SIGNING IN

Hit Points

Hit Dice 1d6 per level

Proficiencies

CON , CHA

Soul Binder

Level Proficiency Bonus Features Evolutions
1 + 2 Soul Bond Symbiotic Link Hidden Form Bonded Companion 2
2 + 2 Soul Bond Symbiotic Link Hidden Form Bonded Companion 2
3 + 2 Soul Bond Symbiotic Link Hidden Form Bonded Companion 2
4 + 2 Soul Bond Symbiotic Link Hidden Form Bonded Companion 2
5 + 3 Soul Bond Symbiotic Link Hidden Form Bonded Companion 2
6 + 3 Soul Bond Symbiotic Link Hidden Form Bonded Companion 2
7 + 3 Soul Bond Symbiotic Link Hidden Form Bonded Companion 3
8 + 3 Soul Bond Symbiotic Link Hidden Form Bonded Companion 3
9 + 4 Soul Bond Symbiotic Link Hidden Form Bonded Companion 3
10 + 4 Soul Bond Symbiotic Link Hidden Form Bonded Companion 3
11 + 4 Soul Bond Symbiotic Link Hidden Form Bonded Companion 3
12 + 4 Soul Bond Symbiotic Link Hidden Form Bonded Companion 4
13 + 5 Soul Bond Symbiotic Link Hidden Form Bonded Companion 4
14 + 5 Soul Bond Symbiotic Link Hidden Form Bonded Companion 4
15 + 5 Soul Bond Symbiotic Link Hidden Form Bonded Companion 4
16 + 5 Soul Bond Symbiotic Link Hidden Form Bonded Companion 4
17 + 6 Soul Bond Symbiotic Link Hidden Form Bonded Companion 5
18 + 6 Soul Bond Symbiotic Link Hidden Form Bonded Companion 5
19 + 6 Soul Bond Symbiotic Link Hidden Form Bonded Companion 5
20 + 6 Soul Bond Symbiotic Link Hidden Form Bonded Companion 5
Level Proficiency Bonus Features Edict Die
1 + 2 Soul Bond Symbiotic Link Hidden Form Bonded Companion 0
2 + 2 Soul Bond Symbiotic Link Hidden Form Bonded Companion 1d4
3 + 2 Soul Bond Symbiotic Link Hidden Form Bonded Companion 1d4
4 + 2 Soul Bond Symbiotic Link Hidden Form Bonded Companion 1d4
5 + 3 Soul Bond Symbiotic Link Hidden Form Bonded Companion 1d6
6 + 3 Soul Bond Symbiotic Link Hidden Form Bonded Companion 1d6
7 + 3 Soul Bond Symbiotic Link Hidden Form Bonded Companion 1d6
8 + 3 Soul Bond Symbiotic Link Hidden Form Bonded Companion 1d6
9 + 4 Soul Bond Symbiotic Link Hidden Form Bonded Companion 1d8
10 + 4 Soul Bond Symbiotic Link Hidden Form Bonded Companion 1d8
11 + 4 Soul Bond Symbiotic Link Hidden Form Bonded Companion 1d8
12 + 4 Soul Bond Symbiotic Link Hidden Form Bonded Companion 1d8
13 + 5 Soul Bond Symbiotic Link Hidden Form Bonded Companion 1d10
14 + 5 Soul Bond Symbiotic Link Hidden Form Bonded Companion 1d10
15 + 5 Soul Bond Symbiotic Link Hidden Form Bonded Companion 1d10
16 + 5 Soul Bond Symbiotic Link Hidden Form Bonded Companion 1d10
17 + 6 Soul Bond Symbiotic Link Hidden Form Bonded Companion 1d12
18 + 6 Soul Bond Symbiotic Link Hidden Form Bonded Companion 1d12
19 + 6 Soul Bond Symbiotic Link Hidden Form Bonded Companion 1d12
20 + 6 Soul Bond Symbiotic Link Hidden Form Bonded Companion 1d12

Spell Slots per Spell Level

Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th
1 + 2 Soul Bond Symbiotic Link Hidden Form Bonded Companion 0 0 0 0 0 0
2 + 2 Soul Bond Symbiotic Link Hidden Form Bonded Companion 2 2 0 0 0 0
3 + 2 Soul Bond Symbiotic Link Hidden Form Bonded Companion 2 3 0 0 0 0
4 + 2 Soul Bond Symbiotic Link Hidden Form Bonded Companion 3 3 0 0 0 0
5 + 3 Soul Bond Symbiotic Link Hidden Form Bonded Companion 3 4 2 0 0 0
6 + 3 Soul Bond Symbiotic Link Hidden Form Bonded Companion 3 4 2 0 0 0
7 + 3 Soul Bond Symbiotic Link Hidden Form Bonded Companion 3 4 3 0 0 0
8 + 3 Soul Bond Symbiotic Link Hidden Form Bonded Companion 3 4 3 0 0 0
9 + 4 Soul Bond Symbiotic Link Hidden Form Bonded Companion 3 4 3 2 0 0
10 + 4 Soul Bond Symbiotic Link Hidden Form Bonded Companion 4 4 3 2 0 0
11 + 4 Soul Bond Symbiotic Link Hidden Form Bonded Companion 4 4 3 3 0 0
12 + 4 Soul Bond Symbiotic Link Hidden Form Bonded Companion 4 4 3 3 0 0
13 + 5 Soul Bond Symbiotic Link Hidden Form Bonded Companion 4 4 3 3 1 0
14 + 5 Soul Bond Symbiotic Link Hidden Form Bonded Companion 4 4 3 3 1 0
15 + 5 Soul Bond Symbiotic Link Hidden Form Bonded Companion 4 4 3 3 2 0
16 + 5 Soul Bond Symbiotic Link Hidden Form Bonded Companion 4 4 3 3 2 0
17 + 6 Soul Bond Symbiotic Link Hidden Form Bonded Companion 4 4 3 3 3 1
18 + 6 Soul Bond Symbiotic Link Hidden Form Bonded Companion 4 4 3 3 3 1
19 + 6 Soul Bond Symbiotic Link Hidden Form Bonded Companion 4 4 3 3 3 2
20 + 6 Soul Bond Symbiotic Link Hidden Form Bonded Companion 4 4 3 3 3 2

Class Spells

control flames|xge dancing lights friends guidance gust|xge soul bound arsenal|SBR striking mark|SBR light mage hand mending message minor illusion mold earth|xge prestidigitation shape water|xge bane bless cause fear|xge charm person command cure wounds detect magic disguise self grease heroism jump longstrider protection from evil and good sanctuary shield of faith silent image sleep soul switch|SBR sundering mark|SBR thrashing tether|SBR adaptation|SBR Aid blind/deafness blur calm emotions continual flame darkvision detect thought dust devil|xge earthbind|xge energy eruption|SBR enlarge/reduce gust of wind invisibility knock maximilian's earthen grasp|xge misty step nathair's mischief nystul's magic aura pass without trace see invisibility soul shackles|SBR spider climb summon beast|tce suggestion warding bond web blink catnap|xge clairvoyance dispel magic fear fly gaseous form hypnotic pattern life transference|xge magic circle sending slow stinking cloud summon fey|tce summon shadowspawn|tce tidal wave|xge tongues wall of sand|xge wall of water|xge water breathing water walk arcane eye banishment blight charm monster|xge compulsion confusion death ward evard's black tentacles fire shield greater invisibility hallucinatory terrain leeching mark|SBR locate creature summon aberration|xge summon elemental|xge stoneskin watery sphere|xge awaken circle of power control winds|xge creation dominate person dream far step|xge geas maelstrom|xge legend lore planar binding scrying skill empowerment|xge summon celestial|tce summon draconic spirit|ftd telekinesis teleportation circle unbreakable skin|SBR wall of stone dancing lights|xphb friends|xphb guidance|xphb light|xphb mage hand|xphb mending|xphb message|xphb minor illusion|xphb prestidigitation|xphb bane|xphb bless|xphb charm person|xphb command|xphb cure wounds|xphb detect magic|xphb disguise self|xphb grease|xphb heroism|xphb jump|xphb longstrider|xphb protection from evil and good|xphb sanctuary|xphb shield of faith|xphb silent image|xphb sleep|xphb aid|xphb blur|xphb calm emotions|xphb continual flame|xphb darkvision|xphb enlarge/reduce|xphb gust of wind|xphb invisibility|xphb knock|xphb misty step|xphb nystul's magic aura|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 fear|xphb fly|xphb gaseous form|xphb hypnotic pattern|xphb magic circle|xphb sending|xphb slow|xphb stinking cloud|xphb tongues|xphb water breathing|xphb water walk|xphb arcane eye|xphb banishment|xphb blight|xphb compulsion|xphb confusion|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 geas|xphb legend lore|xphb planar binding|xphb scrying|xphb telekinesis|xphb teleportation circle|xphb wall of stone|xphb

Class Features

Level 1

Soul Bond
Symbiotic Link
Hidden Form
Bonded Companion

Level 10

Soul Shield

Level 11

Bond Feature
Swift Order

Level 12

Ability Score Improvement
Companion Ability Score Improvement

Level 14

Companion Imitation

Level 15

Bond Feature

Level 16

Ability Score Improvement
Companion Ability Score Improvement

Level 18

Resonating Voice

Level 19

Ability Score Improvement
Companion Ability Score Improvement

Level 2

Spellcasting
Edict

Level 20

Soul Infused Giant

Level 3

Bond Feature
Keen Guidance

Level 4

Ability Score Improvement
Companion Ability Score Improvement

Level 5

Advanced Offense

Level 6

Companion's Protection
Magic Item Absorption

Level 7

Bond Feature
Soul Linked Casting

Level 8

Ability Score Improvement
Companion Ability Score Improvement

Caster Progression

Caster Progression: 1/2

Cantrip Progression

Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Cantrips Known 0 2 2 3 3 3 3 3 3 4 4 4 4 4 4 4 4 4 4 4

Proficiencies

Armor

light

Weapons

simple

Skills

Starting Equipment

(a) two daggers (b) any simple weapon or (c) any martial weapon (if proficient)
(a) leather armor or (b) scale mail (if proficient)
(a) a set of tools of your choice

Class Features

Soul Bond (Level 1)

At 1st level, you have chosen to sacrifice a piece of your own soul to gain the aid of a creature stronger than you. Choose one of bonds list the list of available bonds.

Your choice grants you additional features when you reach 3rd level and again at 7th, 11th and 15th levels.

Symbiotic Link (Level 1)

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, at 1st level you gain the following benefits while within 60 feet of your companion:

  • When you take damage you can use your reaction to transfer that damage to your companion.

  • When you spend a hit dice to recover hit points during a short rest, your companion will heal for twice the amount of the healing you got from your hit dice.

  • If you are reduced to 0 hit points you can use your reaction to sacrifice your companion to save you, heal for an amount equal to your companion's hit points, after that your companion will die.

Bonded Companion (Level 1)

At 1st level, you gain a companion that will serve and aid you in every way it possibly can. When you gain your first soul binder level you must also create your companion, see the Create Your Companion rules for creating a companion.

In combat, your companion shares your initiative count, and you 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 take an action on your turn to command it to take another action. That action can be to attack or some other action. If you are incapacitated, the companion can take any action of its choice, not just Dodge. While your companion is within 1000 feet 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 it has died within the last hour, you can use an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. Your companion returns to life after 1 minute with an amount of hit points equal to ten times the level of the spell slot you used. You can also heal your companion this way while its alive by touching it and spending a spell slot, after a minute your companion regains an amount of hit points equal to ten times the level of the spell slot. At the end of a long rest, you can summon your companion, teleporting it to an empty square within 5 feet of you and reviving it with all its hit points restored if it was dead. If you die, your companion will gain 1 level of exhaustion for each minute you are dead.

Additionally, as an action when you are within 1000 feet of your companion, you can see through your companion's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses it has. You can also speak through the companion as if you were there while looking through its senses. During this time, you are deaf and blind with regard to your own senses.

Spellcasting (Level 2)

By 2nd level, you are now more used to being linked 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 the spell'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 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. When you use an action to command your companion you can say an edict as part of that action. You can only activate one edict once per turn. Edicts will refer to your Edict Die which is a 1d4. At 2nd level, you learn the following edicts:

Daunt

You command your companion to instill fright and hesitation in your foes. During this turn your companion can use a bonus action to choose a creature within 30 feet of it that can see or hear it. The next time the chosen creature makes an attack roll in the next minute, roll your Edict Die and subtracts the result from the attack roll.

Relocate

You tell your companion that it needs to move fast and safely. During this turn your companion can use its bonus action to move up to half its speed without provoking opportunity attacks.

Strike

You command your companion to attack with extra ferocity. The next time your companion makes an attack this turn, it can add your Edict Die to its attack roll and its damage roll if the attack hits.

Toughen Up

You command your companion to toughen up and be ready to withstand even more blows. Your companion gains temporary hit points equal to two rolls of your Edict Die, these temporary hit points last for 1 minutes.

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

The size of your Edict Die increases as you gain levels in this class, as shown in the Edict column of the Soul Binder table.

Bond Feature (Level 3)

At 3rd level, you gain a feature granted by your chosen Soul Bond.

Keen Guidance (Level 3)

Beginning at 3rd level, you can now give your companion commands easier than before. You can command your companion as a bonus action to take an action other than the Dodge action. If you do so, you can also activate an Edict as part of this bonus action. Your companion can only take one action each turn.

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.

Companion Ability Score Improvement (Level 4)

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

At your DM's discretion, you may instead choose a feat for your companion.

Advanced Offense (Level 5)

You have improved your control over your companion and can offer it better guidance in combat.

Starting at 5th level when you use an action to command your companion and they take the Attack action this turn, your companion can make two attacks instead of one. Additionally, when you use your action to command your companion, you can make one weapon attack or cast a cantrip (from the soul binder spell list) as a bonus action before the end of the turn.

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.

Magic Item Absorption (Level 6)

Beginning at 6th 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 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 merged at a time, and one piece of armor (shields count as armor for the purpose of this feature). The companion's natural weapons can only benefit from one of the merged items, and you can change this on a short rest, the same goes for its 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 that requires attunement within the creature counts as an attunement for the soul binder. 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.

Bond Feature (Level 7)

At 7th level, you gain a feature granted by your chosen Soul Bond.

Soul Linked Casting (Level 7)

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

At 7th 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 also make concentration checks if your companion takes damage, as if you took that amount of damage.

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.

Companion Ability Score Improvement (Level 8)

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

At your DM's discretion, you may instead choose a feat for your companion.

Soul Shield (Level 10)

At 10th level you can use some of your magic to shield your companion from attacks.

When your companion takes damage while within 60 feet, you can use your reaction to grant it resistance to that damage.

Additionally you can now transfer damage to your companion via the Symbiotic Link feature, without needing to use your reaction.

Bond Feature (Level 11)

At 11th level, you gain a feature granted by your chosen Soul Bond.

Swift Order (Level 11)

Beginning at 11th level 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.

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.

Companion Ability Score Improvement (Level 12)

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

At your DM's discretion, you may instead choose a feat for your companion.

Companion Imitation (Level 14)

When you reach 14th level your soul have become so entwined with your companion that you are becoming more like them.

Depending on what Benefit of the Bond you got from your bond you get one of the following features:

Martial

You can attack twice, instead of once, whenever you take the Attack action on your turn.

Arcane

Once per day as a bonus action, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than your proficiency bonus.

Bond Feature (Level 15)

At 15th level, you gain a feature granted by your chosen 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.

Companion Ability Score Improvement (Level 16)

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

At your DM's discretion, you may instead choose a feat for your companion.

Resonating Voice (Level 18)

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

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.

Companion Ability Score Improvement (Level 19)

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

At your DM's discretion, you may instead choose a feat for your companion.

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 size becomes Gargantuan.

  • Its attacks deal 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, if the companion goes unconscious, or if you end it as an action. Once you have used this feature you must finish a long rest before you can use it again.

Multiclassing

Multiclassing Requirements

{"cha":13}

Proficiencies Gained

Armor light
Weapons simple

Subclasses

Bond of the Divine
FragSauceSBR
Bond of the Elusive Soul
FragSauceSBR
Bond of the Merged
FragSauceSBR
Bond of the Puppet
FragSauceSBR
Bond of the Spirit Vessel
FragSauceSBR
Bond to the Dragonkin
FragSauceSBR
Bond to the Unknown
FragSauceSBR
Bond to the Wilds
FragSauceSBR

Subclass Features

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

At 1st level you have your soul to a celestial creature, You and your companion gains the following features:

  • Your companion's creature type is Celestial.

  • Your companion gains resistance to necrotic and radiant damage.

  • Whenever your companion deals damage with one of its natural weapons, it can choose to make the damage radiant.

  • Your companion can't take any actions if it is more than 60 feet away from you.

  • You can read, write and speak Celestial.

Benefit of the Bond: Martial

Additionally starting at 1st level you gain some of your companion's experience in combat.

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.

Gift of Life (Level 3)

When you reach 3rd level, 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 your reaction to heal a creature other than you or your companion for an amount equal to the damage your companion just took. If you used your reaction to redirect damage to your companion you can use this feature as part of that reaction.

You can activate this feature a number of times equal to your proficiency bonus and regain all uses on a long rest.

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 companion, 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

You command your guardian to unleash its inner radiant light. On its turn it can use its action to release its blinding energy. Creatures of its choice within 15 feet of it must succeed on a Constitution saving throw or be blinded until the end of your next turn.

Spread Your Wings

Your words inspire your guardian to fly as high as the sky. It gains a flying speed of 60 feet and it doesn't provoke opportunity attacks until the start of your next turn.

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 Elusive Soul

Bond of the Elusive Soul (Level 1)

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.

Tricky Comprehension

At 1st level you gain you and your companion get the following benefits:

  • Your companion's creature type is Fey or Monstrosity.

  • Your companion is immune to being charmed.

  • You gain proficiency in Persuasion or Performance.

  • You can read, write and speak Sylvan.

Benefit of the Bond: Martial

Additionally starting at 1st level you gain some of your companion's experience in combat.

ou 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.

Blink Strike (Level 3)

When you reach 3rd level, you have taught your companion to blink to your enemies and deliver a deadly strike.

Whenever you hit a creature with an attack, your companion can use its reaction to teleport to an unoccupied spot within 5 feet of that creature. If you use your reaction to transfer damage to your companion with the Symbiotic Link feature, your companion can also use its reaction and teleport to an unoccupied space within 5 feet of the creature that dealt damage to you. Your companion can only teleport this way if it is within 60 feet of the creature.

After your companion teleports it can make an attack as part of that reaction, and it has advantage on the attack. On a hit, the creature's movement speed is reduced to 0 until the start of your next turn.

Your companion can use this feature a number of times equal to your proficiency bonus and regains all uses on a short or long rest.

Linked Flicker (Level 7)

Starting at 7th level you and your companion's connection have become so strong that you can teleport to each other.

While you and your companion is within 60 feet of each other, either of you can expend 20 feet of your movement to teleport to an unoccupied space that is within 5 feet of the other.

Only one of you can activate this feature each turn.

Elusive Edicts (Level 11)

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

Quick Blink

You tell your companion to be prepared to evade danger. Roll your Edict Die 3 times and add the result of the dice. Until the start of your next turn, whenever your companion takes damage that is less than the result of your Edict Dice roll, it will shortly phase out of existance and avoid that damage.

Far Blink

You command your companion to blink, jumping to a different position. Your companion can choose to teleport to a spot it can see that is within ten times the result of a roll of your Edict Die in feet.

Blinking Charge (Level 15)

Beginning at 15th level 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 creature that is within 10 feet of either you or your companion (this can include you and your companion), you can then choose to teleport thoese creatures to a spot that is within 60 feet of their position and that you can see.

Any creature teleported this way can use their reaction to make a melee weapon attack against a creature who is within range.

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

Bond of the Merged

Bond of the Merged (Level 1)

You have bound yourself to a strange creature that is able to shift its form and absorb matter to enhance itself.

Shifting Companion

At 1st level you have bound your soul to a companion able to shift its body in unnatural ways. You and your companion get the following benefits:

  • Your companion's creature type is Aberration or Ooze.

  • Your companion gains the Amorphous or Slimy Body evolution, this doesn't count towards your companion's maximum number of evolutions and can't be changed.

Benefit of the Bond: Arcane

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.

Merge (Level 3)

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

  • The reach of all its natural weapons increases by 5 feet.

  • Once per turn when it hits a creature with one of its natural weapons it deals extra psychic or acid damage equal to one roll of your Edict Die.

  • It gains temporary hit points equal to half your current hit points, and loses them when the merge ends.

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

While you are morphed with your companion, you can't take actions or reactions except ending the merge, using your action or bonus action to command your companion (and potentially use an Edict as part of that action), and you cannot move unless specified. If you are concentrating on a spell while merged, you must make a concentration check when the companion is hit, using the companion's Constitution for the roll. The merge ends after 1 minute, when your companion is incapacitated, or if you choose to end it as a bonus action. When the merge ends, you emerge from your companion in an unoccupied space within 5 feet of it.

Once you have merged with your companion, you can't do so again until you finish a long rest, unless you expend a spell slot of 1st level or higher to merge again.

Assimilate (Level 7)

Starting at 7th your companion can assimilate pieces of monsters you have slain and add it to it's body to grow stronger. As an action your companion can touch a dead organic creature within 5 feet of it, to consume the body add some of it to itself, your companion will get certain benefits depending on the type of the creature. Your companion can only have the part of one creature at a time and if it uses this feature again it will lose its old benefit. The possible benefits are the following:

TypeBenefit

Abberration

It has resistance to psychic damage and advantage on saving throws to avoid being frightened or charmed.

Beast

Its speed increases by 10 feet it and has advantage on all perception checks.

Celestial

It has resistance to radiant damage, and can cast detect evil and good at will.

Dragon

Your companion becomes resistant to whatever damage type(s) the dragon was immune to (if any) and it gains a flying speed of 30 feet.

Elemental

Your companion can cast the protection from energy spell at will.

Fey

After your companion takes damage it can use its reaction to teleport to a spot within 30 feet and magic can't put it to sleep.

Fiend

Your companion becomes resistant to fire and poison damage, it also gets 120 feet of darkvision which can see through magical darkness.

Giant

Your companion's has advantage on all Strength checks and saving throws and the weight it can lift, push and carry is doubled.

Humanoid

Your companion can speak any language you know, it can also cast the alter self spell at will, but only to change itself to look like the humanoid it absorbed.

Monstrosity

You can pick two extra evolutions to give your companion. These don't count towards its maximum evolutions.

Ooze

Whenever a creature hits your companion with a melee weapon attack the creature takes acid damage equal to your proficiency bonus.

Plant

If your companion has less than half its hit points at the start of its turn, it gains temporary hit points equal to your proficiency bonus.

Undead

Your companion has immunity to poison damage and the poisoned condition, it also has advantage on death saving throws, and can treat an 18 or 19 as a 20 when rolling death saving throws.

At the end of a long rest the assimilated body will decay and rot away and your companion will loose its current benefit, unless you spend one of your regained spell slots to keep the body fresh until the next long rest.

Edict of the One (Level 11)

Beginning at 11th level, you can command your companion to absorb more matter and becomes better. The following commands are added to your Edict options:

Consume

Whenever your companion hits a creature with an attack this turn, your companion is healed for an amount equal to a roll of your edict Die.

Digest

On this turn your companion can use its action to make a special grapple against a creature within range. Your companion has advantage on its Strength (Athletics) check to initiate this grapple. While a creature is grappled by this feature, it takes acid or psychic damage at the start of its turn equal to a roll of your Edict Die.

Improved Merge (Level 15)

When you reach 15th level, your body has become more accepting of your companion, and you are much more potent at merging together. While merged with your companion, you both gain the following additional benefits:

  • While you are merged you can see through your companion's eyes.

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

  • As a reaction you can add your Charisma modifier to the result of a saving throw your companion makas (after it rolls but before you know if it fails) or you can add it to your companion's AC against one attack (after you know the result of the attack roll).

Bond of the Puppet

Bond of the Puppet (Level 1)

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.

Inorganic Companion

At 1st level you have your soul to a crafted construct which now serves as its container, You and your companion gains the following features:

Benefit of the Bond: Arcane

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.

Take Control (Level 3)

Beginning at 3rd level you can now take more direct control of your companion and guide it.

If you used your action to command your companion you can then also use your bonus action to give it one the benefits listed below until the start of your next turn. You can also expend a spell slot as part of activating this feature to enhance the bonuses:

  • Your companion's AC is increased by 1 (+1 for each each spell slot level).

  • Your companion's movement speed is increased by 10 feet (+5 for each spell slot level).

  • Your companion's attacks that are part of the attack action deals an extra 2 damage (+2 for each spell slot level).

Marionette Manipulation (Level 7)

Starting at 7th level you can empower your companion and make more complex tasks.

When you use the Take Control feature, your companion can get two of the benefits, although only one of the bonuses can benefit from being empowered by a spell slot.

Edicts of the Puppeteer (Level 11)

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

Recover

If your companion is within 60 feet of you it is moved to an unoccupied space within 5 feet of you without provoking opportunity attacks, it is then healed for an amount equal to two rolls on your Edict Die.

Quick Control

Your puppet gets the benefits as if you had used your action and bonus action to activate the Take Control feature.

Absolute Control (Level 15)

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

When your companion 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 Spirit Vessel

Bond of the Spirit Vessel (Level 1)

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.

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 companion's creature type is either Construct or Undead.

  • If you cast a spell that normally can't affect Constructs and Undead, such as 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 to eat, drink, or sleep.

Benefit of the Bond: Arcane

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.

Macabre Reconstruction (Level 3)

Starting at 3rd level 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 of those dice equal to half your soul binder level or less. Roll the spent dice and add them together. You take damage equal to the the total, and your companion regains hit points equal to twice the total.

You regain all expended dice when you finish a long rest.

Necrotic Reprisal (Level 7)

When you reach 7th level 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 that is within 10 feet of it, the chosen creatures must succeed on a Constitution saving throw or they will take necrotic damage equal to the damage your companion took when it activated this reaction.

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

Edicts of the Bound Spirit (Level 11)

Starting at 11th level, you can command your companion to use its powers to manipulate life force. The following commands are added to your Edict options:

Steal Life

The next time your companion hits another creature with a melee attack, that attack will deal extra necrotic damage equal a roll of your Edict Die and you regain hit points equal to the necrotic damage dealt.

Dreadful Scream

As an action your companion can choose a number of creatures equal to your Charisma modifier (minimum of one) that is within 60 feet of it. The chosen creatures must make a Constitution saving throw, on a failed save the creature takes necrotic damage equal to two rolls of your Edict Die and can't regain hit points for 1 minute. The creature can repeat the saving throw at the end of their turn, ending the effect on a success.

Lifeforce Equalizer (Level 15)

When you reach 15th level you can manipulate the thread that ties you and your companion to heal one of you.

As an action you can compare your current hit points to that of your companion's hit points, whoever has the lowest amount of current hit points will get healed so they have the same amount of hit points as the other one (to a maximum of their maximum hit points).

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

Bond to the Dragonkin

Bond to 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 each other.

Guardian of the Dragon

At 1st level, you were given a guard drake and linked with it. You and your companion gain the following benefits:

  • Your companion becomes resistant to one of the following damage types: acid, cold, lightning, fire, poison. You pick this when you get this feature, the chosen damage type is its Draconic Damage type.

  • When your companion deals damage with a natural weapon it can choose to make that weapons damage type the same as its Draconic Damage type.

  • You can read, speak and write Draconic.

Benefit of the Bond: Martial

Additionally starting at 1st level you gain some of your companion's experience in combat.

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 companion is incapacitated or it dies, or if another creature marks them using this feature.

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

In addition, if a creature marked by your companion deals damage to anyone other than your companion, you can use your reaction to make a weapon attack against the marked creature 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 companion can use its action this turn to exhale a destructive breath.

Each creature caught in the breath must make a saving throw or take 3d8 damage on a failed save, or half on a success. Your companion can apply its draconic mark from Draconic Challenge to one of the creatures that failed the saving throw. The shape, saving throw, and damage type is determined by your companion's Draconic Damage type:

Damage TypeShapeSaving Throw

acid

60-foot line

Dexterity

cold

30-foot cone

Constitution

fire

30-foot cone

Dexterity

lightning

60-foot line

Dexterity

poison

30-foot cone

Constitution

You can use higher level spell slots to increase the damage. The damage increases by 2d8 for each spell slot level above 1st. 5d8 for a 2nd level spell slot, 7d8 for a 3rd level spell slot, 9d8 for a 4th level spell slot, and 11d8 for a 5th level spell slot.

When you reach 11th level you can activate this feature as a bonus action.

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:

Infused Scales

Until your next turn, when your companion is hit by a creature within 5 feet of it, that creatures damage equal to a roll of your Edict Die of the type determined by your companion's Dragon Damage.

Draconic Leap

You point your finger at a creature or point you can see. If your drake is within 30 feet of that creature or point, it can use its bonus action to leap to it. If the target is a creature it must succeed on a Strength saving throw or be knocked prone and take bludgeoning damage equal to three rolls of your Edict Die.

Dragon Form (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 companion into its true dragon form for a little while.

As an action, you can cause your companion 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.

  • It gains immunity to its Draconic Damage type.

  • It gains an amount of temporary hit points equal to your soul binder level, these temporary hit points disappear when the transformation ends.

  • It has 5 feet of extra reach on all of its attacks.

  • At the start of its turn, roll 1d6, on a 5 or 6 it can use its action this turn to activate its Magic Infused Breath as if you had used a 2nd level spell slot to activate it.

  • 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.

Bond to the Unknown

Bond to the Unknown (Level 1)

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.

This creature is either an outsider from beyond the stars or a spawn from a demon of madness and chaos.

Creature Beyond Comprehension

At 1st level you gain you and your companion get the following benefits:

  • Your companion's creature type is Aberration or Fiend.

  • Your companion is immune to being frightened.

  • You and your companion are resistant to psychic damage.

  • You can read, write and speak Deep Speech or Abyssal.

Benefit of the Bond: Arcane

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.

Edge of Sanity (Level 3)

Starting at 3rd level you can sacrifice some of your sanity in order to power up your companion. Your companion can use the following features:

  • When your companion takes damage, it can use its reaction to gain resistance to the damage.

  • When your companion fails a saving throw it can add a roll of your Edict Die to the roll, potentially turning it into a success.

  • When your companion hits a creature with an attack, it can make that attack deal an extra amount of psychic damage equal to one roll of your Edict Die + your soul binder level.

Using this power will cause you to loose your sanity and there is a risk that it will be too much for your mortal mind to bear. After your companion has used one of the features you must make a Sanity check, which is a Charisma saving throw with a DC of 5, on a success the DC increases by 3 for next time your companion uses a feature. On a failed save the DC doesn't increase but you must roll on the madness table below and suffer that condition for 1 minute. Your companion can't use this feature while you are suffering from a madness effect.

d6Madness Effect

1

Your vision becomes blurry and you massively hallucinate. You are blinded

2

Your body goes into a shock. You fall prone and can't use your legs

3

You hear screams and maddening voices. You are deafened and can't speak

4

You momentarily loose your grip on reality. You have disadvantage on attack rolls and ability checks

5

Your connection with your companion becomes too much for your mind. You are frightened of your companion

6

You see endless futures that leads to eternal suffering. At the end of the effect you gain 1 level of exhaustion

At the end of a long rest the DC for your Sanity check returns to 5. As a bonus action you can also spend a spell slot to reduce the DC of your Sanity check by an amount equal to double the spell slots level (to a minimum of 5).

Otherworldly Grasp (Level 7)

When you reach 7th level, 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 six 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 your companion.

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 companion until the grapple ends.

Once your companion has used 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 companion to use its newly gained unnatural abilities. The following commands are added to your Edict options:

Extended Grasp

Your companion's limbs grows longer and can hit enemies from afar. During this turn your companion's natural weapon have en extra reach equal to five times a roll of your Edict Die.

Horrifying Form

You command your aberration to twist its form and instill fear in your foes. This turn your companion can use its bonus action to choose a number of creatures equal to a roll of your Edict Die that is within 30 feet, the chosen creatures must succeed on a Wisdom saving throw or be frightened of your companion until the start of your next turn.

Embrace Madness (Level 15)

When you reach 15th you can choose to let willingly go of your sanity in order to give your companion magnificicant powers.

As a bonus action you can roll on the Madness table from the Edge of Sanity feature and suffer that effect for 1 minute. During that minute your companion can use the features from the Edge of Sanity feature as much as it wants to.

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

Bond to the Wilds

Bond to the Wilds (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.

Nature's Companion

At 1st level you and your companion gain the following benefits:

  • Your companion's creature type is Beast or Monstrosity.

  • You and your companion's base walking speed increases by 5 feet.

  • 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 recently. This ability doesn't grant you friendship with beasts.

Benefit of the Bond: Martial

Additionally starting at 1st level you gain some of your companion's experience in combat.

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.

Call of the Wild (Level 3)

Starting at 3rd level you and your companion can work together to become empowered by the power of nature.

Once per turn when your companion hits a creature that is within 5 feet of you or if you hit a creature that is within 5 feet of your companion, you can activate one of the following features:

Exhilarating Roar

Any creature of your choice within 10 feet of the hit creature, can use their reaction to spend one of their hit dice and heal for an amount equal to the roll of the hit die + their Constitution modifier.

Go for the Eyes

The creature that was hit must succeed on a Constitution saving throw or be blinded until the end of your next turn.

Pack Leaders Mark

Until the start of your next turn, all attacks against the creature are made with advantage as long as the creature is within 5 feet of you or your companion.

You can activate this feature a number of times equal to your proficiency bonus and regain all uses on a short or long rest.

Wild Pack (Level 7)

When you reach 7th level you and your companion can work together like a pack to overcome overwhelming odds.

When you make an attack against a creature within 5 feet of your companion you can choose to gain advantage on the attack roll, if you hit you must activate and use Call of the Wild, you can't use this feature if you don't have any uses of Call of the Wild. If the creature dies from your attack you don't have to expend a use of Call of the Wild.

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

Your beast can use its action to make a number of attacks equal to a roll of your Edict Die, it can't make more than one attack against the same creature with this action and it can use it's movement between attacks.

Dodge and Evade

Until the end of your next turn, whenever your beast takes damage, it can reduce the damage by an amount equal to a roll of your Edict Die.

Alpha Call (Level 15)

When you reach 15th level you can call upon the spirits of nature to fight and hunt alongside you and your companion.

As an action you can use this feature to cast the summon beast spell at 5th level. When cast with this feature the spell summons two spirits instead of one, its duration in reduced to 1 minute and it doesn't require concentration. The spirit's attacks also counts as magical for the purpose of overcoming resistances.

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