Soul-Binder
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 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
Header text | Level | Header text |
---|---|---|
Soul Bond | 1st | You choose your subclass, and gain features at 1st, 3rd, 7th, 11th, 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 |
Extra Attack | 14th | You make an additional Attack every time you take the Attack Action |
Arcane Dedication | 14th | You can use a Bonus Action to recover some Spell Slots |
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, 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 Bond | Complexity (1-5) | Description |
---|---|---|
Example | Example | Example |
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.
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.
Extra Attack
14th Level Soul-Binder Feature
You can make an additional Attack whenever you take the Attack Action.
Arcane Dedication
14th Level Soul-Binder 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.
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
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.
Bond Spells
1st Level Soul-Binder Feature
Soul Container
At 1st level 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, whenever that be a constructed vessel or a new soulless body. You and your companion gains the following benefits.
Your companions creature type is either Construct or Undead.
If you cast a spell that normally can't affect Constructs and Undead (like Cure Wounds) you can still cast it on your companion.
Your companion is immune to poison damage and the poisoned condition.
Your companion doesn't need food, drink or sleep.