Speed equal to its Walking Speed. If its Size is Medium or larger it falls at the end of its turn. When you reach 7th Level in this class, your Companion no longer falls at the end of its turn if its Size is Medium or larger.

Large Build

Major Evolution
Your Companion's Size increase by one Category.

Magical Power

Major Evolution
Choose one Cantrip for your Companion to gain. It learns the Cantrip and can cast it without Components. It uses your Soul-Binder Spell Save DC, Attack Bonus, and Spellcasting Ability. It also uses your Soul-Binder Level for the purposes of dealing more Damage, improving the effect, etc. This Evolution can be taken multiple times.

Manta Glide

Major Evolution
Your Companion gains ray-like fins that it can use as wings to slow its fall or allow it to glide. When it falls at least 10ft, it can use its Reaction to subtract 100ft from the fall and then move up to its Speed while falling this round.

Mental Fortitude

Major Evolution
Your Companion has Advantage on Saving Throws against being Charmed or Frightened, and magic can't put your Companion to sleep.

Nimble

Major Evolution
Your Companion can move through the space of any creature that is at least one Size larger than it without treating it as Difficult Terrain.

Quick

Major Evolution
Your Companion's Speed is increased by 10ft. This Evolution can be taken multiple times.

Resistant

Major Evolution
Choose one of the following Damage Types: Acid, Cold, Fire, Lightning, Necrotic, Poison, Radiant, or Thunder. Your Companion gains Resistance to the chosen Damage Type. This Evolution can be taken multiple times.

Shadow Stealth

Major Evolution
While in Dim Light or Darkness, your Companion can take the Hide Action as a Bonus Action.

Skilled

Major Evolution
Your Companion gains Proficiency with one Skill of your choice. This Evolution can be taken multiple times.

Slimy Body

Major Evolution
Your Companion has advantage on Ability Checksand Saving Throws to escape or avoid being Grappled and Restrained.

Spell Link

Major Evolution
You can cast your Spells from your Companion's space.

Spider Climb

Major Evolution
Your Companion gains a Climbing Speed equal to its Walking Speed, and it can climb on difficult surfaces, such as upside down on a ceiling, without difficulty.

Standing Leap

Major Evolution
Your Companion's Long Jump can be up to 20ft and its High Jump can be up to 10ft without needing a running start.

Strider

Major Evolution
your Companion is unaffected by Difficult Terrain.

Sure-Footed

Major Evolution
Your Companion has Advantage on Strength and Dexterity Saving Throws made against effects that would knock it Prone or move it against its will.

Vigilant

Major Evolution
Your Companion can't be Surprised and it is aware of its surroundings while it is sleeping.

Minor Evolutions

Adorable

Minor Evolution
Your Companion has Advantage on Charisma (Persuasion) and (Performance) Checks.

Aquatic

Minor Evolution
Your Companion can breathe both air and water, additionally it gains a Swimming Speed equal to its Walking Speed.

Elemental Creature

Minor Evolution
Choose one of the following Cantrips: Control Flames, Gust, Mold Earth, Shape Water. Your Companion learns the chosen Cantrip, it can cast it without needing Components, it uses your Soul-Binder Spell Save DC, Spell Attack Bonus, and Spellcasting Ability Modifier for the Cantrip. It also uses your Soul-Binder Level for the purposes of having more effects active at once and the like.

False Appearance

Minor Evolution
While you Companion remains motionless, it is indistinguishable from a non-magical object of its Size that you choose when you choose the Evolution, such as a tree, boulder, or statue. This Evolution can be taken multiple times, choosing a different object each time.

Helpful

Minor Evolution
Your Companion can now take the Help Action without you needing to command it.

Illumination

Minor Evolution
Your Companion sheds Bright Light out to a Range of 10ft, and Dim Light an additional 10ft. Your Companion can turn this effect on and off as a Bonus Action.

Iron Scent

Minor Evolution
Your Companion can pinpoint, by scent, the location of ferrous metal within 30ft of it.

Mask of the Wild

Minor Evolution
Your Companion can attempt to Hide even while it is only Lightly Obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

Mimicry

Minor Evolution
Your Companion can mimic Humanoid voices and phrases it has heard before. A creature that hears the sounds can tell they are imitations with a successful DC13 Wisdom (Insight) Check.

Minor Darkvision

Minor Evolution
Your Companion gains Darkvision out to a Range of 30ft.

Siege Monster

Minor Evolution
Your Companion deals twice as much Damage to objects and structures.

Smart

Minor Evolution
Your Companion's Intelligence Score increases by 4.

Speech

Minor Evolution
Your companion gets the ability to speak in one of the Languages you know. This Evolution can be taken multiple times, choosing a different Language every time.

Flaws

Aversion to Damage

Flaw
Choose a Damage Type, if your Companion takes that Type of Damage, it has Disadvantage on Attack Rolls and Ability Checks it makes until the end of its next turn. This Flaw can be taken multiple times, choosing a different Damage Type each time.

Clumsy

Flaw
Your Companion must use its Action to stand up from being Prone as well as spending half of its Speed. It can take this Action even if you didn't command it this turn.

Frail

Flaw
Your Companion's Size decreases by 1 Category, and its Constitution Score decreases by 2. This Flaw can be taken multiple times, but it can only be taken if your Companion's Size is Small or larger and if its Constitution Score is 3 or higher.

Monophobia

Flaw
If your Companion isn't within 10ft of a creature it deems friendly, it has Disadvantage on all Attack Rolls and Ability Checks it makes.

Near Sighted

Flaw
Your Companion can't see anything that is more than 30ft away from it.

Small Brain

Flaw
Your Companion's Intelligence Score decreases by 4, and its Wisdom Score decreases by 2. This Flaw can be taken multiple times, but it can only be taken if your Companion's Intelligence Score is 5 or higher, and if its Wisdom Score is 3 or higher.

Sunlight Sensitivity

Flaw
While in sunlight, your Companion has Disadvantage on Attack Rolls and Ability Checks that rely on sight.

Soul Bonds

Bond of the Divine

Sometimes one of the Three grant gifts to worthy mortals. They can take all shapes and forms and you have been given a boon in the form of a friend and protector for life.
However, oftentimes one of the War-Bringer Gods are the ones who give this protector as a way to enter partially into the world of Drakomere.

Subclass Features
Feature Level Quick Explanation
Warrior Soul 1st You get Proficiency with Martial Weapons and Medium Armor as well as +1 Hit Point every Level
Guardian of the Heavens 1st Your Companion is a Highling, has Resistance to Radiant and Necrotic Damage, deals Radiant Damage, and you learn Highling
Gift of Life 3rd When your Companion takes Damage, you can heal another creature
Inspiring Heal 7th You get the Healing Word Spell, and when you cast it on your Companion it can Attack
Divine Edicts 11th You gain additional Edict options
Extra Attack 14th You make an additional Attack every time you take the Attack Action
Death Prevention 15th You can stop allies from dying and heal them a ton when you do so


Warrior Soul

1st Level Bond of the Divine Feature
Your soul is bound to an inherently martial being, giving you some of its experience in combat. You gain Proficiency with Martial Weapons and Medium Armor. Additionally, your Hit Points Maximum increases by 1, and increases by 1 again whenever you gain a Level in this Class.

Guardian of the Heavens

1st Level Bond of the Divine Feature
You have bound your soul to a celestial creature. You and your Companion gain the following features:

  • Your Companion's Creature Type is Highling.
  • Your Companion gains Resistance to Radiant and Necrotic Damage.
  • Whenever your Companion deals Damage with one of its Natural Weapons, it can choose to make the Damage Radiant.
  • You can speak, read, and write Highling.


Gift of Life

3rd Level Bond of the Divine Feature
When your Companion is harmed you can catch its life force and redirect it elsewhere before it dissipates. When your Companion takes Damage, you can use a Reaction to restore a number of Hit Points equal to the amount of Damage your Companion took to a creature of your choice that you can see. If you used your Reaction to redirect Damage to your Companion you can use this feature as part of that Reaction.
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.

Inspiring Heal

7th Level Bond of the Divine Feature
You know how to mend wounds and inspire your guardian to perform better in combat. You learn the Healing Word Spell, it is always Prepared, counts as a Soul-Binder Spells, and doesn't count against your Spells Prepared.
Additionally, when you cast the Healing Word Spell on your Companion, it can use its Reaction to immediately make a single Weapon Attack against a creature within Range.

Divine Edicts

11th Level Bond of the Divine Feature
You can command your guardian with a voice that can pierce the heavens. The following commands are added to your Edict options:

  • Blind 'Em! You command your Companion to unleash its inner radiant light. As an Action this turn, your Companion can force creatures of its choice within 15ft of it to make a Constitution Saving Throw against your Spell Save DC. On a failed Save, a creature is Blinded until the end of your next turn.
  • Spread Your Wings! You command your Companion to fly high in the sky. It gains a 60ft Flying Speed and does't provoke Opportunity Attacks until the start of your next turn.


Extra Attack

14th Level Bond of the Divine Feature
You can make an additional Attack whenever you take the Attack Action.

Death Prevention

15th Level Bond of the Divine Feature
Your Companion has gained the powers to protect people from the grasp of death. If a creature within 60ft of your Companion drops to 0 Hit Points or makes a Death Saving Throw, your Companion can use its Reaction to teleport to an unoccupied space within 5ft of that creature, and breathe new life into it, causing it to regain 10d12 Hit Points. Once you use this feature, you can't do so again until you finish a Long Rest.


Bond of the Dragonkin

You have bound your soul to a drake in hopes of protection and power. Maybe you have been chosen by a dragon to receive an everlasting gift as it created a Guard Drake especially for you, binding your souls together as one to protect one another. Or you gained the trust of such a beast in a deadly situation, bonding for life to mutually help each other.

Dragonkin Features
Feature Level Quick Explanation
Warrior Soul 1st You get Proficiency with Martial Weapons and Medium Armor as well as +1 Hit Point every Level
Guardian of the Dragon 1st Your Companion gains Resistance to a Damage Type, deals that Damage Type, is tankier, and you learn Draikyaan
Draconic Challenge 3rd Your Companion can taunt enemies and you can Attack anyone that denies this taunt
Magic Infused Breath 7th Your Companion gets a Breath Weapon created by spending Spell Slots
Draconic Edicts 11th You gain additional Edict options
Extra Attack 14th You make an additional Attack every time you take the Attack Action
Dragon Form 15th You can transform your Companion into a stronger and more powerful form


Warrior Soul

1st Level Bond of the Dragonkin Feature
Your soul is bound to an inherently martial being, giving you some of its experience in combat. You gain Proficiency with Martial Weapons and Medium Armor. Additionally, your Hit Points Maximum increases by 1, and increases by 1 again whenever you gain a Level in this Class.

Guardian of the Dragon

1st Level Bond of the Dragonkin Feature
You were given a guard drake and linked with it. You and your companion gain the following benefits:

  • Your Companion gains Resistance to one of the following Damage Types of your choice: Acid, Cold, Fire, Force, Lightning, Necrotic, Poison, Psychic, Radiant, and Thunder. The chosen Damage Type is your Draconic Damage Type.
  • When your Companion deals Damage with a Natural Weapon it can choose to make change the Damage to your Draconic Damage Type.
  • Your Companion gains a number of additional Maximum Hit Points equal to your Soul-Binder Level.
  • You can speak, read, and write Draikyaan.


Draconic Challenge

3rd Level Bond of the Dragonkin Feature
Your Companion is a force to be reckoned with, drawing attention from teammates on the battlefield. When your Companion deals Damage to a creature, it can Mark the creature until the end of your next turn. This effect ends early if the Marked creature or your Companion is Incapacitated, it dies, or if your Companion Marks a different creature.
While the marked creature is within 5ft of your Companion, the creature has Disadvantage on Attacks against creatures other than your Companion. If this creature deals damage to any creature other than your Companion, you can make a Weapon Attack against the marked creature as a Reaction if it is within Range.

Magic Infused Breath

7th Level Bond of the Dragonkin Feature
Your Companion can evoke some of its draconic powers using your magic as fuel. You can expend a Spell Slot of 1st Level or higher as an Action. When you do, your Companion can use its Action this turn to exhale a destructive breath. Each creature in the area of this breath makes a Saving Throw against your Spell Save DC. On a failed Save, a creature takes Damage equal to 1d8 + 2d8 for each Slot Level of 1st Level or Higher of the Type you chose in your Defender of the Dragon feature. The following table shows what type of Saving Throw, and the area of the Breath Weapon is based on your Draconic Damage Type. If there are multiple areas and/or Saves listed for one Damage Type, choose one to use every time you use this feature.

Magic Infused Breath
Damage Type Area Saving Throw
Acid 30ft Emanated Cone, 60x5ft Emanated Line Dexterity Saving Throw
Cold 30ft Emanated Cone, 60x5ft Emanated Line Constitution Saving Throw
Fire 30ft Emanated Cone, 60x5ft Emanated Line Dexterity Saving Throw, Constitution Saving Throw
Lighting 30ft Emanated Cone, 60x5ft Emanated Line Dexterity Saving Throw
Necrotic 30ft Emanated Cone Dexterity Saving Throw, Constitution Saving Throw
Poison 60x5ft Emanated Line Dexterity Saving Throw, Constitution Saving Throw
Psychic 30ft Emanated Cone Strength Saving Throw, Intelligence Saving Throw, Wisdom Saving Throw
Radiant 30ft Emanated Cone Dexterity Saving Throw, Constitution Saving Throw
Thunder 30ft Emanated Cone Constitution Saving Throw

When you reach 11th Level in this class, you and your Companion can use this feature as a Bonus Action.

Draconic Edicts

11th Level Bond of the Dragonkin Feature
You can command your guard drake with the fury of a dragon. The following commands are added to your Edict options:

  • Jump There! You point your finger at a creature or point within 30ft of your Companion that you and it can see. As a Bonus Action this turn, your Companion can jump to that point without provoking Opportunity Attacks. If it was a creature, it makes a Strength Saving Throw against your spell Save DC. On a failed Save, a creature takes Bludgeoning Damage equal to three rolls of your Edict Die.
  • Punish 'Em! Until the start of your next turn, when a creature hits your Companion with a Melee Attack, the Attacker takes an amount of Damage equal to your Edict Die of your Draconic Damage Type.



Extra Attack

14th Level Bond of the Dragonkin Feature
You can make an additional Attack whenever you take the Attack Action.

Dragon Form

15th Level Bond of the Dragonkin Feature
You have studied the draconic powers that lie deep within the blood of your Companion. You can transform your companion into its true dragon form temporarily. As an Action, you can cause your Companion to grow wings and transform into a dragon for 1 Minute, or until your Companion uses its Bonus Action to end the Transformation. While transformed in this way it gains the following benefits:

  • It gains a 60ft Flying Speed.
  • It increases its Size by one category.
  • It gains Immunity to your Draconic Damage Type.
  • It gains a number of Temporary Hit Points equal to your Soul binder Level which last until the transformation ends.
  • Its Reach increases by 5ft.
  • At the start of its turns, it rolls a d6, on a 5 or 6, it can use its Action that turn to use your Magic Infused Breath feature as if you expended a 2nd Level Spell Slot.
  • As a Bonus Action, it can let out a terrifying roar, forcing each creature of its choice within 120ft of it to make a Wisdom Saving Throw against your Spell Save DC. On a failed Save, a creature is Frightened of it until the transformation ends. While Frightened in this way, at the end of a creatures turn, it can repeat the Save, ending the effect on a successful Save. When a creature succeeds on this Saving Throw, it becomes unaffected by this feature for the next 24 Hours.

Once your Companion transforms in this way, it can't do so again until you finish a Long Rest.


Bond of the Elusive Spirit

You have bound your soul to a creature that has an unusual nature about it, it has the ability to shift itself and blink around the world with ease, but it needs your guidance to control this power.

Elusive Spirit Features
Feature Level Quick Explanation
Warrior Soul 1st You get Proficiency with Martial Weapons and Medium Armor as well as +1 Hit Point every Level
Tricky Comprehension 1st Your Companion is a Fey or Monstrosity, is Immune to being Charmed, you gain Proficiency in Persuasion and Performance, and you learn Silvin
Blink Strike 3rd Your Companion can use a Reaction when you hit on an Attack or when you transfer Damage to it, to teleport to you and make an Attack
Linked Flicker 7th You and your Companion can teleport to each other
Elusive Edicts 11th You gain additional Edict options
Extra Attack 14th You make an additional Attack every time you take the Attack Action
Blinking Charge 15th You and several allies can teleport around the battlefield and then make an Attack


Warrior Soul

1st Level Bond of the Elusive Spirit Feature
Your soul is bound to an inherently martial being, giving you some of its experience in combat. You gain Proficiency with Martial Weapons and Medium Armor. Additionally, your Hit Points Maximum increases by 1, and increases by 1 again whenever you gain a Level in this Class.

Tricky Comprehension

1st Level Bond of the Elusive Spirit Feature
You bond yourself to a creature with playful teleportation. You and your Companion get the following features:

  • Your Companion's Creature Type is Fey or Monstrosity (your choice).
  • Your Companion is Immune to being Charmed.
  • You gain Proficiency in Persuasion and Performance.
  • You can speak, read, and write Silvin.


Blink Strike

3rd Level Bond of the Elusive Spirit Feature
You have taught your Companion to blink to your enemies and deliver a deadly strike. Whenever you hit a creature with an Attack, if your Companion is within 60ft of you, it can use its Reaction to teleport to an unoccupied spot within 5ft of that creature. If you use your Reaction to transfer Damage to your companion with your Symbiotic Link feature, your Companion can use its Reaction to teleport to a space within 5ft of you as part of that Reaction if it is within 60ft of you.
Whenever your Companion teleports in either of these ways, it can make a single Melee Weapon Attack as part of the Reaction. If the Attack hits, the target of the Attack has its Speed reduced to 0 until the start of its your next turn.
Your Companion can only make this Attack a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.

Linked Flicker

7th Level Bond of the Elusive Spirit Feature
Your connection to you and your Companion share becomes stronger. While your companion is within 60ft of you, you or your Companion can spend 20ft of Speed to teleport to teleport to an unoccupied space within 5ft of the other.

Elusive Edicts

11th Level Bond of the Elusive Spirit Feature
You can command your Companion to pull playful maneuvers. The following commands are added to your Edict options:

  • Blink Out! You command your Companion to be prepared to evade danger. Roll your Edict Die 3 times. Until the start of your next turn, whenever your Ccompanion takes Damage that is less than the combined result of your Edict Die, your Companion quickly phases out of existence and doesn't take the Damage.
  • Blink There! You command your Companion to teleport to a different position. This turn, your Companion can choose to teleport to an unoccupied space it can see within a number of feet equal to 10 x one roll of your Edict Die.


Extra Attack

14th Level Bond of the Elusive Spirit Feature
You can make an additional Attack whenever you take the Attack Action.

Blinking Charge

15th Level Bond of the Elusive Spirit Feature
You can channel the Conjuration magic of your Companion to shift you and your allies around the battlefield. As an Action, you can choose any number of willing creatures within 10ft of you or your Companion. Each of chosen creature teleports to an unoccupied space of its choice that it can see within 60ft of it. After teleporting, a creature can use its Reaction to make a single Weapon Attack against a creature within Range.
Once you use this Action, you can't do so again until you finish a Long Rest.


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:

  • 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.
  • Protective Instructions. Your Companion's AC increases by 1 + 1 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:

  • 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.
  • 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.


Arcane Dedication

14th Level Bond of the Puppet 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.


Bond of the Unknown

You have formed a link with an entity that is not from this world, and though it grants you a powerful ally is tearing at your mind to have a constant connection to this otherworldly creature.

Unknown Features
Feature Level Quick Explanation
Arcane Soul 1st You gain free bonus Spells and a Cantrip
Creature Beyond Comprehension 1st Your Companion is an Aberration, Immune to being Frightened, you and your Companion gain Resistance to Psychic Damage, and you learn Aeberez
Edge of Sanity 3rd You can improve your Companion but you have a chance of going temporarily insane when you do
Otherworldly Grip 7th You can try to Grapple your foes
Subclass Edicts 11th You gain additional Edict options
Arcane Dedication 14th You can use a Bonus Action to regain some Spell Slots
Embrace Madness 15th You can become temporarily insane to massively power up your Companion

Arcane Soul

1st Level Bond of the Unknown 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 Illusion Bolt
2nd Cause Fear, Dissonant Whispers
5th Detect Thoughts, Crown of Madness
9th Fear, Enemies Abound
13th Confusion, Phantasmal Killer
17th Dominate Person, Telepathic Bond


Creature Beyond Comprehension

1st Level Bond of the Unknown Feature
You have bound your soul to a creature from beyond the stars. You and your Companion gain the following features:

  • Your Companion's Creature Type is an Aberration.
  • Your Companion is Immune to being Frightened.
  • You and your Companion gain Resistance to Psychic Damage.
  • You learn to speak, read, and write Aeberez.


Edge of Sanity

3rd Level Bond of the Unknown Feature
Your Companion gains the following features:

  • When your Companion takes Damage, it can use its Reaction to gain Resistance to that Damage.
  • When your Companion fails a Saving Throw, it can add your Edict Die to the Save.
  • When your Companion hits a creature with an Attack, it can cause the Attack to deal additional Psychic Damage equal to roll of your Edict Die + your Soul-Binder Level.

When your Companion uses this power, it causes you to lose some of your sanity, potentially causing it to be too much for your mortal mind to bear. When your Companion uses one of these features, you make a Charisma Saving Throw with a DC of 5. Every time you succeed this Save, the DC increases by 3. On a failed Save, roll a d6, causing you to gain a madness for 1 Minute, and during this Minute, your Companion can't use this feature. The madnesses and their corresponding rolls are listed as follows:

  • 1. Your vision becomes blurry and you massively hallucinate, casting you to be Blinded.
  • 2. Your body goes into shock and your legs lock up and are unable to be used, also causing you to fall Prone.
  • 3. You hear screams and maddening voices, causing you be Deafened and you can't speak.
  • 4. You momentarily lose your grip on reality, causing you to have Disadvantage on Attack Rolls and Ability Checks.
  • 5. Your connection with your companion begins to break your mind, causing you to be Frightened of your Companion and another random creature within 30ft of you.
  • 6. You see endless futures that leads to eternal suffering, causing you to gain a Level of Exhaustion

The DC of this Saving Throw reduces to 5 when you fail the Save or finish a Short or Long Rest. You can also expend a Spell Slot as a Bonus Action to reduce the DC of the Save (to a minimum of 5) by an amount equal to the Slot Level expended.

Otherworldly Grip

7th Level Bond of the Unknown Feature
You can command your Companion to pull creatures closer using either tentacles or telekinesis and show them images that can drive them mad. As an Action your Companion can target up to 6 creatures of its choice within 30ft of it which make a Strength Saving Throw against your Spell Save DC. On a failed Save, a creature is pushed to an unoccupied space within 5ft of your Companion.
Afterwards, your Companion can use its Bonus Action to attempt to Grapple one of the pulled creatures. If the Companion succeeds, the target is Frightened of you and your Companion until the Grapple ends.
Your Companion can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.

Unnatural Edicts

11th Level Bond of the Unknown Feature
You can command your Companion to use its newly gained unnatural abilities. The following commands are added to your Edict options:

  • Destroy Their Minds! You command your Companion to twist its form and instill fear in your foes. This turn, your Companion can use a Bonus Action to choose a number of creatures up to one roll of your Edict Die within 30ft of it, which each make a Wisdom Saving Throw against your Spell Save DC. On a failed Save, a creature is Dazed and Frightened of you and your Companion until the start of your next turn.
  • Grab 'Em! Your Companion's limbs grows longer and can hit enemies from afar. During this turn your Companion's Reach increases by a number of feet equal to 10 x one roll of your Edict Die.


Arcane Dedication

14th Level Bond of the Unknown 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.

Embrace Madness

15th Level Bond of the Unknown Feature
You can choose to let willingly release your sanity in order to give your companion magnificent power. As a Bonus Action, you roll a d6 and gain the madness from your Edge of Sanity feature for the next 1 Minute. While you are suffering from this madness, your Companion can use your Edge of Sanity feature any number of times without expending uses of the feature. Once you use this feature, you can't do so again until you finish a Long Rest.


Bond of the Wild

You are in touch with nature itself and have offered something of yourself to it. In return, you are given a trusty animal companion that protects you and carries out your orders. Your bond with the beast makes you inseparable.

Wild Features
Feature Level Quick Explanation
Warrior Soul 1st You get Proficiency with Martial Weapons and Medium Armor as well as +1 Hit Point every Level
Nature's Companion 1st Your Companion is a Beast or Monstrosity, you and your Companion are faster, and you and your Companion can talk to animals
Call of the Wild 3rd When you hit a creature close to your Companion or vice versa, you can apply one of a few powerful effects
Wild Pack 7th When you Attack a creature close to your Companion, you can give yourself Advantage and trigger Call of the Wild
Wild Edicts 11th You gain additional Edict options
Extra Attack 14th You make an additional Attack every time you take the Attack Action
Alpha Call 15th You can use an Action to cast the Summon Beast Spell at 5th Level twice


Warrior Soul

1st Level Bond of the Wild Feature
Your soul is bound to an inherently martial being, giving you some of its experience in combat. You gain Proficiency with Martial Weapons and Medium Armor. Additionally, your Hit Points Maximum increases by 1, and increases by 1 again whenever you gain a Level in this Class.

Nature's Companion

1st Level Bond of the Wild Feature
You have bound yourself to a natural creature. You and your Companion gain the following benefits:

  • Your Companion's Creature Type is Beast or Monstrosity (your choice).
  • You and your Companion's Speed increases by 5ft.
  • Beasts can understand you and your Companion, and you gain the ability to decipher Beast's noises and emotions. Beasts can understand you and your companion, and you gain the ability to decipher their noises and motions. Most Beasts lack the intelligence to convey or understand sophisticated concepts, but a friendly Beast could relay what it has seen or heard in the recent past. This ability doesn't grant you friendship with Beasts, though you can combine this feature with gifts to curry favor with them as you would with any NPC.


Call of the Wild

3rd Level Bond of the Wild Feature
You and your Companion can work together to become empowered by the power of nature. When either your Companion hits a creature with an Attack while that creature is within 5ft of you, or you hit a creature with an Attack while that creature is within 5ft of your Companion, you can use your Reaction to choose of the following features to gain the benefits of:

  • Exhilarating Roar. A creature of your choice within 10ft of the creature hit by the triggering Attack can use its Reaction to spend one Hid Die and regain a number of Hit Points equal to the result of the Hit Die + its Constitution Modifier.
  • Go for the Eyes. The creature hit by the triggering Attack makes a Constitution Saving Throw against your Spell Save DC. On a failed Save it becomes Blinded until the end of your next turn.
  • Pack Leaders Mark. Until the start of your next turn, all Attacks made against the creature hit by the triggering Attack are made at Advantage while it is within 5ft of you or your Companion.

You can use this Reaction a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.

Wild Pack

7th Level Bond of the Wild Feature
You and your Companion can work together like a pack to overcome overwhelming odds. When you make an Attack against a creature within 5ft of your Companion and you have at least one use of your Call of the Wild feature, you can use your Reaction to give yourself Advantage on the Attack. If you hit on this Attack, you choose a benefit from your Call of the Wild feature to gain and you expend a use of the feature.
Additionally, if you reduce a creature to 0 Hit Points, you regain a use of your Call of the Wild feature.

Wild Edicts

11th Level Bond of the Wild Feature
You can command your Companion with the guidance of nature itself. The following commands are added to your Edict options:

  • Hold Out! Until the end of your next turn, whenever your Companion takes Damage, it reduces the Damage by an amount equal to one roll of your Edict Die.
  • Take 'Em Down! Your Companion can use its Action to make a number of Attacks equal to one roll of your Edict Die. Each of these Attacks must target a different creature, and it can move between these Attacks.


Extra Attack

14th Level Bond of the Wild Feature
You can make an additional Attack whenever you take the Attack Action.

Alpha Call

15th Level Bond of the Wild Feature
You can call upon the spirits of nature to fight and hunt alongside you and your companion. You can use an Action to cast the Summon Beast Spell at 5th Level twice, without expending a Spell Slots or requiring Material Components. When you cast the Spell in this way, the Duration is reduced to 1 Minute, it doesn't require Concentration, and the spirit's Attacks are magical for the purposes of overcoming Resistance and Immunity. Once you use this Action, you can't use it again until you finish a Long Rest.