SIGNING IN

Puntos de Golpe

Dados de Golpe 1d6 por nivel

Competencias

CON , CHA

Soul Binder

Spell Slots per Spell Level

Nivel Bonificador de Competencia Características Cantrips Known 1st 2nd 3rd 4th 5th
1 + 2 Soul Bond Bonded Companion Soulbound Traits Hidden Form 0 0 0 0 0 0
2 + 2 Soul Bond Bonded Companion Soulbound Traits Hidden Form 2 2 0 0 0 0
3 + 2 Soul Bond Bonded Companion Soulbound Traits Hidden Form 2 3 0 0 0 0
4 + 2 Soul Bond Bonded Companion Soulbound Traits Hidden Form 3 3 0 0 0 0
5 + 3 Soul Bond Bonded Companion Soulbound Traits Hidden Form 3 4 2 0 0 0
6 + 3 Soul Bond Bonded Companion Soulbound Traits Hidden Form 3 4 2 0 0 0
7 + 3 Soul Bond Bonded Companion Soulbound Traits Hidden Form 3 4 3 0 0 0
8 + 3 Soul Bond Bonded Companion Soulbound Traits Hidden Form 3 4 3 0 0 0
9 + 4 Soul Bond Bonded Companion Soulbound Traits Hidden Form 3 4 3 2 0 0
10 + 4 Soul Bond Bonded Companion Soulbound Traits Hidden Form 4 4 3 2 0 0
11 + 4 Soul Bond Bonded Companion Soulbound Traits Hidden Form 4 4 3 3 0 0
12 + 4 Soul Bond Bonded Companion Soulbound Traits Hidden Form 4 4 3 3 0 0
13 + 5 Soul Bond Bonded Companion Soulbound Traits Hidden Form 4 4 3 3 1 0
14 + 5 Soul Bond Bonded Companion Soulbound Traits Hidden Form 4 4 3 3 1 0
15 + 5 Soul Bond Bonded Companion Soulbound Traits Hidden Form 4 4 3 3 2 0
16 + 5 Soul Bond Bonded Companion Soulbound Traits Hidden Form 4 4 3 3 2 0
17 + 6 Soul Bond Bonded Companion Soulbound Traits Hidden Form 4 4 3 3 3 1
18 + 6 Soul Bond Bonded Companion Soulbound Traits Hidden Form 4 4 3 3 3 1
19 + 6 Soul Bond Bonded Companion Soulbound Traits Hidden Form 4 4 3 3 3 2
20 + 6 Soul Bond Bonded Companion Soulbound Traits Hidden Form 4 4 3 3 3 2

Hechizos de Clase

mutate|kibblestasty:cc revised dust devil|kibblestasty:cc lightning charged|kibblestasty:cc lightning tendril|kibblestasty:cc binding curse|kibblestasty:cc Blade Ward control flames|xge Dancing Lights imbued strike|soulbinderfragsauce focus bolt|soulbinderfragsauce Friends gust|xge Light Mage Hand Message Mending Minor Illusion mold earth|xge Prestidigitation shape water|xge True Strike Bane Bless cause fear|xge Command Charm Person Cure Wounds Detect Magic Disguise Self Grease Heroism Jump Longstrider Sanctuary Sleep soul switch|soulbinderfragsauce soul punch|soulbinderfragsauce Shield of Faith Silent Image thrashing tether|soulbinderfragsauce transfer vitality|soulbinderfragsauce Aid Blur Blindness/Deafness Continual Flame Calm Emotions Darkvision Detect Thoughts dust devil|xge earthbind|xge energy eruption|soulbinderfragsauce Enlarge/Reduce Gust of Wind Invisibility Knock Misty Step maximilian's earthen grasp|xge Pass Without Trace See Invisibility soul shackles|soulbinderfragsauce Spider Climb Suggestion Warding Bond Web Blink companion recall|soulbinderfragsauce Clairvoyance catnap|xge Dispel Magic Fly Fear Gaseous Form Hypnotic Pattern life transference|xge Magic Circle Stinking Cloud Sending tidal wave|xge Tongues wall of sand|xge wall of water|xge Water Walk Water Breathing Arcane Eye Banishment Blight charm monster|xge Confusion Compulsion Death Ward Evard's Black Tentacles Fire Shield Greater Invisibility Hallucinatory Terrain Locate Creature soul leech|soulbinderfragsauce Stoneskin watery sphere|xge Awaken Circle of Power control winds|xge Creation Dominate Person Dream maelstrom|xge Legend Lore far step|xge Geas Teleportation Circle Telekinesis unbreakable skin|soulbinderfragsauce skill empowerment|xge Scrying Planar Binding Wall of Stone water blast|kibblestasty:cc stinging swarm|kibblestasty:cc poison dart|kibblestasty:cc aether storm|kibblestasty:cc become wind|kibblestasty:cc become water|kibblestasty:cc become stone|kibblestasty:cc become fire|kibblestasty:cc blade ward|xphb dancing lights|xphb friends|xphb light|xphb mage hand|xphb message|xphb mending|xphb minor illusion|xphb prestidigitation|xphb true strike|xphb bane|xphb bless|xphb command|xphb charm person|xphb cure wounds|xphb detect magic|xphb disguise self|xphb grease|xphb heroism|xphb jump|xphb longstrider|xphb sanctuary|xphb sleep|xphb shield of faith|xphb silent image|xphb aid|xphb blur|xphb blindness/deafness|xphb continual flame|xphb calm emotions|xphb darkvision|xphb detect thoughts|xphb enlarge/reduce|xphb gust of wind|xphb invisibility|xphb knock|xphb misty step|xphb pass without trace|xphb see invisibility|xphb spider climb|xphb suggestion|xphb warding bond|xphb web|xphb blink|xphb clairvoyance|xphb dispel magic|xphb fly|xphb fear|xphb gaseous form|xphb hypnotic pattern|xphb magic circle|xphb stinking cloud|xphb sending|xphb tongues|xphb water walk|xphb water breathing|xphb arcane eye|xphb banishment|xphb blight|xphb confusion|xphb compulsion|xphb death ward|xphb evard's black tentacles|xphb fire shield|xphb greater invisibility|xphb hallucinatory terrain|xphb locate creature|xphb stoneskin|xphb awaken|xphb circle of power|xphb creation|xphb dominate person|xphb dream|xphb legend lore|xphb geas|xphb teleportation circle|xphb telekinesis|xphb scrying|xphb planar binding|xphb wall of stone|xphb

Características de Clase

Nivel 1

Soul Bond
Bonded Companion
Soulbound Traits
Hidden Form

Nivel 10

Countermeasure

Nivel 11

Soul Bond Feature
Advanced Offense (both options)

Nivel 12

Ability Score Improvement

Nivel 14

Soul Purification

Nivel 15

Soul Bond Feature

Nivel 16

Ability Score Improvement

Nivel 18

Resonating Voice

Nivel 19

Ability Score Improvement

Nivel 2

Spellcasting
Edict

Nivel 20

Soul Infused Giant

Nivel 3

Soul Bond Feature
Magic Item Absorption

Nivel 4

Ability Score Improvement

Nivel 5

Advanced Offense
Soul Linked Casting

Nivel 6

Companion's Protection

Nivel 7

Soul Bond Feature

Nivel 8

Ability Score Improvement

Nivel 9

Resting Voice

Progresión de Conjurador

Progresión de Conjurador: 1/2

Progresión de Trucos

Nivel 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Trucos Conocidos 0 2 2 3 3 3 3 3 3 4 4 4 4 4 4 4 4 4 4 4

Competencias

Armor

light

Weapons

simple

Skills

Equipo Inicial

(a) Two daggers (b) any simple weapons or (c) any martial weapon (if proficient)
(a) a set of Leather armor or (b) a set of Scale mail (if proficient)
(a) a set of artisan's tools of your choice.

Características de Clase

Soul Bond (Level 1)

The creatures that allow themselves to be bound to a soul binder are powerful beings from different realms across the universe. Maybe you tethered your soul to a good hearted celestial being from the upper planes for protection, maybe you made a twisted deal with a devil for their services, that you will have to fulfill one day or maybe you created the being yourself from metal or flesh and used your soul to bring it to life. Whatever the case, you are bound together by an unbreakable vow until one of you perishes.

Different soul binders bond with different types of creatures. Each creature offers different abilities to the soul binder both in and out of combat, affecting them in different ways such as giving them magical powers or making them a powerful force on the battlefield.

At 1st level, you have chosen to sacrifice a piece of your own soul to gain the aid of a creature stronger than you. Your choice of bond grants you additional features when you reach 3rd level and again at 7th, 11th and 15th levels.

Bonded Companion (Level 1)

At 1st level, you gain a companion that will serve and aid you in every way it possibly can. The companion gains bonuses from being linked to your essence. In combat, the companion moves and acts on your turn in initiative. You can command it verbally (no action needed) and if you are incapacitated, it will do its best to protect you and itself from harm.

You and your companion both become empowered from the bond you share, but only one of you can take full advantage of that power at first. If you take the Attack action or Cast a Spell with a casting time of one action, your companion can't take the Attack action on the same turn, and if your companion takes the Attack action, you can't take the Attack action or Cast a Spell with a casting time of one action on the same turn.

More details about your companion can be found in the Soulbound Traits feature.

Soulbound Traits (Level 1)

Your soulbound companion has its own hit dice, and can spend them during a short rest. At first level, its hit points are equal to the maximum value of its hit dice + its Constitution modifier. Whenever you gain a level in this class, your companion also levels up, and it can increase its hit point maximum using its hit dice as normal.

Whenever you gain the Ability Score Improvement class feature in this class, your companion's abilities also improve. You can increase one of its ability scores of your choice by 2, or you can increase two of its ability scores of your choice by 1. At the DM's discretion you can forgo increasing the companion's ability scores and instead take one feat of your choice for it. As normal, you can't increase an ability score above 20 using this feature unless its description specifies otherwise.

Your companion aids you in and out of battle, as it gains bonuses for being linked to your essence. It gains proficiency in two skills of your choice. In areas where it would use its proficiency bonus, it uses your proficiency bonus instead. It also uses your proficiency bonus when calculating its AC.

Your companion will always use Strength for its attack and damage rolls (unless otherwise specified), and its damage dice is shown in the companion's stat block. If a feature for your companion requires another creature to make a saving throw, the DC is equal to your Spell Save DC.

If your companion is reduced to 0 hit points, it falls unconscious and makes death saving throws. When it is reduced to 0 hit points, the soul binder will take any excess damage from the attack. If it is killed, you can return it to life as part of a long rest. The process of reviving can be very hard on your soul, gaining one level of exhaustion at the end of the rest when you revive your companion.

If you die your companion will gain 1 level of exhaustion for each minute you are dead until you are revived again or the companion dies too.

Spellcasting (Level 2)

By 2nd level, you are now more used to being bonded to a magical creature, and have started to be able to use some magic to help your allies or bolster your companion. See chapter 10 in the Player's Handbook for the general rules of spellcasting.

Cantrips

At 2nd level, you know two cantrips of your choice from the soul binder spell list. You learn an additional soul binder cantrip of your choice at 4th level and another at 10th level.

Preparing and Casting Spells

The Soul Binder table shows how many spell slots you have to cast your soul binder spells. To cast one of your soul binder spells of 1st level or higher, you must expend a slot of thes pell's level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of soul binder spells that are available for you to cast, choosing from the soul binder spell list. When you do so, choose a number of soul binder spells equal to your Charisma modifier + half your soul binder level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 5th-level soul binder, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell heroism, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of soul binder spells requires time spent in meditation with your companion: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Charisma is your spellcasting ability for your soul binder spells, since the power of your magic relies on you being able to communicate with your companion and the bond that you share. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a soul binder spell you cast and when making an attack roll with one.

Spell

Spell

Spellcasting Focus

You can use an arcane focus (found in chapter 5 in the Player's Handbook) as a spellcasting focus for your soul binder spells.

Edict (Level 2)

You have gotten better control over your companion and can give it more complicated commands. You can use a bonus action to speak a command to your companion. It must be able to hear you for the command to take effect.

At 2nd level, you learn the following commands:

  • Strike.
  • Toughen Up.
  • Block.
  • Move.

You can use this feature a number of times equal to your Charisma modifier (minimum of 1), regaining all uses on along rest.

The amount of dice for the 'Strike' and 'Toughen Up' edict increase as you gain levels in this class, increasing to 3d6 at 5th level, 4d6 at 11th level and 5d6 at 17th level.

Soul Bond Feature (Level 3)

At 3rd level, You gain a feature from your Soul Bond.

Magic Item Absorption (Level 3)

When you reach 3rd level, the soul binder can perform a special ritual to merge a magic item into its companion during a short rest. Merging with an item requires physical contact between the soul binder, the item and the companion.

Certain items have prerequisites. The companion must meet any prerequisite for the item to successfully merge with it. Your companion cannot merge with items requiring a class prerequisite. If the short rest is interrupted, the merging fails. Otherwise, at the end of the short rest, the item merges into the companion.

While merged, the companion gains an intuitive understanding of how to activate any magical properties ofthe item, including any necessary Command words. Your companion can use the magical properties of the item and apply the effects to its natural weapons and natural armor, but doesn't get the benefit of the armor or weapon itself. It can only have one weapon merged at a time, and one piece of armor. The companions natural weapons can only benefit from one of the merged items, and you can change this on a short rest, the same goes for it's natural armor. If it absorbs a weapon, its attacks becomes magical.

Example: if you bind a +1 Plate armor to your companion it gains +1 to its AC, but not the benefits of wearing Plate armor. Each merged item within the creature counts as an attunement for the soul binder, regardless if whether the item required attunement. Attempting to merge with more than three items fails automatically. The soul binder can voluntarily end the merge by spending another short rest focused on the item, unless the item is cursed.

If the companion dies, all the merges items are expelled from its corpse on the ground around it.

Ability Score Improvement (Level 4)

When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Advanced Offense (Level 5)

Beginning at 5th level, you and your companion have improved your skill in combat and work even better together.

You gain one of the following features of your choice:

Companion Extra Attack.

Your companion can attack twice instead of once, whenever it takes the Attack action on its turn.

Expert Commanding.

There is no longer any restrictions for whenever you or your companion can take the Attack action or Cast a Spell with a casting time of 1 action as long as it is a soul binder spell.

At 11th level you get the other feature that you didn't pick at 5th level.

Soul Linked Casting (Level 5)

You and your companion are of the same soul, and you can channel magic through your link.

At 5th level, when you cast a spell targeting yourself, you can choose to also have the spell affect your companion if the companion is within 60 feet of you. If you lose concentration on the spell, you both lose the effect, and you must make concentration checks also if your companion takes damage, as if you took that amount of damage.

Companion's Protection (Level 6)

When you reach 6th level your companion's defense is better than ever, avoiding everything from traps to spells. It gains proficiency in all saving throws.

Additionally, it has advantage on Intelligence and Charisma saving throws when you are within 100 feet of it and it can see you.

Soul Bond Feature (Level 7)

At 7th level, You gain a feature from your Soul Bond.

Ability Score Improvement (Level 8)

When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Resting Voice (Level 9)

Beginning at 9th level you now regain all uses of your edicts on a short or long rest.

Countermeasure (Level 10)

At 10th level, your companion is very protective of you and will harm anyone who seeks to hurt you. When you are targeted by an attack, your companion can take one of the following reactions:

Revenge.

The companion can use its reaction to make one attack against the enemy if it is within range.

Roar.

It uses its reaction to let out a frightful roar to impose disadvantage on the attack roll as long as the attacker is within 30 feet of it and is not deafened.

Body Shield.

If your companion is within 5 feet of you when the attack is made, it can use its reaction to redirect the attack to target the companion instead.

Soul Bond Feature (Level 11)

At 11th level, You gain a feature from your Soul Bond.

Advanced Offense (both options) (Level 11)

At 11th level you get the other feature of Advanced Offense that you didn't pick at 5th level.

Ability Score Improvement (Level 12)

When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Soul Purification (Level 14)

When you reach 14th level you can use your soul energy to flush out any negative effects currently impeding your companion.

If your companion is affected by a magical effect that allows it to make a saving throw at the start or end of its turns, or as an action, you can use your action to allow your companion to immediately attempt to make the saving throw even if it has already done so on said turn.

Soul Bond Feature (Level 15)

At 15th level, You gain a feature from your Soul Bond.

Ability Score Improvement (Level 16)

When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Resonating Voice (Level 18)

At 18th level you use your magic to command your companion with a voice that resonates with your shared soulbond.

When you use an edict you can select another edict you know and have that affect your companion as well.

Ability Score Improvement (Level 19)

When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Soul Infused Giant (Level 20)

When you reach 20th level 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 120 feet, you can choose to transform it, while it is transformed it gains the following benefits:

  • It increases its size by two category–from Medium to Huge, for example.

  • Its attacks deals an extra 2d10.

  • It deals double damage to structures.

  • Its current and maximum hit points are increased by 50.

  • Its movement speed is doubled

The transformation ends after 1 hour has passed, the companion goes unconscious or you end it as an action. Once you have used this feature you must finish a long rest before you can use it again.

Multiclase

Requisitos de Multiclase

{"cha":13}

Competencias Obtenidas

Armor light
Weapons simple

Subclases

Bond of Demonic Pain
SoulBinderFragSauce
Bond of the Dirge
SoulBinderFragSauce
Bond of the Divine
SoulBinderFragSauce
Bond of the Dragonkin
SoulBinderFragSauce
Bond of the Elements
SoulBinderFragSauce
Bond of the Ooze
SoulBinderFragSauce
Bond of the Playful Fey
SoulBinderFragSauce
Bond of the Puppet
SoulBinderFragSauce
Bond of the Soul Troll
SoulBinderFragSauce
Bond of the Split Soul
SoulBinderFragSauce
Bond of the Stitcher
SoulBinderFragSauce
Bond of the Unknown
SoulBinderFragSauce
Bond of the Verdant
SoulBinderFragSauce
Bond of the Wild
SoulBinderFragSauce

Características de Subclase

Bond of Demonic Pain

Bond of Demonic Pain (Level 1)

Some say the most dangerous of the Lower Planes, the Abyss holds endless hoards of animalistic monstrosities with only one goal: rend, tear, and destroy. You have made a spiritual bond with such a wretched creature, which could be of mutual benefit, or one-sided. Perhaps you enslaved this creature in an act of good faith to protect others from its wrath; or maybe in a desperate moment you performed a foul ritual that bonded this monster to your soul.

Friend from the Abyss

At 1st level, you have made a bond with a demon from the depth of the Abyss. The demon has the appearance of your choice and uses the Blood Demon stat block.

As you bind your soul with this demonic being, you learn its otherworldly tongue. You can speak, read and write Abyssal.

Whip Master

When you choose this bond at 1st level, you gain proficiency with whips. Additionally, when you use a whip it has the following special properties:

  • You can extend the reach of the whip with demonic fury. The whip gains an additional 5 feet reach, to a total of 15 feet.

  • The whip is even deadlier in your hands and brings more pain. The whip's damage die increases to 1d6. This damage increases to 1d8 when you reach 7th level.

Conduit of Agony (Level 3)

Beginning at 3rd level you know how to inflict pain on your demon and make that pain resonate with nearby foes.

As an action you can make a special kind of melee weapon attack targeting your demon, you don't make an attack roll as this special attack always hits. When your demon takes damage from this attack it will send out a pulse of pain, and every creature of your choice within 5 feet of your demon must succeed on a Constitution saving throw or take the same amount of damage as your demon took from the attack as psychic damage. Additionally when you use this feature, your demon will have advantage on its next attack rolls this turn.

Bloody Veins (Level 7)

When you reach 7th level, your demon fights best when it is covered in blood. Whenever your demon is below half of its maximum hit points, it gains the following benefits:

  • It gains double the amount of temporary hit points from the its Demonic Toughness feature.

  • When you use Conduit of Agony, the enemies take twice the damage your demon took, if they fail the saving throw.

  • It can choose to make its melee attacks deal fire damage instead of its normal damage type.

Painful Edicts (Level 11)

Starting at 11th level, you can command your demon to inflict pain to both its enemies and itself. The following commands are added to your Edict options:

  • Painful Retaliation.
  • No Regards.

Shared Torment (Level 15)

When you reach 15th level, your demon becomes an avatar of agony, sharing its misery with other creatures. As an action, your demon can try to make a blood bond with a creature within 10 feet of it. The target must succeed on a Constitution saving throw or be bound by blood to the demon for 1 minute or until one of them drops to 0 hit points. Whenever the demon takes damage, the target takes half of that damage. The affected target can use its action to repeat the saving throw, ending the effect on a success. The demon can only create a blood bond with one creature at a time.

Bond of the Dirge

Bond of the Dirge (Level 1)

You have used a piece of your soul to revive a dead corpse, and returned them to this world under your command. Now they walk with you and serve you as their master, aiding you by utilizing their undead nature.

Servant from the Afterlife

When you choose this bond at 1st level, you gain a zombie as your companion. It has the appearance of a zombified humanoid of your choice and uses the Zombie Companion stat block.

Expanded Spell List

As you tap into the necromantic powers of the dead, you gain access to more spells. These spells are always prepared and don't count against the number of spells you can prepare each day. They are soul binder spells for you.

Dirge Bond Spells
Soul Binder LevelSpell

2nd

cause fear

5th

gentle repose

9th

animate dead

13th

blight

17th

danse macabre

Soul Collecting (Level 3)

When you reach 3rd level, your zombie has an aura of necrotic energy that consumes some energy from a soul as it is leaving a body.

Whenever a creature within 10 feet of the zombie is reduced to 0 hit points, the zombie gains temporary hit points equal to half your soul binder level.

Deathly Control (Level 7)

Beginning at 7th level, your zombie can manipulate bodies like a twisted pupped as their life is leaving them.

Whenever a creature is reduced to 0 hit points within 10 feet of the zombie, the zombie can use its reaction to make that creature make one melee weapon attack against a creature of the zombie's choice within range.

Undying Edicts (Level 11)

At the 11th level, you can command your zombie with a voice from beyond the grave. The following commands are added to your Edict options:

  • Infectious Claws.
  • Mass Collection.

Feasting Growth (Level 15)

When you reach 15th level, your zombie has feasted upon so much flesh and soul, that it grows into an undead monster. Whenever your zombie eats a piece of a fresh soul by using Soul Collecting, it can enter an enlarged and enraged state. While the zombie is in this form, it gains several benefits:

  • Its size becomes Large.

  • It has a speed of 40 feet, as well as 40 feet climbing speed.

  • It has advantage on its saving throw for Undead Fortitude.

  • Its attacks deals an extra 1d8 necrotic damage.

It stays in this form for 1 minute, or if it ends it as a bonus action.

Bond of the Divine

Bond of the Divine (Level 1)

Sometimes gods 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.

Soul binders that make a bond with a celestial are often followers of the god that the celestial used to serve, traveling the world and spreading the word of that god.

Guardian of the Heavens

When you choose this bond at 1st level, you bind your soul with a celestial creature. The celestial has the appearance of your choice and uses the Holy Guardian stat block.

Divine Warrior

At 1st level you gain proficiency with medium armor and martial weapons. You can also speak, read and write Celestial. Additionally your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.

Gift of Life (Level 3)

When you reach 3rd level, your companion has learned to be selfless and giving, sacrificing part of its life energy to heal you or your companions.

Your guardian can use a bonus action to deal damage to itself, in turn healing a creature of its choice within 5 feet of it. This damage ignores temporary hit points, immunities and resistances. The creature regains hit points equal to the damage dealt.

Inspiring Heal (Level 7)

At 7th level, you know how to mend wounds and inspire your guardian to perform better in combat.

You learn the healing word spell. You always have it prepared, and it doesn't count against the number of spells you can prepare each day. It counts as a soul binder spell for you.

Additionally, whenever you cast healing word on your guardian, it can use its reaction to make a melee weapon attack.

Edicts of Radiance (Level 11)

Starting at 11th level, you can command your guardian with a voice that can pierce the heavens. The following commands are added to your Edict options:

  • Blinding Light.
  • Spread Your Wings.

Death Prevention (Level 15)

When you reach 15th level, your guardian have gained the powers to protect people from the grasp of death.

If a creature within 60 feet of your companion drops to 0 hit points or fails a death saving throw, your guardian can use its reaction to teleport to an unoccupied space within 5 feet of that creature and breathe new life into them. The creature regains 10d12 hit points.

Once you use this feature, you can't do so again until you finish a long rest.

Bond of the Dragonkin

Bond of the Dragonkin (Level 1)

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 eachother.

Guardian of the Dragon

At 1st level, you were given a chromatic guard drake and bonded with it. The drake has the appearance of your choice and uses the Drake Companion stat block. Your companion gains certain features depending on its color. When you gain this feature choose one of the following:

Black Guard Drake.

A black guard drake is amphibious (it can breathe air or water), has a swimming speed of 30 feeta nd has resistance to acid damage.

Blue Guard Drake.

A blue guard drake has a burrowing speed of 20 feet and resistance to lightning damage.

Green Guard Drake.

A green guard drake is amphibious (it can breathe air or water), has a swimming speed of 30 feet and has resistance to poison damage.

Red Guard Drake.

A red guard drake has climbing speed of 30 feet and resistance to fire damage.

White Guard Drake.

A white guard drake has a burrowing speed of 20 feet, a climbing speed of 30 feet and resistance to cold damage.

Tongue and Scales of the Drake

When you choose this bond at 1st level, you learn to speak Draconic in order to talk to your drake.

Additionally you gain proficiency with martial weapons and medium armor. Your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.

Draconic Challenge (Level 3)

Starting at 3rd level, your drake is a force to be reckoned with, drawing attention from teammates on the battlefield. When your dragon hits a creature with a melee weapon attack, it can mark the creature until the end of your next turn. This effect ends early if your dragon is incapacitated or it dies, or if someone else marks the creature.

While the marked creature is within 5 feet of your dragon, the creature marked by your dragon has disadvantage on any attack roll that doesn't target your dragon.

In addition, if a creature marked by your dragon deals damage to anyone other than your dragon, you can make a weapon attack against the marked creature as your reaction, if it is within range of your weapon.

Magic Infused Breath (Level 7)

When you reach 7th level your drake can activate some of its draconic powers using your magic as fuel.

As an action you can spend a 1st level spell slot. If you do your dragon can use its action this turn to exhale a destructive breath.

Each creature caught in the breath must make a saving throw or take 3d6 damage on a failed save, and half on a success. When a creature fails the saving throw the drake can choose to put its Draconic mark on them, it can mark multiple creatures at once using this feature. The Shape, Damage type and saving throw is determined by the color of your drake:

ColorShapeDamage TypeSaving Throw

Black

60-foot line

acid

Dexterity

Blue

60-foot line

lightning

Dexterity

Green

30-foot cone

poison

Constitution

Red

30-foot cone

fire

Dexterity

White

30-foot cone

cold

Constitution

You can use higher level spell slots to increase the damage. The damage increase by 2d6 for each spell slot level above 1st. 5d6 for 2nd level spell slot, 7d6 for 3rd level spell slot, 9d6 for 4th level spell slot and 11d6 for 5th level spell slot.

Edict of the Dragonkin (Level 11)

Beginning at 11th level, you can command your guard drake with the fury of a dragon. The following commands are added to your Edict options:

  • Harden Scales.
  • Draconic Leap.

Dragon's Blessing (Level 15)

When you reach 15th level, you have studied the draconic powers that lie deep within the blood of your companion. You can transform your drake into its true dragon form for a little while.

As an action, you can cause your drake to grow wings and transform into a dragon for 1 minute. While transformed it gains the following benefits:

  • It has a flying speed of 60 feet.

  • It increases its size by one category–from Medium to Large, for example

  • Its damage dice increase to 2d8 instead of 1d8.

  • It gains an amount of temporary hit points equal to your Soul Binder level, these temporary hit points dissapear when the transformation ends.

  • It has 10 feet reach on all of its attacks.

  • As a bonus action, it can let out a terrifying roar. Each creature of its choice that is within 120 feet of the drake and aware of it, must succeed on a Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this effect for the next 24 hours.

The transformation ends after 1 minute, or if the drake uses its bonus action to end it. The drake can only transform again after it finishes a long rest.

Bond of the Elements

Bond of the Elements (Level 1)

You are in balance with the world, and the elements that surround you. You are so closely bonded with them that you can manifest an elemental avatar, using part of your soul to anchor it to this plane of existence.

Aid of the Elements

When you choose this bond at 1st level, the elements themselves have granted you the aid of an elemental avatar, that takes on a different shape depending on which element you are attuned to. The avatar has the appearance of your choice and uses the Elemental Avatar stat block.

When you gain this feature you may pick one of the following elemental types to attune to: fire, cold, lightning or thunder. On your turn you can change the attuned elemental type of your avatar as an action.

Each element will also give your avatar a set of unique traits and a cantrip that it can cast. The different elements are detailed in the Elements table below.

Elements
Element/damage typeTraitCantrip

Air/lightning

The avatar has a flying (hover) speed equal to its walking speed.

gust

Earth/thunder

The avatar can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn't disturb the material it moves through.

mold earth

Fire/fire

The avatar sheds bright light in a 30-foot radius and dim light in an additional 30-feet radius.

control flames

Water/cold

The avatar has a swimming speed equal to its walking speed, and has the Amphibious trait.

shape water

Expanded Spell List

As your soul becomes one with the elements and nature itself, you gain access to more spells. These spells are always prepared and don't count against the number of spells you can prepare each day. They are soul binder spells for you.

Elements Bond Spells
Soul Binder LevelSpell

2nd

absorb elements

5th

dragon's breath

9th

protection from energy

13th

elemental bane

17th

conjure elemental

Elemental Burst (Level 3)

At 3rd level, your avatar has learned to harness its elemental powers with great fury. As an action, it can burst elemental force all around it.

Every creature of its choice within 10 feet of it must make a saving throw which is dependent on the element of the attack, taking 3d8 damage of your current attuned elemental type on a failed save, or half as much on a successful one. Additionally, they suffer one of the following effects, dependent on what element you are attuned to:

Air

Any creature within the area must succeed on a Strength saving throw or be pushed 15 feet away from the avatar.

Earth

Any creature within the area must succeed on a Strength saving throw or be knocked prone.

Fire

Any creature within the area must succeed on a Dexterity saving throw or get charred, imposing disadvantage on their next attack.

Water

Any creature within the area must succeed on a Constitution saving throw or have their speed reduced to 0 feet, until the end of your next turn.

Once your avatar has used this feature it must finish a long rest before it can do so again.

The damage of this feature increases by 1d8 as you gain levels in this class. The damage improves to 4d8 at 7th level, 5d8 at 11th level, 6d8 at 15th level and 7d8 at 18th level.

Boon of Nature (Level 7)

When you reach 7th level, your soul is infused with the essence of nature through your avatar. As an action, you can use this power to empower your avatar. It keeps this boon for 1 minute. The boon has a different effect depending on what element you are attuned to, and the boon will not change even if you attune to a different element while it is in effect.

Air

Your avatar runs swift like lightning. Its speed becomes 90 feet, and opportunity attacks against it have disadvantage.

Earth

Your avatar hardens its rocky carapace. It gains temporary hit points equal to double your Charisma modifier at the start of its turns.

Fire

Your avatar strikes with precision. It can add your Charisma modifier to its attack rolls.

Water

Your avatar freezes enemies into place. It can attempt to grapple a creature within 5 feet of it as a bonus action. While grappled by this feature, the grappled creature is also restrained. The avatar can only have one creature grappled like this at a time.

Once you have used this feature you must finish a long rest before you can do so again.

Edicts of the Elements (Level 11)

At the 11th level, you can command your avatar to unleash their elemental powers. The following commands are added to your Edict options:

  • Elemental Bolt.
  • Punch of the Avatar.

Merged Attunement (Level 15)

When you reach 15th level, your avatar can take on a form of multiple elements, combining the strength of both. You can now attune to two elements at once. Your avatar gains resistance to both damage types associated with said elements. When your elemental attacks, it can choose between the two damage types for its attacks. It does the same for its Edict options and when it uses Elemental Burst. It gains both traits and cantrips from your attuned elements. When you use your Boon of Nature feature, it gains the effects of both elements as well.

When you use an action to change your avatar's elements, you can choose to change both at once.

Bond of the Ooze

Bond of the Ooze (Level 1)

You infused a piece of your soul into a puddle of ooze to empower it so that it can help you in your goals. Maybe you animated a pile of liquid by accident through an alchemical or arcane experiment or you deliberately sought out a spawn of Jubilex himself to gain mutual power.

Liquid Friend

When you choose this bond at 1st level, you have bound yourself to an ooze and gained it as your companion. The ooze has the appearance of your choice and uses the Ooze Companion stat block.

Expanded Spell List

As you tap into the magical powers of oozes and gain a better understanding of their nature, you are able to have more spells available to you. These spells are always prepared and don't count against the number of spells you can prepare each day. They are soul binder spells for you.

Ooze Bond Spells
Soul Binder LevelSpell

2nd

grease

5th

alter self

9th

protection from energy

13th

watery sphere

17th

seeming

Split (Level 3)

Your ooze will sometimes fall apart, but you have taught it how to pick itself back together.

Starting at 3rd level, whenever your ooze takes damage from an attack that is greater or equal to twice your proficiency bonus it can use its reaction to shoot off a little piece of itself that lands in an a space of its choice that is 10 feet away. When your ooze comes in contact with a piece, it consumes the piece, regaining 1d4 hit points. If not consumed within 1 minute, the piece disappears.

This healing becomes stronger as you gain levels in this class: 1d6 at 5th level, 1d8 at 9th level, 1d10 at 13th level and 1d12 at 17th level.

Engulf (Level 7)

When you reach 7th level, you have taught your ooze to engulf and consume creatures.

As an action the Ooze can try and engulf a creature smaller than the ooze within 5 feet of it. The creature must make Dexterity saving throw with a DC equal to 8 + its Strength modifier + your proficiency bonus. On a successful save, the creature can choose to be pushed 5 feet back or to the ooze's side rather than be engulfed. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.

On a failed save, the ooze enters the creature's space, and the creature takes 2d8 acid damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 2d8 acid damage at the start of each of your turns. When the ooze moves, the engulfed creature moves with you. An engulfed creature can try to escape by making an opposed Strength (Athletics) check as per escaping a grapple. On a success, the engulfed creature escapes and enters a space of its choice within 5 feet of the ooze. An engulfed creature automatically escapes the ooze if the ooze falls unconscious.

The ooze can only have one creature engulfed at a time. Creatures inside it can be seen but have total cover. A creature within 5 feet of the ooze can attempt to pull an engulfed creature. Doing so requires a successful opposed Strength (Athletics) check.

Fluid Edicts (Level 11)

At 11th level you can give out edicts to your ooze with fluidity and perfection. The following commands are added to your Edict options:

  • Sticky Form.
  • Acidic Form.

Improving Form (Level 15)

Beginning at 15th level, your ooze has learned from its mistakes and now it grows stronger ever time it collects itself.

Whenever your ooze hits a creature with its Pseudopod attack, it deals an additional 1d6 damage of the attack's type for every piece of itself it has collected on that turn.

Bond of the Playful Fey

Bond of the Playful Fey (Level 1)

There are places where the barrier between the Material Plane and the Feywild is thin, and sometimes creatures from one plane end up in another. Soul binders have found that creatures from the Fey make excellent companions. Maybe you got your companion as a gift from an Archfey or maybe the two of you became friends naturally and made a bond.

Trickster Spirit

When you choose this bond at 1st level, you make a bond with a playful creature from the Feywild. The fey has the appearance of your choice and uses the Fey Companion stat block. Additionally, as your soul is bonded with the creature, you learn to speak its language. You can speak, read and write Sylvan.

Expanded Spell List

As you bind with this magical creature from another plane, you are able to have more spells available to you. These spells are always prepared and don't count against the number of spells you can prepare each day. They are soul binder spells for you.

Playful Fey Bond Spells
Soul Binder LevelSpell

2nd

faerie fire

5th

enthrall

9th

major image

13th

hallucinatory terrain

17th

dream

Trickster's Dance (Level 3)

At 3rd level, your companion has learned to use their illusory powers to confuse and play tricks on their enemies.

Whenever your companion is hit with a melee weapon attack, it can use its reaction to reduce the damage of the attack by 1d8 + your Charisma modifier + your soul binder level.

If the damage is reduced to 0, your companion can force the enemy to make a Wisdom saving throw. On a failed save, the creature takes psychic damage equal to the original amount of damage their attack would have dealt.

Your fey can use this feature a number of times equal to your Charisma modifier (minimum 1). It regains all expended uses when you finish a long rest.

Mystical Evasiveness (Level 7)

When you reach 7th level, you have learned to channel the powers from the Feywild and can use that energy to form a protective veil over your companion.

Whenever your companion is forced to make a saving throw due to a spell or another magical effect, you can use your reaction to give your companion advantage on the saving throw if you are within 30 feet of it.

Jester's Edicts (Level 11)

At 11th level, you can command your companion to pull playful maneuvers. The following commands are added to your Edict options:

  • Hide and Seek.
  • Hop and Skip.

Fooling Copycat (Level 15)

When you reach 15th level, your companion resonates with you so well, that it can mimic your every move.

As a bonus action, your companion can create an illusion over itself that is identical you, including the clothes and equipment you are currently wearing. The illusion lasts for 10 minutes or until the companion ends it as a bonus action. While the illusion is active, the companion gains the following benefits:

  • On its turn it can cast Soul Switch without expending a spell slot or material components.

  • While the two of you are within 5 feet of each other, you both have advantage on attack rolls, and creatures short of truesight have disadvantage on attacks against the two of you.

  • The companion can speak any of your languages using your voice.

  • You and your companion can communicate telepathically as long as you are on the same plane of existence.

Bond of the Puppet

Bond of the Puppet (Level 1)

Some people don't feel comfortable binding with live creatures, so they bind their soul to a carefully crafted puppet, giving it great power and allowing full control through the tether between the split soul.

Soul Puppet

At 1st level you have bonded your soul to a carefully crafted puppet that can house a piece of it. The puppet can look however you want but uses the Puppet Companion stat block.

Expanded Spell List

When you choose this bond, your soul becomes in tune with your magical puppet. You gain access to additional spells. These spells are always prepared and don't count against the number of spells you can prepare each day. They are soul binder spells for you.

Puppet Bond Spells
Soul Binder LevelSpell

2nd

unseen servant

5th

locate object

9th

tiny servant

13th

fabricate

17th

animate objects

Take Control (Level 3)

At 3rd level you have studied your puppet and feel a stronger connection to it, you can now take total control of the puppet so it fights with the might of two.

As an action you can take full control if you can see your puppet and if it is within 60 feet and you can see it, until the start of your next turn the you and puppet gain the following benefits:

  • Your puppet has an extra +2 to its AC.

  • Your puppet has an additional 15 feet walking speed.

  • Your puppets attacks has a 1d12 as its damage dice instead of a 1d8.

  • The range of your puppets Strings Attached trait extends to a range of 60 feet.

  • You become invisible until the start of your next turn, the invisibility also ends if you move, make an attack or cast a spell.

Recover (Level 7)

When you reach 7th level you know how to pull your puppet out of a tight spot.

Whenever your puppet takes damage and is within 60 feet, you can use your reaction to pull the puppet to a spot within 5 feet of you, your puppet then regain 3d10 hit points.

Once you have used this feature, you must finish a short or long rest before you can do so again.

Edicts of the Puppeteer (Level 11)

Beginning at 11th level, you become a puppet master. The following commands are added to your Edict options:

  • Intertwine.
  • Quick Control.

Absolute Control (Level 15)

At 15th level you can take even finer control of your control of your puppet.

When your puppet is under the effect of the Take Control feature it can now make three attacks when it takes the Attack action on its turn, and it has advantage on all saving throws.

Bond of the Soul Troll

Bond of the Soul Troll (Level 1)

Troll regenerate and every time they do they absorb some of what killed them, you have found a troll an killed it over and over again with soul magic until the troll has absorbed so much of your soul that the two of you are bonded and the troll is under your control.

Soul Giant

At 1st level you have bonded your soul to a grotesque troll that smells like swamp water, the troll can look however you want but uses the Soul Troll stat block.

As you bind your soul with this giant creature, you learn its ancient tongue. You can speak, read and write Giant.

Expanded Spell List

When you choose this bond, your soul becomes in tune with the giant regenerating troll. You gain access to additional spells. These spells are always prepared and don't count against the number of spells you can prepare each day. They are soul binder spells for you.

Soul Troll Bond Spells
Soul Binder LevelSpell

2nd

fog cloud

5th

enlarge/reduce

9th

aura of vitality

13th

aura of life

17th

contagion

Regeneration (Level 3)

At 3rd level you learn how to activate your troll innate powers to regenerate itself for a period of time.

As an action you can make your troll start to regenerate itself for 1 minute, during this time at the start of its turn it regains a number of hit points equal to your Charisma modifier, the troll doesn;t regain these hit points if it has taken fire or acid damage since the end of its last turn or if the Soul Binder is unconscious.

Once you have used this feature you must finish a long rest before you can do so again.

Infusion (Level 7)

When you reach 7th level you how studied your troll and can see that it is possible to infuse different energies into it when it regenerating. You can choose one of the following infusions:

  • Fire.
  • Ice.
  • Lightning.

Edicts of the Troll (Level 11)

Beginning at 11th level, you close with your troll. The following commands are added to your Edict options:

  • Reconstruct.
  • Giant Form.

Master of Regeneration (Level 15)

At 15th level you have mastered the act of regenerating from being bonded with your troll.

You can cast the regenerate Spell once per long rest, it is a Soul Binder Spell for you. When you cast it using this feature it has a casting time of 1 action.

Bond of the Split Soul

Bond of the Split Soul (Level 1)

Some Soul Binders don't bind their soul to another creature, but instead split their own soul into two pieces and creates a body for their split soul, one with martial skills and the original is a caster.

Twin Companion

At 1st level you have split yourself in two and now has a twin companion, it is the same race as you and use the Twin Companion stat block. Your twin companion start with: a longsword, a chain shirt and a shield as its equipment.

Expanded Spell List

When you choose this bond, your arcane knowledge is expanded. You gain access to additional spells. These spells are always prepared and don't count against the number of spells you can prepare each day. They are soul binder spells for you.

Split Soul Bond Spells
Soul Binder LevelSpell

2nd

command

5th

alter self

9th

tongues

13th

charm monster

17th

dominate person

Specialized Twin (Level 3)

At 3rd level your twin has trained in combat and is beginning to develop its own style, choose one of the following features below:

Striker.

When you use the Strike Edict, your twin will have advantage on its next attack this round.

Commander.

When you use the Toughen Up Edict, your twin can give an ally within 5 feet of it temporary hit points equal half the amount it gained from the edict.

Skirmisher.

When you use the Move edict, the twin can take both the disengage and dash action as part of the same bonus action.

Guardian.

When you use the Block Edict all allies within 5 feet of the twin also gets the additional AC for the duration.

Undying Determination (Level 7)

When you reach 7th level your twin has gained an undying determination to stay in battle and fight for you and itself.

When your twin's HP is reduced to 0 and it is not killed outright, it can move up to half its speed and make one melee attack as a reaction, before falling unconscious. This movement doesn't provoke opportunity attacks, and if the attack hits, the twin regains hit points equal to the damage dealt.

Once it has used this feature it must finish a long rest before it can do so again.

Edicts of Self (Level 11)

Beginning at 11th level you know how to guide your twin in combat to help them survive. The following commands are added to your Edict options:

Helping Hand.

This turn your twin can take the Use an Object or the Help action as a bonus action.

Quick Attacks.

When you use the Block Edict all allies within 5 feet of the twin also gets the additional AC for the duration.

Specialization of Mastery (Level 15)

At 15th level your twin has mastered whatever style it choose earlier.

Depending on which style you chose at 3rd level your twin get one of the following features:

Striker.

Once per turn if your twin hits a creature that is within 5 feet of one of its allies, it can add its proficiency modifier to the damage roll.

Commander.

Your twin can take the Help action as a bonus action.

Skirmisher.

Whenever your twin gets a critical hit with a weapon attack or reduce a creature to 0 hit points on its turn, it can immediately move 10 feet without provoking opportunity attacks.

Guardian.

Your twin can use its Countermeasure feature on all allies instead of only on you.

Bond of the Stitcher

Bond of the Stitcher (Level 1)

While some soul binders turn to nature or living creatures, others use science and magic to create life on their own, and infuse their own soul into their creations to keep them alive and stable. They will often bolt, pin or stitch new parts to their creation to improve it in all walks of life.

Your Creation

When you choose this bond at 1st level, you have managed to create your own creature from different parts and infused it with your soul. The creation has the appearance of your choice and uses the Monsterous Creation stat block. As a base for your creation, you must also pick one of the following options to serve as a chassis:

Muscly.

Your creation gains +2 to its Strength score, and its size becomes Large.

Feline.

Your creation gains +2 to its Strength score, and its size becomes Large.

Chitinous.

Your creation gains +2 to its Constitution score, and +1 to its AC.

Expanded Spell List

As you bind and use your magic on your creation you begin to grasp the relation between the arcane and malleable matter, gaining access to additional spells. These spells are always prepared and don't count against the number of spells you can prepare each day. They are soul binder spells for you.

Stitcher Bond Spells
Soul Binder LevelSpell

2nd

ray of sickness

5th

ray of enfeeblement

9th

protection from energy

13th

giant insect

17th

creation

Modified Appendages (Level 3)

When you reach 3rd level, you have managed to switch out the arms of your creation to something more interesting. Choose one of the following options to give to your creation:

  • Tentacles.
  • Extra Arms.
  • Blunt Fists.

Modified Head (Level 7)

At 7th level, you have experimented with changes to your creation's head, and have finally managed to implement them. Choose one of the following options to give to your creation:

  • Poisonous Teeth.
  • Big Mouth.
  • Lightning Breath.

Monstrous Edicts (Level 11)

Beginning at 11th level, you have taught your creation commands that will help it in combat. The following commands are added to your Edict options:

  • Stomp.
  • Elemental Skin.

Final Modification (Level 15)

When you reach 15th level, you have been working a long time on your creation and thinking of ways to improve it, and now you are finally ready to make your final and most powerful modification. Choose one of the following options to give to your creation:

  • Strong Legs.
  • Big Wings.
  • Displacement.

Bond of the Unknown

Bond of the Unknown (Level 1)

By conducting an otherworldly ritual, you have summoned an aberration and bound it to your command. Whether you had captured it through hard work and research, or had to make a great sacrifice in order to have this unnatural being unde ryour command, you two are bound and use your newly gained bizarre powers to your own benefit.

Controlled Aberrant

When you choose this bond at 1st level, you gain the servitude of an aberration. It has the appearance of your choice, uses the Aberration Companion stat block and you can communicate with it telepathically as long as you are within 100 feet of each other.

Additionally, when you bind yourself to the aberration you learn to speak, read and write Deep Speech.

Expanded Spell List

As your soul is bound to a magical being, you gain access to more spells than usual. These spells are always prepared and don't count against the number of spells you can prepare each day. They are soul binder spells for you.

Unknown Bond Spells
Soul Binder LevelSpell

2nd

cause fear

5th

crown of madness

9th

fear

13th

confusion

17th

dominate person

Morph (Level 3)

Beginning at 3rd level, you can use an action to touch your aberration and become absorbed, morphing together as a single unit for 1 minute. While you are morphed with your aberration, it gains the following benefits:

  • Its Claws attack deals an additional 1d6 damage. This damage becomes 2d6 at 15th level.

  • The reach of its Tentacles attack becomes 20 feet.

  • It gains temporary hit points equal to half your soul binder's current hit points, but will lose them when the morph ends.

  • It increases its size by one category–from Medium to Large, for example.

While you are morphed with your aberration, you can't take actions or reactions except ending the morph as a bonus action, and cannot move unless specified. While morphed you can still command your companion and use your Edict feature telepathically.

If you are concentrating on a spell while morphed, you must make a concentration check when the aberration is hit, using the aberration's Constitution for the roll.

The morph ends after 1 minute, when the aberration is incapacitated, or if you choose to end it. When morph ends, the soul binder emerges from the aberration in an unoccupied space within 5 feet of it.

You may use this feature without any negative effects once per long rest. The morphing process is hard for the soul binder's body, making it hard to sustain the use of it. Everytime you end this feature after the first, you gain one level of exhaustion.

Otherworldly Grasp (Level 7)

When you reach 7th level, your aberration has learned to pull creatures closer using either tentacles or telekinesis and show them images that can drive them mad.

As an action your aberration can target up to 6 creatures of its choice within 30 feet of it. Target creatures must succeed on a Strength saving throw or be pulled to an unoccupied space within 5 feet of the aberration.

Your companion can immediately spend its bonus action to attempt to grapple one of the pulled creatures. If a creature is grappled in this way, it is frightened of you and your aberration until the grapple ends.

Once your aberration uses this feature, it must finish a short or long rest before it can do so again.

Unnatural Edicts (Level 11)

Starting at 11th level, you can command your aberration to use its newly gained unnatural abilities. The following commands are added to your Edict options:

  • Toxic Spit.
  • Horrifying Form.

Improved Morph (Level 15)

When you reach 15th level, your body has become more accepting of your aberration, and you are much more potent at morphing together. While morphed with your companion it gains the following additional benefits:

  • While you are morphed you can see through your aberration's senses.

  • You can now take the Cast a Spell action while morphed. When you do so, you cast the spell though your aberration and it must use its reaction to deliver the spell.

  • You can choose to increase your aberration's size to Huge for the duration of Morph.

Additionally, you can now stay morphed for longer and your body has an easier time being in this conjoined state. You can retain your morph for 1 hour and you may use this feature once per short rest without any negative effects

Bond of the Verdant

Bond of the Verdant (Level 1)

A gift from mother nature, an alchemical experiment or a druidic ritual are all things that may cause you to make both a magical and a sympathetic bond with a plant, infusing it with your own soul to give it strength and purpose.

Friendly Flora

When you choose this bond at 1st level, you have bound yourself with a magical plant and gained it as your trusty companion. The plant has the appearance of your choice and uses the Plant Companion stat block.

Expanded Spell List

When you choose this bond, you become magically attuned to nature, expanding your knowledge in druidic magics. You gain access to additional spells. These spells are always prepared and don't count against the number of spells you can prepare each day. They are soul binder spells for you.

Verdant Bond Spells
Soul Binder LevelSpell

2nd

goodberry

5th

spike growth

9th

plant growth

13th

grasping vine

17th

tree stride

Entangling Arms (Level 3)

At 3rd level, your plant has grown strong roots and vines that can seize the momentum of creatures.

As an action, your plant can attempt to entangle a creature within 10 feet of the plant. The target must succeed on a Strength or Dexterity saving throw (target's choice). On a failed save, the target is grappled by your companion. While grappled in this way, a creature is restrained. The target can use its action to repeat the saving throw ending both the grapple and restrained conditions on a success. Your plant can only have one creature grappled by the use of this feature, and while it has someone grappled this way, it can only attack that creature.

Rootcaller (Level 7)

When you reach 7th level, your plant can use its magic to reach into the earth and call the roots forth to trap its enemies.

Your plant can cast entangle and ensnaring strike using your Soul Binder Spell Save DC.

The plant can cast the spells a combined number of two times. It regains all uses when it finishes a long rest.

Edicts of Flora (Level 11)

Beginning at 11th level, you control your plant with extreme precision. The following commands are added to your Edict options:

  • Toss.
  • Extending Vines.

Lifeline (Level 15)

At 15th level, your plant can redirect some of the damage it is taking towards a held target.

Whenever your plant takes damage while it is grappling a target with its Entangling Arms feature, the damage is reduced by an amount equal to your Charisma modifier and the grappled creature takes damage equal to your Charisma modifier that is of the same type as the damage your plant took.

Additionally, your plant can now use its Entangling Arms feature as a bonus action.

Bond of the Wild

Bond of the Wild (Level 1)

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.

Beast Companion

Also at 1st level, you gain the company of a loyal beast. It has the appearance of your choice, uses the Beast Companion stat block and gains one of the following features of your choice:

Keen Hearing and Smell.

The beast has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Sneaky.

The beast has expertise in Dexterity (Stealth) checks.

Nocturnal.

The beast gains darkvision out to a range of 60 feet.

Amphibious.

The beast can breathe air and water. It also gains a swimming speed equal to its walking speed.

Leaper.

The beast's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.

Spider Climb.

The beast can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Big Boned.

The beast's size is Large.

You may pick one additional trait at 7th and 11th level.

You also get to allocate the following stats for your beast: 16, 14 and 12. You can place them in the beast's Strength, Dexterity and Constitution scores.

You can communicate basic ideas to your beast with a few hand signs and nods.

Warrior of the Wild

When you choose this bond at 1st level, you gain proficiency with martial weapons and medium armor. Additionally your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.

Run With the Pack (Level 3)

When you reach 3rd level, you and your beast know each other's every move and you perform best in combat when you are together. When you and your beast are within 10 feet of each other and neither of you are incapacitated, you gain the following benefits:

  • When your beast hits a creature with an attack, you can use your reaction to make one weapon attack against the same creature.

  • If one of you is prone, it only takes 5 feet of movement to stand up again.

Bestial Evolution (Level 7)

At 7th level, your beast is infused with magic via your bond and can evolve itself in different ways. You can pick one of the following features to grant to your beast:

  • Fast Flier.
  • Charger.
  • Relentless Rampager.

Nature's Commands (Level 11)

At 11th level, you can command your beast with the guidance of nature itself. The following commands are added to your Edict options:

  • Tooth and Nail.
  • Dodge and Evade.

Ultimate Evolution (Level 15)

When you reach 15th level, your beast has surpassed any limits you could imagine. Your essence is infused within its body, pushing it to the peak of its evolution.

It gains two additional traits from your Beast Companion feature and one additional option from your Bestial Evolution feature.