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Soul Binder DND

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0% found this document useful (0 votes)
1K views32 pages

Soul Binder DND

Uploaded by

Tarin Searle
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
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Soul Binder

Loneliness. Weakness. The call to adventure. For most


people these are passing moments, a part of the ups and
downs of everyday life. There are those however, who are
defined by these feelings. Whether feeling alone in a crowd,
powerless to get what they deserve or eager to see all things
the world has to offer, soul binders have taken a drastic step
to solve their problems. Unable to meet the demands of the
world alone they choose to give up a piece of their soul to
bond with another creature and face life's challenges
together.
A Companion for Life
When soul binders bind themselves to another creature, they
do so for life. They will stand together, always, two against
the world.
They will always look out for each other, because
in the end, they need each other. Whether they like it or not.
The companion will often be the stronger of the pair, but
without the binder to guide it, the companion is nowhere
near its full potential.
Split Soul
The process of binding your soul with another creature can
be quite taxing, especially if the creature isn't willing at first.
Some people disappear into the wild to find a forest animal
willing to bind, and return months later with a beast by their
side willing to do anything for them, while others would
rather summon a creature of untold horror, force it into
submission, then bind the creature to follow their command.
However, having your soul bound to another creature
means that your soul will never be full again. There is always
something missing. It gets even more apparent for the soul
binder when their companion is far away from them, and can
sometimes be physically painful for them to be a great
distance from their companion.
Creating a Soul Binder
When making your soul binder you must consider how you
got your companion. Did you travel the world to seek a
companion, was it easy for you, or was it a life goal, was it
even your choice to bind your soul? Maybe you were captured
by cultist, that forced you to bind with a creature against your
and the creatures will.
What kind of relationship do you have with your
companion? Are you two inseparable friends? Or is it more of
a master and servant relationship. Sometimes a Soul Binder
might regret the act of soul binding and want to undo it,
though it is a hard and lengthy process.
Soul Binders are in contact with their companion like no
other two beings will ever be, and when you play as a Soul
Binder you can describe how you and your companion act.
Quick Build
You can make a soul binder fast by following these
suggestions. First, Charisma should be your highest ability
modifier, followed by Constitution or Dexterity, depending if
you need to take damage, or deal it. Second, you should take
the Hermit background.

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Saving Throws: Constitution, Charisma
Class Features Skills: Choose two from Animal Handling, History, Nature,
Insight, Arcana, Persuasion, Intimidation.
As a soul binder, you gain the following class features.
Equipment
Hit Dice: 1d6 per level You start with the following equipment, in addition to the
Hit Points at 1st Level: 6 + your Constitution modifier equipment granted by your background:
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution
modifier per level after 1st (a) two daggers (b) any simple weapon or (c) any martial
weapon (if proficient)
Proficiencies (a) a priest's pack or (b) a scholar's pack
Armor: Light armor (a) a set of leather armor or (b) a set of scale mail (if
Weapons: Simple weapons proficient)
Tools: Choose one type of artisan’s tools or one
musical (a) a set of tools of your choice
instrument

The Soul Binder


–Spell Slots per Spell Level–
Proficiency
Cantrips

Level Bonus Features Known 1st 2nd 3rd 4th 5th


1st +2 Soul Bond, Bonded Companion, Hidden Form — — — — — —
2nd +2 Spellcasting, Edict 2 2 — — — —
3rd +2 Bond Feature, Magic Item Absorption 2 3 — — — —
4th +2 Ability Score Improvement 3 3 — — — —
5th +3 Advanced Offense, Soul Linked Casting 3 4 2 — — —
6th +3 Companion's Protection, Soul Infused Attacks 3 4 2 — — —
7th +3 Bond Feature, Project Senses 3 4 3 — — —
8th +3 Ability Score Improvement 3 4 3 — — —
9th +4 Resting Voice 3 4 3 2 — —
10th +4 Countermeasure 4 4 3 2 — —
11th +4 Bond Feature, Advanced Offense (both options) 4 4 3 3 — —
12th +4 Ability Score Improvement 4 4 3 3 — —
13th +5 — 4 4 3 3 1 —
14th +5 Soul Purification 4 4 3 3 1 —
15th +5 Bond Feature 4 4 3 3 2 —
16th +5 Ability Score Improvement 4 4 3 3 2 —
17th +6 — 4 4 3 3 3 1
18th +6 Resonating Voice 4 4 3 3 3 1
19th +6 Ability Score Improvement 4 4 3 3 3 2
20th +6 Soul Infused Giant 4 4 3 3 3 2

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Soul Bond Hidden Form
At 1st level, you have chosen to sacrifice a piece of your own You have learned how to reduce your companion's size or
soul to gain the aid of a creature stronger than you. You can hide them on another plane for an easy way to hide or carry
choose one of several bonds detailed at the end of the class it. At 1st level you learn one of the following features:
description. Your choice grants you additional features when Shrink. You can use your bonus action to change your
you reach 3rd level and again at 7th, 11th and 15th levels. companion's size to Tiny or back to its full size if it is
Bonded Companion within 30 feet of you. If there isn't enough space for it to
grow to its original size, it instead takes 1d10 force
At 1st level, you gain a companion that will serve and aid you damage and stays Tiny. While in Tiny form, the
in every way it possibly can. The companion gains bonuses companion can't attack in any way.
from being linked to your essence. In combat, the companion
moves and acts on your turn in initiative. You can command it Pocket Dimension. As an action, you can temporarily
verbally (no action needed) and if you are incapacitated, it will dismiss your companion as long as it is within 5 feet of
do its best to protect you and itself from harm. you. It disappears into a pocket dimension where it awaits
You and your companion both become empowered from your summons. As an action, while it is dismissed, you can
the bond you share, but only one of you can take full cause it to reappear in any unoccupied space within 5 feet
advantage of that power at first. If you take the Attack action of you. If you go unconscious while your companion is in
or cast a spell with a casting time of one action, your its pocket dimension, it reappears within 5 feet on you.
companion can't take the Attack action on the same turn, and Disguise As an action you can create an illusion around
if your companion takes the Attack action, you can't take the your companion that makes it looks like another beast or
Attack action or cast a spell with a casting time of one action humanoid of similar build and size, such as making a
on the same turn. drake look like a dog, or a demon look like a farmer. The
More details about your companion can be found in the disguise end if your companion takes any damage, deals
"Soulbound Traits" feature. damage to another creature or you end it as an action.
Soulbound Traits At the end of a long rest you can choose to swap out your
Your soulbound companion has its own hit dice, and can hidden form feature for a different one.
spend them during a short rest. At first level, its hit points are Spellcasting
equal to the maximum value of its hit dice + its Constitution
modifier. Whenever you gain a level in this class, your By 2nd level, you are now more used to being bonded to a
companion also levels up, and it can increase its hit point magical creature, and have started to be able to use some
maximum using its hit dice as normal. magic to help your allies or bolster your companion. See
Whenever you gain the Ability Score Improvement class Chapter 10 in the Player's Handbook for the general rules of
feature in this class, your companion's abilities also improve. spellcasting and the soul binder spell list can be found near
You can increase one of its ability scores of your choice by 2, the end of this document.
or you can increase two of its ability scores of your choice by
1. At the DM's discretion you can forgo increasing the Cantrips
companion's ability scores and instead take one feat of your At 2nd level, you know two cantrips of your choice from the
choice for it. As normal, you can’t increase an ability score soul binder spell list. You learn an additional soul binder
above 20 using this feature unless its description specifies cantrip of your choice at 4th level and another at 10th level.
otherwise.
Your companion aids you in and out of battle, as it gains Preparing and Casting Spells
bonuses for being linked to your essence. It gains proficiency The Soul Binder table shows how many spell slots you have
in two skills of your choice. In areas where it would use its to cast your soul binder spells. To cast one of your soul binder
proficiency bonus, it uses your proficiency bonus instead. It spells of 1st level or higher, you must expend a slot of the
also uses your proficiency bonus when calculating its AC. spell's level or higher. You regain all expended spell slots
Your companion will always use Strength for its attack and when you finish a long rest.
damage rolls (unless otherwise specified), and its damage You prepare the list of soul binder spells that are available
dice is shown in the companion's stat block. If a feature for for you to cast, choosing from the soul binder spell list. When
your companion requires another creature to make a saving you do so, choose a number of soul binder spells equal to
throw, the DC is equal to your Spell Save DC. your Charisma modifier + half your soul binder level
If your companion is reduced to 0 hit points, it falls (minimum of one spell). The spells must be of a level for
unconscious and makes death saving throws. When it is which you have spell slots.
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.

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For example, if you are a 5th-level soul binder, you have four Edict
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 You have gotten better control over your companion and can
2nd level, in any combination. If you prepare the 1st-level give it more complicated commands. You can use a bonus
spell heroism, you can cast it using a 1st-level or a 2nd-level action to speak a command to your companion. It must be
slot. Casting the spell doesn't remove it from your list of able to hear you for the command to take effect.
prepared spells. At 2nd level, you learn the following commands:
You can change your list of prepared spells when you finish Strike. You command your companion to attack with extra
a long rest. Preparing a new list of soul binder spells requires ferocity. The next time your companion hits another creature
time spent in meditation with your companion: at least 1 with an attack this turn, that attack deals extra 2d6 damage.
minute per spell level for each spell on your list. Toughen Up. You command your companion to toughen
up and be ready to withstand even more blows. Your
Spellcasting Ability companion gains 2d6 temporary hit points that last for 10
Charisma is your spellcasting ability for your soul binder minutes.
spells, since the power of your magic relies on you being able Block. You command your companion to evade or block
to communicate with your companion and the bond that you incoming attacks rather than taking them. Until the end of
share. You use your Charisma whenever a spell refers to your your next turn your companion can add your Charisma
spellcasting ability. In addition, you use your Charisma modifier to any saving throw it has to make, and add half your
modifier when setting the saving throw DC for a soul binder Charimsa modifier (rounded up) to its AC.
spell you cast and when making an attack roll with one. Move. You tell your companion that it needs to move fast,
or move safely. When given this command your companion
Spell Save DC = 8 + your proficiency bonus + can take the Disengage or Dash action as a bonus action on
your Charisma modifier this turn.
You can use this feature a number of times equal to your
Spell attack modifier = your proficiency bonus + Charisma modifier (minimum of 1), regaining all uses on a
your Charisma modifier
long rest.
The amount of dice for the "Strike" and "Toughen Up" edict
increase as you gain levels in this class, increasing to 3d6 at
Spellcasting Focus 5th level, 4d6 at 11th level and 5d6 at 17th level.
You can use an arcane focus (see the Adventuring Gear
section) as a spellcasting focus for your soul binder spells. Magic Item Absorption
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 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. 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 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 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.

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Ability Score Improvement Companion's Protection
When you reach 4th level, and again at 8th, 12th, 16th and When you reach 6th level your companion's defense is better
19th level, you can increase one ability score of your choice than ever, avoiding everything from traps to spells. It gains
by 2, or you can increase two ability scores by 1. As normal, proficiency in all saving throws. Additionally, it has advantage
you can’t increase an ability score past 20 using this feature. on Intelligence and Charisma saving throws when you are
within 100 feet of it and it can see you.
Advanced Offense
Beginning at 5th level, you and your companion have Project Senses
improved your skill in combat and work even better together. Beginning at 7th level you can project your mind into your
You gain one of the following features of your choice: companion. As an action, you can see through your
Companion Extra Attack. Your companion can attack companion’s eyes and hear what it hears until the start of
twice instead of once, whenever it takes the Attack action on your next turn, gaining the benefits of any special senses that
its turn. the companion has. During this time, you are deaf and blind
Expert Commanding. There is no longer any restrictions with regard to your own senses. While you are seeing with
for whenever you or your companion can take the Attack your companion's eyes you can also choose to speak though it
action or cast a spell with a casting time of 1 action as long as with your own voice being projected from its mouth.
it is a soul binder spell.
At 11th level you get the other feature that you didn't pick Resting Voice
at 5th level. Beginning at 9th level you now regain all uses of your edicts
on a short or long rest.
Soul Linked Casting
You and your companion are of the same soul, and you can Countermeasure
channel magic through your link. At 10th level, your companion is very protective of you and
At 5th level, when you cast a spell targeting yourself, you will harm anyone who seeks to hurt you. When you are
can choose to also have the spell affect your companion if the targeted by an attack, your companion can take one of the
companion is within 60 feet of you. If you lose concentration following reactions:
on the spell, you both lose the effect, and you must make Revenge. The companion can use its reaction to make one
concentration checks also if your companion takes damage, attack against the enemy if it is within range.
as if you took that amount of damage. Roar. It uses its reaction to let out a frightful roar to
impose disadvantage on the attack roll as long as the attacker
Soul Infused Attacks is within 30 feet of it and is not deafened.
Starting at 6th level, your companions attacks count as Body Shield. If your companion is within 5 feet of you
magical for the purpose of overcoming resistance and when the attack is made, it can use its reaction to redirect the
immunity to nonmagical attacks and damage. attack to target the companion instead.

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Soul Purification
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.
Resonating Voice
At 18th level you use your magic to command your
companion with a voice that resonates with your shared soul
bond.
When you use an edict you can select another edict you
know and have that affect your companion as well.
Soul Infused Giant
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.
Soul Bonds
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.

6
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Bond of the Wild You also get to allocate the following stats for your beast:

16, 14 and 12. You can place them in the beast's Strength,
You are in touch with nature itself and have offered Dexterity and Constitution scores.
something of yourself to it. In return, you are given a trusty You can communicate basic ideas to your beast with a few
animal companion that protects you and carries out your hand signs and nods.
orders. Your bond with the beast makes you inseparable.
Run With the Pack
When you reach 3rd level, you and your beast know each
other's every move and you perform best in combat when you
Beast Companion are together. When you and your beast are within 10 feet of
each other and neither of you are incapacitated, you gain the
Medium beast, unaligned
following benefits:
Armor Class 11 + its Dexterity modifier + your When your beast hits a creature with an attack, you can
proficiency bonus use your reaction to make one weapon attack against the
Hit Points 1d8 (or 5) + its Constitution modifier per same creature.
soul binder level If one of you is prone, it only takes 5 feet of movement to
Hit Die 1d8 per soul binder level
Speed 30 ft.
stand up again.
Bestial Evolution
STR DEX CON INT WIS CHA 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
(-) (-) (-) 3 (-4) 12 (+1) 10 (+0) following features to grant to your beast:
Fast Flier. Your beast gains a flying speed equal to double
Languages Understands the languages of its binder, its walking speed. It also gains Flyby, meaning it doesn't
but can't speak provoke opportunity attacks when it flies out of an enemy's
Actions reach.
Charger. Your beast gains an extra 15 feet walking speed.
Claws. Melee Weapon Attack: your proficiency Additionally, if the beast moves at least 20 feet straight
bonus + its Strength modifier to hit, reach 5 ft.,
toward a target and then hits it with an attack on the same
one target. Hit: 1d8 + its Strength modifier turn, the attack deals an extra 2d10 damage to the target. If
bludgeoning, piercing or slashing damage. the target is a creature, it must succeed on a Strength saving
throw or be knocked prone.
Relentless Rampager. When the beast is reduced to 0 hit
Warrior of the Wild points but not killed outright, it can drop to 1 hit point
When you choose this bond at 1st level, you gain proficiency instead. It can't use this feature again until you finish a long
with martial weapons and medium armor. Additionally your rest. Additionally when the beast reduces a creature to 0 hit
hit point maximum increases by 1 and increases by 1 again points with a melee attack, the beast can use its reaction to
whenever you gain a level in this class. move up to half of its speed and make one attack. If it hits
with that attack, it gains half of the damage dealt as
Beast Companion temporary hit points.
Also at 1st level, you gain the company of a loyal beast. It has
the appearance of your choice, uses the Beast Companion Nature's Commands
stat block and gains one of the following features of your At 11th level, you can command your beast with the guidance
choice: of nature itself. The following commands are added to your
Keen Hearing and Smell. The beast has advantage on Edict options:
Wisdom (Perception) checks that rely on hearing or smell. Tooth and Nail. Your beast can use its action to make a
Sneaky. The beast has expertise in Dexterity (Stealth) melee attack against each creature of its choice within 5 feet
checks. of it, with a separate attack roll for each target.
Nocturnal. The beast gains darkvision out to a range of
Dodge and Evade. Until the end of your next turn,
60 feet. whenever your beast is hit by an attack that it can see, it can
Amphibious. The beast can breathe air and water. It also use its reaction to reduce the incoming attack's damage by
gains a swimming speed equal to its walking speed. half.
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. Ultimate Evolution
Spider Climb. The beast can climb difficult surfaces, When you reach 15th level, your beast has surpassed any
including upside down on ceilings, without needing to make limits you could imagine. Your essence is infused within its
an ability check. body, pushing it to the peak of its evolution.
Big Boned. The beast's size is Large. It gains two additional traits from your Beast Companion
feature and one additional option from your Bestial Evolution
You may pick one additional trait at 7th and 11th level. feature.

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Bond of the Unknown Unknown Bond Spells
By conducting an otherworldly ritual, you have summoned an Spell Level Spells
aberration and bound it to your command. Whether you had 1st cause fear
captured it through hard work and research, or had to make
a great sacrifice in order to have this unnatural being under 2nd crown of madness
your command, you two are bound and use your newly gained 3rd fear
bizarre powers to your own benefit.
4th confusion
5th dominate person

Aberration Companion Morph


Medium aberration, neutral evil Beginning at 3rd level, you can use an action to touch your
aberration and become absorbed, morphing together as a
Armor Class 11 + its Dexterity modifier + your single unit for 1 minute. While you are morphed with your
proficiency bonus aberration, it gains the following benefits:
Hit Points 1d10 (or 6) + its Constitution modifier
per soul binder level Its Claws attack deals an additional 1d6 damage. This
Hit Die 1d10 per soul binder level damage becomes 2d6 at 15th level.
Speed 30 ft. 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
STR DEX CON INT WIS CHA morph ends.
16 (+3) 12 (+1) 16 (+3) 6 (-2) 12 (+1) 7 (-2) It increases its size by one category – from Medium to
Large, for example
Condition Immunities frightened
Senses darkvision 60 ft.
While you are morphed with your aberration, you can't take
Languages Understands the languages of its binder, actions or reactions except ending the morph as a bonus
but can't speak action, and cannot move unless specified. While morphed you
can still command your companion and use your Edict
Actions feature telepathically.
Claws. Melee Weapon Attack: your proficiency If you are concentrating on a spell while morphed, you
bonus + its Strength modifier to hit, reach 5 ft., one must make a concentration check when the aberration is hit,
target. Hit: 1d10 + its Strength modifier using the aberration's Constitution for the roll.
bludgeoning, piercing or slashing damage. The morph ends after 1 minute, when the aberration is
incapacitated, or if you choose to end it. When morph ends,
Tentacles. Melee Weapon Attack: your proficiency the soul binder emerges from the aberration in an
bonus + its Strength modifier to hit, reach 10 ft., unoccupied space within 5 feet of it.
one target. Hit: 1d6 + its Strength modifier
bludgeoning, piercing or slashing damage.
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. Every
time you end this feature after the first, you gain one level of
Controlled Aberrant exhaustion.
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.

9
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Otherworldly Grasp Bond of the Dragonkin
When you reach 7th level, your aberration has learned to pull You have bound your soul to a drake in hopes of protection
creatures closer using either tentacles or telekinesis and and power. Maybe you have been chosen by a dragon to
show them images that can drive them mad. receive an everlasting gift as it created a Guard Drake
As an action your aberration can target up to 6 creatures of especially for you, binding your souls together as one to
its choice within 30 feet of it. Target creatures must succeed protect one another. Or you gained the trust of such a beast in
on a Strength saving throw or be pulled to an unoccupied a deadly situation, bonding for life to mutually help each
space within 5 feet of the aberration. other.
Your companion can immediately spend its bonus action to
attempt to grapple one of the pulled creatures. If a creature is Guardian of the Dragon
grappled in this way, it is frightened of you and your At 1st level, you were given a chromatic guard drake and
aberration until the grapple ends. bonded with it. The drake has the appearance of your choice
Once your aberration uses this feature, it must finish a and uses the Drake Companion stat block. Your companion
short or long rest before it can do so again. gains certain features depending on its color. When you gain
Unnatural Edicts
this feature choose one of the following:
Starting at 11th level, you can command your aberration to Black Guard Drake. A black guard drake is amphibious (it
use its newly gained unnatural abilities. The following can breathe air or water), has a swimming speed of 30 feet
commands are added to your Edict options: and has resistance to acid damage.
Toxic Spit. Your companion spits a glob of toxin at an Blue Guard Drake. A blue guard drake has a burrowing
enemy within 30 feet of it as a bonus action. The target must speed of 20 feet and resistance to lightning damage.
succeed on a Constitution saving throw or be poisoned for Green Guard Drake. A green guard drake is amphibious
the next minute. The enemy can repeat the save at the end of (it can breathe air or water), has a swimming speed of 30 feet
its turns, ending the effect on a success. and has resistance to poison damage.
Horrifying Form. You command your aberration to twist Red Guard Drake. A red guard drake has climbing speed
its form and instill fear in your foes. The next time it hits a of 30 feet and resistance to fire damage.
creature with an attack on this turn, the target must succeed White Guard Drake. A white guard drake has a burrowing
on a Wisdom saving throw or be frightened of them until the speed of 20 feet, a climbing speed of 30 feet and resistance to
end of your companion's next turn. cold damage.
Improved Morph
When you reach 15th level, your body has become more
accepting of your aberration, and you are much more potent Drake Companion
at morphing together. While morphed with your companion it Medium dragon, unaligned
gains the following additional benefits:
Armor Class 14 + its Dexterity modifier + your
While you are morphed you can see through your proficiency bonus
aberration's senses. Hit Points 1d10 (or 6) + its Constitution modifier
You can now take the Cast a Spell action while morphed. per soul binder level
When you do so, you cast the spell though your aberration Hit Die 1d10 per soul binder level
and it must use its reaction to deliver the spell. Speed 30 ft.
You can choose to increase your aberration's size to Huge
for the duration of Morph.
STR DEX CON INT WIS CHA
Additionally, you can now stay morphed for longer and your
body has an easier time being in this conjoined state. You can 16 (+3) 13 (+1) 16 (+3) 4 (-3) 12 (+1) 7 (-2)
retain your morph for 1 hour and you may use this feature
once per short rest without any negative effects. Senses darkvision 60 ft.
Languages understands Draconic, but can’t speak
Actions
Attack. Melee Weapon Attack: your proficiency
bonus + its Strength modifier to hit, reach 5 ft., one
target. Hit: 1d8 + its Strength modifier bludgeoning,
piercing or slashing 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.

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Draconic Challenge Dragon's Blessing
Starting at 3rd level, your drake is a force to be reckoned When you reach 15th level, you have studied the draconic
with, drawing attention from teammates on the battlefield. powers that lie deep within the blood of your companion. You
When your dragon hits a creature with a melee weapon can transform your drake into its true dragon form for a little
attack, it can mark the creature until the end of your next while.
turn. This effect ends early if your dragon is incapacitated or As an action, you can cause your drake to grow wings and
it dies, or if someone else marks the creature. transform into a dragon for 1 minute. While transformed it
While the marked creature is within 5 feet of your dragon, gains the following benefits:
the creature marked by your dragon has disadvantage on any
attack roll that doesn't target your dragon. It has a flying speed of 60 feet.
In addition, if a creature marked by your dragon deals It increases its size by one category – from Medium to
damage to anyone other than your dragon, you can make a Large, for example
weapon attack against the marked creature as your reaction, Its damage dice increase to 2d8 instead of 1d8.
if it is within range of your weapon. It gains an amount of temporary hit points equal to your
Soul Binder level, these temporary hit points dissapear
Magic Infused Breath when the transformation ends.
When you reach 7th level your drake can activate some of its It has 10 feet reach on all of its attacks.
draconic powers using your magic as fuel. As a bonus action, it can let out a terrifying roar. Each
As an action you can spend a 1st level spell slot. If you do creature of its choice that is within 120 feet of the drake
your dragon can use its action this turn to exhale a and aware of it, must succeed on a Wisdom saving throw
destructive breath. or become frightened for 1 minute. A creature can repeat
Each creature caught in the breath must make a saving the saving throw at the end of each of its turns, ending the
throw or take 3d6 damage on a failed save, and half on a effect on itself on a success. If a creature's saving throw is
success. When a creature fails the saving throw the drake successful or the effect ends for it, the creature is immune
can choose to put its Draconic mark on them, it can mark to this effect for the next 24 hours.
multiple creatures at once using this feature. The Shape, The transformation ends after 1 minute, or if the drake
Damage type and saving throw is determined by the color of uses its bonus action to end it. The drake can only transform
your drake: again after it finishes a long rest.
Color Shape Damage Type Saving 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
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. Until your next turn, your drake has
resistance to bludgeoning, piercing and slashing damage and
it has immunity to the damage type it has resistance to from
your Guardian of the Dragon feature.
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 its a creature
it must succeed on a Strength saving throw or be knocked
prone and take 2d8 bludgeoning damage.

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Bond of the Elements
You are in balance with the world, and the elements that Elemental Avatar
surround you. You are so closely bonded with them that you Large elemental, unaligned
can manifest an elemental avatar, using part of your soul to
anchor it to this plane of existence.
Armor Class 11 + its Dexterity modifier + your
Aid of the Elements proficiency bonus
When you choose this bond at 1st level, the elements Hit Points 1d10 (or 6) + its Constitution modifier
themselves have granted you the aid of an elemental avatar, per soul binder level
that takes on a different shape depending on which element Hit Die 1d10 per soul binder level
Speed 30 ft.
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 STR DEX CON INT WIS CHA
following elemental types to attune to: fire, cold, lightning or
thunder. On your turn you can change the attuned elemental 16 (+3) 14 (+2) 14 (+2) 6 (-2) 12 (+1) 6 (-2)
type of your avatar as an action.
Each element will also give your avatar a set of unique Senses darkvision 60 ft.
traits and a cantrip that it can cast. The different elements Languages Understands the languages of its binder,
are detailed in the Elements table below. but can't speak
Damage Resistance: attuned elemental damage type
Actions
Attack. Melee Weapon Attack: your proficiency
bonus + its Strength modifier to hit, reach 5 ft., one
target. Hit: 1d10 + its Strength modifier damage of
your current attuned type.

Elements
Element/damage
type Trait Cantrip
The avatar has a flying (hover)
Air/lightning gust
speed equal to its walking speed.
The avatar can burrow through
nonmagical, unworked earth and
mold
Earth/Thunder stone. While doing so, the
earth
elemental doesn't disturb the
material it moves through.
The avatar sheds bright light in a
control
Fire/fire 30-foot radius and dim light in
flames
an additional 30-feet radius.
The avatar has a swimming
shape
Water/cold speed equal to its walking speed,
water
and has the Amphibious trait.

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
Spell Level Spells
1st absorb elements
2nd dragon's breath
3rd protection from energy
4th elemental bane
5th conjure elemental

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Elemental Burst When it hits a creature, that creature must succeed on a
At 3rd level, your avatar has learned to harness its elemental Dexterity saving throw or take 4d8 damage of your current
powers with great fury. As an action, it can burst elemental attuned type and the bolt disperses. If creature does succeed,
force all around it. the bolt keeps flying until it hits another creature or travels its
Every creature of its choice within 10 feet of it must make full distance.
a saving throw which is dependent on the element of the Punch of the Avatar. Your avatar gathers elemental energy
attack, taking 3d8 damage of your current attuned elemental in its hand, unleashing its energy when next striking a foe. If a
type on a failed save, or half as much on a successful one. creature is hit by your elemental's attack until the end of this
Additionally, they suffer one of the following effects, turn, it takes an additional 3d8 damage of your current
dependent on what element you are attuned to: attuned type and must succeed on a saving throw determined
Air. Any creature within the area must succeed on a by your attuned element. On a failed save it is subjected to a
Strength saving throw or be pushed 15 feet away from the negative effect. The saving throw and its effect is identical to
avatar. the one in your Elemental Burst feature.
Earth. Any creature within the area must succeed on a Merged Attunement
Strength saving throw or be knocked prone. When you reach 15th level, your avatar can take on a form of
Fire. Any creature within the area must succeed on a multiple elements, combining the strength of both. You can
Dexterity saving throw or get charred, imposing disadvantage now attune to two elements at once. Your avatar gains
on their next attack. resistance to both damage types associated with said
Water. Any creature within the area must succeed on a elements. When your elemental attacks, it can choose
Constitution saving throw or have their speed reduced to 0 between the two damage types for its attacks. It does the
feet, until the end of your next turn. same for its Edict options and when it uses Elemental Burst.
Once your avatar has used this feature it must finish a long It gains both traits and cantrips from your attuned elements.
rest before it can do so again. When you use your Boon of Nature feature, it gains the
The damage of this feature increases by 1d8 as you gain effects of both elements as well.
levels in this class. The damage improves to 4d8 at 7th level, When you use an action to change your avatar's elements,
5d8 at 11th level, 6d8 at 15th level and 7d8 at 18th level. you can choose to change both at once.
Boon of Nature
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
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. You command your avatar to hurl a bolt of
elemental energy. It must use its reaction to send a bolt flying
in a direction of your choice, flying in a 30-feet long and 5-feet
wide line.

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Bond of the Dirge

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 Zombie Companion
don't count against the number of spells you can prepare
each day. They are soul binder spells for you. Medium undead, unaligned

Dirge Bond Spells Armor Class 12 + its Dexterity modifier + your


Spell Level Spells proficiency bonus
Hit Points 1d10 (or 6) + its Constitution modifier
1st cause fear per soul binder level
2nd gentle repose Hit Die 1d10 per soul binder level
Speed 30 ft.
3rd animate dead
4th blight
STR DEX CON INT WIS CHA
5th danse macabre
16 (+3) 10 (+0) 16 (+3) 4 (-3) 12 (+1) 7 (-2)
Soul Collecting Damage Immunities poison
When you reach 3rd level, your zombie has an aura of Condition Immunities poisoned
necrotic energy that consumes some energy from a soul as it Languages Understands the languages of its binder,
is leaving a body. but can't speak
Whenever a creature within 10 feet of the zombie is
reduced to 0 hit points, the zombie gains temporary hit points Undead Fortitude. If damage reduces the zombie to
equal to half your soul binder level. 0 hit points, it must make a Constitution saving
throw with a DC of 5 + the damage taken, unless the
Deathly Control damage is radiant or from a critical hit. On a
Beginning at 7th level, your zombie can manipulate bodies success, the zombie drops to 1 hit point instead.
like a twisted pupped as their life is leaving them.
Whenever a creature is reduced to 0 hit points within 10 Actions
feet of the zombie, the zombie can use its reaction to make Attack. Melee Weapon Attack: your proficiency
that creature make one melee weapon attack against a bonus + its Strength modifier to hit, reach 5 ft., one
creature of the zombie's choice within range. target. Hit: 1d10 + its Strength modifier
bludgeoning, piercing or slashing damage.
Undying Edicts
At the 11th level, you can command your zombie with a voice
from beyond the grave. The following commands are added Feasting Growth
to your Edict options: When you reach 15th level, your zombie has feasted upon so
Infectious Claws. The next time your zombie hits a much flesh and soul, that it grows into an undead monster.
creature with its attack this turn, that creature must succeed Whenever your zombie eats a piece of a fresh soul by using
on a Constitution saving throw or be poisoned until the start Soul Collecting, it can enter an enlarged and enraged state.
of your next turn. While the zombie is in this form, it gains several benefits:
Mass Collection. Until the end of your next turn the range
of your zombie's Soul Collection and Deathly Control is Its size becomes Large.
increased to 60 feet. 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.

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Bond of the Divine Inspiring Heal
Sometimes gods grant gifts to worthy mortals. They can take At 7th level, you know how to mend wounds and inspire your
all shapes and forms and you have been given a boon in the guardian to perform better in combat.
form of a friend and protector for life. You learn the healing word spell. You always have it
Soul binders that make a bond with a celestial are often prepared, and it doesn't count against the number of spells
followers of the god that the celestial used to serve, traveling you can prepare each day. It counts as a soul binder spell for
the world and spreading the word of that god. you.
Additionally, whenever you cast healing word on your
Guardian of the Heavens guardian, it can use its reaction to make a melee weapon
When you choose this bond at 1st level,, you bind your soul attack.
with a celestial creature. The celestial has the appearance of Edicts of Radiance
your choice and uses the Holy Guardian stat block. Starting at 11th level, you can command your guardian with a
Divine Warrior voice that can pierce the heavens. The following commands
At 1st level you gain proficiency with medium armor and are added to your Edict options:
martial weapons. You can also speak, read and write Blinding Light. You command your guardian to unleash its
Celestial. Additionally your hit point maximum increases by 1 inner radiant light. On its turn it can use its action to release
and increases by 1 again whenever you gain a level in this its blinding energy. Creatures of its choice within 15 feet of it
class. 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 has a flying speed of 60 feet and it
Holy Guardian doesn't provoke opportunity attacks until the start of your
next turn.
Medium celestial, lawful good
Death Prevention
Armor Class 13 + its Dexterity modifier + your When you reach 15th level, your guardian have gained the
proficiency bonus powers to protect people from the grasp of death.
Hit Points 1d10 (or 6) + its Constitution modifier If a creature within 60 feet of your companion drops to 0
per soul binder level hit points or fails a death saving throw, your guardian can use
Hit Die 1d10 per soul binder level its reaction to teleport to an unoccupied space within 5 feet of
Speed 30 ft. that creature and breathe new life into them. The creature
regains 10d12 hit points.
STR DEX CON INT WIS CHA Once you use this feature, you can't do so again until you
finish a long rest.
15 (+2) 13 (+1) 16 (+3) 8 (-1) 11 (+0) 13 (+1)

Senses darkvision 60 ft.


Damage Resistances necrotic, radiant
Languages Celestial, Understands the other
languages known by its binder, but can't speak
them.
Actions
Attack. Melee Weapon Attack: your proficiency
bonus + its Strength modifier to hit, reach 5 ft., one
target. Hit: 1d8 + its Strength modifier bludgeoning,
piercing or slashing damage.

Gift of Life
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.

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Bond of the Playful Fey Trickster's Dance
At 3rd level, your companion has learned to use their illusory
There are places where the barrier between the Material powers to confuse and play tricks on their enemies.
Plane and the Feywild is thin, and sometimes creatures from Whenever your companion is hit with a melee weapon
one plane end up in another. Soul binders have found that attack, it can use its reaction to reduce the damage of the
creatures from the Fey make excellent companions. Maybe attack by 1d8 + your Charisma modifier + your soul binder
you got your companion as a gift from an Archfey or maybe level.
the two of you became friends naturally and made a bond. If the damage is reduced to 0, your companion can force
Trickster Spirit the enemy to make a Wisdom saving throw. On a failed save,
When you choose this bond at 1st level, you make a bond with the creature takes psychic damage equal to the original
a playful creature from the Feywild. The fey has the amount of damage their attack would have dealt.
appearance of your choice and uses the Fey Companion stat Your fey can use this feature a number of times equal to
block. Additionally, as your soul is bonded with the creature, your Charisma modifier (minimum 1). It regains all expended
you learn to speak its language. You can speak, read and uses when you finish a long rest.
write Sylvan. Mystical Evasiveness
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.
Fey Companion Whenever your companion is forced to make a saving
Medium fey, chaotic neutral throw due to a spell or another magical effect, you can use
your reaction to give your companion advantage on the saving
Armor Class 11 + its Dexterity modifier + your throw if you are within 30 feet of it.
proficiency bonus
Hit Points 1d8 (or 5) + its Constitution modifier per Jester's Edicts
soul binder level At 11th level, you can command your companion to pull
Hit Die 1d8 per soul binder level playful maneuvers. The following commands are added to
Speed 30 ft. your Edict options:
Hide and Seek. You command your companion to hide
STR DEX CON INT WIS CHA
itself from preying eyes. On its next turn it can use a bonus
action to turn invisible until the start of its next turn. The
16 (+3) 14 (+2) 12 (+1) 8 (-1) 10 (+0) 13 (+1) invisibility is broken if the companion makes an attack or
otherwise harms another creature.
Condition Immunities charmed Hop and Skip. You command your companion to blink in
Senses darkvision 60 ft. and out of the Fey, jumping to a different position. On its turn,
Languages Sylvan, Understands the other languages your companion can use its bonus action to teleport up to 30
known by its binder, but can't speak them. feet to a point that it can see.
Actions Fooling Copycat
Attack. Melee Weapon Attack: your proficiency When you reach 15th level, your companion resonates with
bonus + its Strength modifier to hit, reach 5 ft., one you so well, that it can mimic your every move.
target. Hit: 1d10 + its Strength modifier As a bonus action, your companion can create an illusion
bludgeoning, piercing or slashing damage. 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.
Expanded Spell List While the illusion is active, the companion gains the
As you bind with this magical creature from another plane, following benefits:
you are able to have more spells available to you. These spells
are always prepared and don't count against the number of On its turn it can cast soul switch without expending a
spells you can prepare each day. They are soul binder spells spell slot or material components.
for you. While the two of you are within 5 feet of each other, you
both have advantage on attack rolls, and creatures short of
Playful Fey Bond Spells truesight have disadvantage on attacks against the two of
Spell Level Spells you.
The companion can speak any of your languages using
1st faerie fire your voice.
2nd enthrall You and your companion can communicate telepathically
as long as you are on the same plane of existence
3rd major image
4th hallucinatory terrain
Once it has used this feature it must finish a short or long
rest before it can do so again.
5th dream

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The whip is even deadlier in your hands and brings more
pain. The whip's damage die increases to 1d6. This
Blood Demon damage increases to 1d8 when you reach 7th level.
Medium fiend (demon), chaotic evil Conduit of Agony
Beginning at 3rd level you know how to inflict pain on your
Armor Class 12 + its Dexterity modifier + your demon and make that pain resonate with nearby foes.
proficiency bonus As an action you can make a special kind of melee weapon
Hit Points 1d10 (or 6) + its Constitution modifier attack targeting your demon, you don't make an attack roll as
per soul binder level this special attack always hit. When your demon takes
Hit Die 1d10 per soul binder level damage from this attack it will send out a pulse of pain, and
Speed 30 ft. every creature of your choice within 5 feet of your demon
must succeed on a Constitution saving throw or take the
STR DEX CON INT WIS CHA same amount of damage as your demon took from the attack
as psychic damage. Additionally when you use this feature,
16 (+3) 12 (+1) 16 (+3) 6 (-3) 9 (-1) 12 (+1) your demon will have advantage on its next attack rolls this
turn.
Senses darkvision 60 ft.
Languages Abyssal, Understands the other languages Bloody Veins
known by its binder, but can't speak them. When you reach 7th level, your demon fights best when it is
covered in blood. Whenever your demon is below half of its
Demonic Toughness. If the demon takes any damage maximum hit points, it gains the following benefits:
between its turns, it gains temporary hit points
equal to half your proficiency bonus (rounded up at It gains temporary hit points equal to your proficiency
the start of its turn. the temporary hit points last for modifier instead of half your proficiency modifier.
1 minute. When you use Conduit of Agony, the enemies take twice
Closing Wounds. During a short rest the demon can
the damage your demon took, if they fail the saving throw..
heal for an extra amount equal to your Soul Binder
It can choose to make its melee attacks deal fire damage
level, it must finish a long rest before it can do so instead of its normal damage type.
again.
Painful Edicts
Actions Starting at 11th level, you can command your demon to inflict
Attack. Melee Weapon Attack: your proficiency
pain to both its enemies and itself. The following commands
bonus + its Strength modifier to hit, reach 5 ft., one
are added to your Edict options:
target. Hit: 1d8 + its Strength modifier bludgeoning, Painful Retaliation. You command your demon to
piercing or slashing damage. consume the damage that foes inflict on it. Until the end of
your next turn, whenever your demon takes damage, it can
use its reaction to deal an amount of damage back to its
Bond of Demonic Pain attacker equal to the damage it just took as psychic damage.
No Regards. Your command makes your demon lose all
Some say the most dangerous of the Lower Planes, the Abyss care for its own health and go berserk. Until the start of your
holds endless hoards of animalistic monstrosities with only next turn, your demon deals double damage with all melee
one goal: rend, tear, and destroy. You have made a spiritual attacks, but it also becomes vulnerable to all incoming
bond with such a wretched creature, which could be of damage.
mutual benefit, or one-sided. Perhaps you enslaved this
creature in an act of good faith to protect others from its Shared Torment
wrath; or maybe in a desperate moment you performed a foul When you reach 15th level, your demon becomes an avatar of
ritual that bonded this monster to your soul. agony, sharing its misery with other creatures. As an action,
your demon can try to make a blood bond with a creature
Friend from the Abyss within 10 feet of it. The target must succeed on a
At 1st level, you have made a bond with a demon from the Constitution saving throw or be bound by blood to the demon
depth of the Abyss. The demon has the appearance of your for 1 minute or until one of them drops to 0 hit points.
choice and uses the Blood Demon stat block. Whenever the demon takes damage, the target takes half of
As you bind your soul with this demonic being, you learn its that damage. The affected target can use its action to repeat
otherworldly tongue. You can speak, read and write Abyssal. the saving throw, ending the effect on a success. The demon
can only create a blood bond with one creature at a time.
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.

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Bond of the Stitcher Your Creation
While some soul binders turn to nature or living creatures, When you choose this bond at 1st level, you have managed to
others use science and magic to create life on their own, and create your own creature from different parts and infused it
infuse their own soul into their creations to keep them alive with your soul. The creation has the appearance of your
and stable. They will often bolt, pin or stitch new parts to choice and uses the Monsterous Creation stat block. As a
their creation to improve it in all walks of life. 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.
Monsterous Creation Feline. Your creation gains +2 to its Dexterity score, its
speed increases by 10 feet, and it gains a climbing speed
Medium monstrosity, unaligned equal to its walking speed.
Chitinous. Your creation gains +2 to its Constitution score,
Armor Class 11 + its Dexterity modifier + your and +1 to its AC.
proficiency bonus
Hit Points 1d10 (or 6) + its Constitution modifier Expanded Spell List
per soul binder level As you bind and use your magic on your creation you begin to
Hit Die 1d10 per soul binder level grasp the relation between the arcane and malleable matter,
Speed 30 ft. gaining access to additional spells. These spells are always
prepared and don't count against the number of spells you
STR DEX CON INT WIS CHA can prepare each day. They are soul binder spells for you.
14 (+2) 14 (+2) 14 (+2) 2 (-4) 9 (-1) 7 (-2) Stitcher Bond Spells
Spell Level Spells
Languages Understands the languages of its binder,
but can't speak 1st ray of sickness
2nd ray of enfeeblement
Actions
3rd protection from energy
Limbs. Melee Weapon Attack: your proficiency
bonus + its Strength modifier to hit, reach 5 ft., one 4th giant insect
target. Hit: 1d10 + its Strength modifier
5th creation
bludgeoning, piercing or slashing damage.
Bite. Melee Weapon Attack: your proficiency bonus Modified Appendages
+ its Strength modifier to hit, reach 5 ft., one target. When you reach 3rd level, you have managed to switch out
Hit: 2d4 + its Strength modifier piercing damage. the arms of your creation to something more interesting.
Choose one of the following options to give to your creation:
Tentacles. The creature's Limbs attack now has a reach of
10 feet. Additionally, whenever your creation hits a creature
with a Limbs attack, it can attempt to grapple that creature as
a bonus action.
Extra Arms. Whenever your creation takes the Attack
action, it can choose to forgo adding its proficiency bonus to
all attacks. If it does so, it can make one additional attack as
part of that action.
Blunt Fists. When the creation hits a creature with its
Limbs attack, it can use its bonus action to attempt to shove
the creature. Additionally, your monster deals an additional
1d6 bludgeoning damage with its Limbs when attacking
prone creatures.
Modified Head
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. When the creation hits a creature with a
Bite attack, that creature must succeed on a Constitution
saving throw or be poisoned for 1 minute. The target can
repeat the saving throw at the end of each of its turns, ending
the effect on a success. If a target succeeds on the save they
are immune to this effect for 24 hours.

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Big Mouth. When your creation hits a target, that is smaller
than the creation and it is grappling, with a Bite attack, the
target is swallowed, and the grapple ends. The swallowed
target is blinded and restrained, it has total cover against
attacks and other effects outside the creation, and it takes
2d4 acid damage at the start of each of the creation's turns.
The creation can have only one target swallowed at a time. If
the creation dies or goes unconscious, a swallowed creature
is no longer restrained by it and can escape from the corpse
using 5 feet of movement, exiting prone. The swallowed
creature can use its action to make a Strength saving throw,
escaping on a success.
Lightning Breath. As an action, your creation can exhale a
line of lightning that is 30 feet long and 5 feet wide. Each
creature in that line must make a Dexterity saving throw,
taking 8d6 lightning damage on a failed save, or half as much
damage on a successful one. When the creation has used its
lightning breath, it must finish a short or long rest to regain
its use.
Monstrous Edicts
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. Your creation can use its action to stomp the
ground. Each creature within 10 feet of it must succeed on a
Strength saving throw or be knocked prone, taking 8d8
bludgeoning damage.
Elemental Skin. You command your companion to
magically coat itself in elemental energy. until the start of
your next turn, and creature that hits your creation with a
melee attack takes 2d6 fire, lightning, poison or cold damage
(you choose when you use the edict.)
Final Modification
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. If the creation jumps at least 10 feet as part
of its movement, it can use a bonus action to land on its feet
in a space that contains one or more other creatures. Each of
those creatures must make a Strength saving throw. On a
failed save a creature is knocked prone, taking 3d10
bludgeoning damage. On a successful save, the creature
takes only half damage, isn't knocked prone, but is pushed 5
feet out of the creation's space into an unoccupied space of
the target's choice. If no unoccupied space is within range,
the creature instead falls prone in the creation's space.
Big Wings. Your creation gains a flying speed equal to
twice its walking speed. Additionally, it can use its action to
make a Wing attack. When it does so, any creature of its
choice within 10 feet of it must make a Strength saving
throw, taking 6d8 bludgeoning damage and being knocked
prone on a failed save. On a successful save a creature takes
half damage and isn't knocked prone.
Displacement. Your creation projects a magical illusion
that makes it appear to be standing near its actual location,
causing attack rolls against it to have disadvantage. If it is hit
by an attack, this trait is disrupted until the end of its next
turn. This trait is also disrupted while your creation is
incapacitated or has a speed of 0.

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Bond of the Ooze Split
You infused a piece of your soul into a puddle of ooze to Your ooze will sometimes fall apart, but you have taught it
empower it so that it can help you in your goals. Maybe you how to pick itself back together.
animated a pile of liquid by accident through an alchemical or Starting at 3rd level, whenever your ooze takes damage
arcane experiment or you deliberately sought out a spawn of from an attack that is greater or equal to twice your
Jubilex himself to gain mutual power. 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
Ooze Companion consumed within 1 minute, the piece disappears.
This healing becomes stronger as you gain levels in this
Large ooze, unaligned class: 1d6 at 5th level, 1d8 at 9th level, 1d10 at 13th level and
1d12 at 17th level.
Armor Class 11 + its Dexterity modifier + your
proficiency bonus Engulf
Hit Points 1d10 (or 6) + its Constitution modifier When you reach 7th level, you have taught your ooze to engulf
per soul binder level and consume creatures.
Hit Die 1d10 per soul binder level As an action the Ooze can try and engulf a creature smaller
Speed 30 ft. than the ooze within 5 feet of it. The creature must make
Dexterity saving throw with a DC equal to 8 + its Strength
STR DEX CON INT WIS CHA modifier + your proficiency bonus. On a successful save, the
creature can choose to be pushed 5 feet back or to the ooze's
16 (+3) 9 (-1) 16 (+3) 3 (-4) 9 (-1) 5 (-3) side rather than be engulfed. A creature that chooses not to
be pushed suffers the consequences of a failed saving throw.
Damage Resistances acid On a failed save, the ooze enters the creature's space, and
Condition Immunities blinded, deafened, prone the creature takes 2d8 acid damage and is engulfed. The
Senses blindsight 60 ft. (blind beyond this radius) engulfed creature can't breathe, is restrained, and takes 2d8
Languages Understands the languages of its binder, acid damage at the start of each of your turns. When the ooze
but can't speak moves, the engulfed creature moves with you. An engulfed
creature can try to escape by making an opposed Strength
Amorphous. The ooze can move through a space as (Athletics) check as per escaping a grapple. On a success, the
narrow as 1 inch wide without squeezing. engulfed creature escapes and enters a space of its choice
within 5 feet of the ooze. An engulfed creature automatically
Actions escapes the ooze if the ooze falls unconscious.
Pseudopod. Melee Weapon Attack: your proficiency The ooze can only have one creature engulfed at a time.
bonus + its Strength modifier to hit, reach 5 ft., one Creatures inside it can be seen but have total cover. A
target. Hit: 1d10 + its Strength modifier acid or creature within 5 feet of the ooze can attempt to pull an
bludgeoning damage. engulfed creature. Doing so requires a successful opposed
Strength (Athletics) check.
Liquid Friend Fluid Edicts
When you choose this bond at 1st level, you have bound At 11th level you can give out edicts to your ooze with fluidity
yourself to an ooze and gained it as your companion. The and perfection. The following commands are added to your
ooze has the appearance of your choice and uses the Ooze Edict options:
Companion stat block. Sticky Form. Your ooze can use a bonus action to make a
attempt a grapple against every creature within 5 feet of it on
Expanded Spell List its turn.
As you tap into the magical powers of oozes and gain a better Acidic Form Until the start of your next turn, when your
understanding of their nature, you are able to have more ooze is hit with a melee attack, the attacker takes 3d6 acid
spells available to you. These spells are always prepared and damage.
don't count against the number of spells you can prepare
each day. They are soul binder spells for you. Improving Form
Beginning at 15th level, your ooze has learned from its
Spell Level Spells mistakes and now it grows stronger ever time it collects itself.
1st grease Whenever your ooze hits a creature with its Pseudopod
2nd alter self
attack, it deals an additional 1d6 damage of the attack's type
for every piece of itself it has collected on that turn.
3rd protection from energy
4th watery sphere
5th seeming

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Entangling Arms
At 3rd level, your plant has grown strong roots and vines that
Plant Companion can seize the momentum of creatures.
Medium plant, unaligned As an action, your plant can attempt to entangle a creature
within 10 feet of the plant. The target must succeed on a
Armor Class 12 + its Dexterity modifier + your Strength or Dexterity saving throw (target's choice). On a
proficiency bonus failed save, the target is grappled by your companion. While
Hit Points 1d10 (or 6) + its Constitution modifier grappled in this way, a creature is restrained. The target can
per soul binder level use its action to repeat the saving throw ending both the
Hit Die 1d10 per soul binder level grapple and restrained conditions on a success. Your plant
Speed 30 ft. 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.
STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 14 (+2) 7 (-2) 11 (+0) 5 (-3) Rootcaller
When you reach 7th level, your plant can use its magic to
Senses darkvision 60 ft. reach into the earth and call the roots forth to trap its
Damage Resistances poison enemies.
Languages: Understands the languages of its binder, Your plant can cast entangle and ensnaring strike using
but can't speak your Soul Binder Spell Save DC.
The plant can cast the spells a combined number of two
Actions times. It regains all uses when it finishes a long rest.
Attack. Melee Weapon Attack: your proficiency
bonus + its Strength modifier to hit, reach 10 ft., Edicts of Flora
one target. Hit: 1d8 + its Strength modifier Beginning at 11th level, you control your plant with extreme
bludgeoning, piercing or slashing damage. precision. The following commands are added to your Edict
options:
Toss. You command your companion to throw a creature it
Bond of the Verdant has entangled. On its turn, your plant can use its bonus action
to force an enemy it has grappled to make a Strength saving
A gift from mother nature, an alchemical experiment or a throw. On a failed save, the target is is flung 30 feet away
druidic ritual are all things that may cause you to make both a from the plant in a direction of the plant's choice.
magical and a sympathetic bond with a plant, infusing it with Extending Vines. By your command, your plant attempts
your own soul to give it strength and purpose. to pull enemies into danger. If your plant uses its Entangling
Friendly Flora Arms
feature on its turn, it can target a creature within 30
When you choose this bond at 1st level, you have bound feet of it. If the target fails to escape the grapple, it also gets
yourself with a magical plant and gained it as your trusty pulled within 10 feet of the plant.
companion. The plant has the appearance of your choice and Lifeline
uses the Plant Companion stat block. At 15th level, your plant can redirect some of the damage it is
Expanded Spell List taking towards a held target.
When you choose this bond at 1st level, you become Whenever your plant takes damage while it is grappling a
magically attuned to nature, expanding your knowledge in target with its Entangling Arms feature, the damage is
druidic magics. You gain access to additional spells. These reduced by an amount equal to your Charisma modifier and
spells are always prepared and don't count against the the grappled creature takes damage equal to your Charisma
number of spells you can prepare each day. They are soul modifier that is of the same type as the damage your plant
binder spells for you. took.
Additionally, your plant can now use its Entangling Arms
Bond of the Verdant Spells feature as a bonus action.
Spell Level Spells
1st goodberry
2nd spike growth
3rd plant growth
4th grasping vine
5th tree stride

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Bond of the Split Soul Specialized Twin
At 3rd level your twin has trained in combat and is beginning
Some Soul Binders don't bind their soul to another creature, to develop its own style, choose one of the following features
but instead split their own soul into two pieces and creates a below:
body for their split soul, one with martial skills and the
original is a caster. 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 Companion twin can give an ally within 5 feet of it temporary hit
points equal half the amount it gained from the edict.
Medium Humanoid, your alignment
Skirmisher: When you use the "Move" edict, the twin can
Armor Class 16 (Chain Shirt + Shield) take both the disengage and dash action as part of the
Hit Points 1d10 (or 6) + its Constitution modifier same bonus action.
per soul binder level
Hit Die: 1d10 per Soul Binder Level Guardian When you use the "Block" Edict all allies within
Speed 30ft. 5 feet of the twin also gets the additional AC for the
duration.
STR DEX CON INT WIS CHA Undying Determination
15 (+2) 13 (+1) 12 (+1) 10 (+0) 11 (+0) 9 (-1)
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
Race Features The Twin companion get the same
racial features and racial ability score improvements
outright, it can move up to half its speed and make one melee
as the soul binder.
attack as a reaction, before falling unconscious. This
movement doesn't provoke opportunity attacks, and if the
Martial Mind The Twin is proficient in shields, light attack hits, the twin regains hit points equal to the damage
armor, medium armor, simple weapons and martial dealt
weapons (Note, it doesn't add your proficiency Once it has used this feature it must finish a long rest
bonus to its AC if it is wearing armor.) before it can do so again.
Languages: Depending on its race.
Edict of Self:
Beginning at 11th level you know how to guide your twin in
Actions combat to help them survive. The following commands are
Longsword. Melee Weapon Attack: (your proficiency added to your Edict options:
modifier + Its Strength modifier) to hit, reach 5ft.,
one target. Hit (1d8 + Its Strength modifier) Helping Hand: This turn your twin can take the "Use an
slashing. Object" or the "Help" action as a bonus action.
Quick Attacks If your companion takes the "Attack"
Twin Companion
action this turn it can make three attacks instead of two.
At 1st level you have split yourself in two and now has a twin Specialization Mastery
companion, it is the same race as you and use the "Twin At 15th level your twin has mastered whatever style it choose
Companion" statblock. Your twin companion start with: a earlier.
longsword, a chain shirt and a shield as its equipment. Depending on which style you chose at 3rd level your twin
Expanded Spell List
get one of the following features:
When you choose this bond at 1st level, your arcane Striker: Once per turn if your twin hits a creature that is
knowledge is expanded. You gain access to additional spells. within 5 feet of one of its allies, it can add its proficiency
These spells are always prepared and don't count against the modifier to the damage roll.
number of spells you can prepare each day. They are soul
binder spells for you. Commander: Your twin can take the "Help" action as a
bonus action.
Bond of the Split Soul Spells
Skirmisher Whenever your twin gets a critical hit with a
Spell Level Spells weapon attack or reduce a creature to 0 hit points on its
1st Command turn, it can immediately move 10 feet without provoking
2nd Alter Self
opportunity attacks.
3rd Tongues Guardian Your twin can use its "Countermeasure" feature
on all allies instead of only on you.
4th Charm Monster
5th Dominate Person

23
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Bond of Puppet Take Control
Some people don't feel comfortable binding with live At 3rd level you have studied your puppet and feel a stronger
creatures, so they bind their soul to a carefully crafted connection to it, you can now take total control of the puppet
puppet, giving it great power and allowing full control so it fights with the might of two.
through the tether between the split soul. 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.
Puppet Companion Your puppet has an extra +2 to its AC.
Medium Construct, your alignment
Your puppet has an additional 15 feet walking speed.
Armor Class 11 + its Dexterity modifier + your
proficiency bonus Your puppets attacks has a 1d12 as its damage dice
Hit Points 1d10 (or 6) + its Constitution modifier instead of a 1d8.
per soul binder level
Hit Die: 1d10 per Soul Binder Level
The range of your puppets "Strings Attached" trait
Speed 30ft. extends to a range of 60 feet.
You become invisible until the start of your next turn, the
STR DEX CON INT WIS CHA invisibility also ends if you move, make an attack or cast a
spell.
16 (+3) 14 (+2) 12 (+1) 2 (-4) 13 (+1) 12 (+1)
Recover
Strings attached While the puppet is more than 30
feet away from the Soul Binder it can't take any When you reach 7th level you know how to pull your puppet
actions and its movement speed is halved. out of a tight spot.
Whenever your puppet takes damage and is within 60 feet,
Senses blindsight 30 ft (blind beyond this radius). you can use your reaction to pull the puppet to a spot within 5
Damage immunity poison, psychic feet of you, your puppet then regain 3d10 hit points.
Once you have used this feature, you must finish a short or
Languages: Understands the languages of its binder,
but can't speak
long rest before you can do so again.
Edicts of the Puppeteer
Actions Beginning at 11th level, you become a puppet master. The
Attack. Melee Weapon Attack: (your proficiency following commands are added to your Edict options:
modifier + Its Strength modifier) to hit, reach 5ft., Intertwine. As a bonus action on this turn your puppet can
one target. Hit (1d8 + Its Strength modifier) choose a creature that is standing between the Soul Binder
slashing, piercing or bludgeoning. and the puppet, that creature must make a Strength saving
throw or be restrained until the start of your next turn.
Quick Control. Your puppet gets the benefits as if you used
Soul Puppet your action to activate the "Take Control" feature.
At 1st level you have bonded your soul to a carefully crafted
puppet that can house a piece of it. The puppet can look Absolute Control
however you want but uses the Puppet Companion stat block. At 15th level you can take even finer control of your control of
your puppet.
Expanded Spell List When your puppet is under the effect of the "Take Control"
When you choose this bond at 1st level, your soul becomes in feature it can now make three attacks when it takes the
tune with your magical puppet. You gain access to additional attack action on its turn, and it has advantage on all saving
spells. These spells are always prepared and don't count throws.
against the number of spells you can prepare each day. They
are soul binder spells for you.
Bond of the Puppet Spells
Spell Level Spells
1st Unseen Servant
2nd Locate Object
3rd Tiny Servant
4th Fabricate
5th Animate Objects

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Bond of Soul Troll Soul Infused Troll
Troll regenerate and every time they do they absorb some of At 1st level you have bonded your soul to a grotesque troll
what killed them, you have found a troll an killed it over and that smells like swamp water, the troll can look however you
over again with soul magic until the troll has absorbed so want but uses the Soul Troll stat block.
much of your soul that the two of you are bonded and the troll As you bind your soul with this giant creature, you learn its
is under your control. ancient tongue. You can speak, read and write Giant.
Regeneration
Soul Troll At 3rd level you learn how to activate your troll innate powers
to regenerate itself for a period of time.
Large Giant, chaotic evil 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
Armor Class 11 + its Dexterity modifier + your regains a number of hit points equal to your Charisma
proficiency bonus modifier, the troll doesnt regain these hit points if it has taken
Hit Points 1d10 (or 6) + its Constitution modifier fire or acid damage since the end of its last turn or if the Soul
per soul binder level Binder is unconscious.
Hit Die: 1d10 per Soul Binder Level Once you have used this feature you must finish a long rest
Speed 30ft. before you can do so again.
STR DEX CON INT WIS CHA Infusion
16 (+3) 12 (+1) 16 (+3) 7 (-2) 9 (-1) 6 (-2) When you reach 7th level you how studied your troll and can
see that it is possible to infuse different energies into it when
Spontaneous Regeneration When the Soul Troll takes it regenerating. You can choose one of the following
damage that would reduce it to 0 hit points but not infusions:
outright kill it, it can drop to 1 hit point instead,
unless the damage was acid or fire damage. Once it
Fire Your troll becomes immune to fire damage, and its
has used this feature it must finish a long rest attacks can deal fire damage if it wants, it can cast the
before it can do so again. Burning Hands spell once per long rest at 3rd level using
your spell save DC.
Languages: Giant, Understands the other languages
known by its binder, but can't speak them. Ice Your troll becomes immune to cold damage, and its
attacks can deal cold damage if it wants, Your troll also
gains an additional 2 points to its Armor Class.
Actions
Attack. Melee Weapon Attack: (your proficiency Lightning Your troll becomes immune to lightning
modifier + Its Strength modifier) to hit, reach 5ft., damage, and its attacks can deal lightning damage if it
one target. Hit (1d8 + Its Strength modifier) wants, it gains an additional 10 feet movement speed and
slashing, piercing or bludgeoning. attacks of opportunity against it have disadvantage.
When your troll dies and you revive it over a long rest, you
Expanded Spell List
can choose to change its infusion.
When you choose this bond at 1st level, your soul becomes in Edicts of the Troll
tune with the giant regenerating troll. You gain access to
additional spells. These spells are always prepared and don't Beginning at 11th level, you close with your troll. The
count against the number of spells you can prepare each day. following commands are added to your Edict options:
They are soul binder spells for you. Reconstruct. You command your troll to get ready to
regenerate. Until the start of your next turn when your troll
Bond of the Soul Troll Spells takes damage, it can use its reaction to then heal for 3d8.
Spell Level Spells Giant Form. Your troll comes under the effect of the
1st Fog Cloud
"Enlarge/Reduce" spell, with the enlarge part chosen, for 1
minute.
2nd Enlarge/Reduce
3rd Aura of Vitality
Master of Regeneration
4th Aura of Life
At 15th level you have mastered the act of regenerating from
being bonded with your troll.
5th Contagion 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.

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Soul Binder Spells
As a soul binder, when you prepare your spell list you can
choose form the following list of spells.
Protection from Evil and Soul Shackles SB Compulsion
Cantrips (0 Level) Good Spider Climb Confusion
Blade Ward Sanctuary Suggestion Death Ward
Control Flames Shield of Faith Warding Bond Evard’s Black Tentacles
Dancing Lights Silent Image Web Fire Shield
Focus Bolt SB Sleep Greater Invisibility
Friends Soul Punch SB
3rd Level Hallucinatory Terrain
Gust Soul Switch SB Blink Locate Creature
Imbued Strike SB Thrashing Tether SB Catnap Soul Leech SB
Light Transfer Vitality SB Clairvoyance Stoneskin
Mage Hand Companion Recall SB Watery Sphere
Mending 2nd Level Dispel Magic
Message Aid Fear 5th Level
Minor Illusion Blind/Deafness Fly Awaken
Mold Earth Blur Gaseous Form Circle of Power
Prestidigitation Calm Emotions Hypnotic Pattern Control Winds
Shape Water Continual Flame Life Transference Creation
True Strike Darkvision Magic Circle Dominate Person
Detect Thought Sending Dream
1st Level Dust Devil Stinking Cloud Far Step
Bane Earthbind Tidal Wave Geas
Bless Energy Eruption SB Tongues Maelstrom
Cause Fear Enlarge/Reduce Wall of Sand Legend Lore
Charm Person Gust of Wind Wall of Water Planar Binding
Command Invisibility Water Breathing Scrying
Cure Wounds Knock Water Walk Skill Empowerment
Detect Magic Maximilian’s Earthen Grasp Telekinesis
Disguise Self Misty Step 4th Level Teleportation Circle
Grease Nystul’s Magic Aura Arcane Eye Unbreakable Skin SB
Heroism Pass Without Trace Banishment Wall of Stone
Jump See invisibility Blight
Longstrider Charm Monster

Optional Rule: Multiclassing Spells with the "SB" tag are specific to the Soul Binder
If your group uses the optional rule on multiclassing in the class and are detailed on the next page of this document.
Player's Handbook (p. 163), here's what you need to know if
you choose soul binder as one of your classes.
Ability Score Minimum. As a multiclass character, you
must have at least a Charisma score of 13 to take a level in
this class.
Proficiencies Gained. If soul binder isn't your initial class,
here are the proficiencies you gain when you take your first
level as a soul binder: light armor, simple weapons.
Spell Slots. Add half your levels (rounded down) in the
soul binder class to the appropriate levels from other classes
to determine your available spell slots.

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Soul Punch
Soul Binder Specific Spells 1st-level transmutation
The bond you share with your companion allows you to cast Casting Time: 1 reaction (which you take when your
spells unknown to other spellcasters as it allows you to tug companion hits a creature with an attack within range)
on the weave and create spells to benefit you and your Range: Touch
companion. Components: V, S
Duration: Instantaneous
Imbued Strike
Cantrip Transumation After your companion attacks a creature, you are ready to
Casting Time: 1 action follow through with an infused punch that the target will feel
Range: 60 feet in their very soul.
Components: V, S Make a melee spell attack against the creature your
Duration: 1 round companion just hit. On a hit, the target takes 2d6 force
damage.
You imbue a creature with soul magic to make their strike hit At Higher Levels. When you cast this spell using a spell
extra hard. You target a creature within range that you can slot of 2nd level or higher, the damage increases by 1d6 for
see, the first time that creature hits another creature with a each slot level above 1st.
weapon attack before the start of your next turn, that attack
will deal an extra 1d4 force damage, or 1d6 extra if you Thrashing Tether
targeted your companion. 1st-level evocation
The spell's damage increases by one die when you reach Casting Time: 1 action
5th level (2d4 or 2d6), 11th level (3d4 or 3d6), and 17th level Range: 30 feet
(4d4 or 4d6) Components: V, S
Focus Bolt
Duration: Concentration, up to 1 minute
Cantrip Evocation You send a pulse of energy through the bond that links you
Casting Time: 1 action and your companion, damaging any enemy that stands
Range: 120 feet between you.
Components: V, S Any creature caught in a 5 feet wide line leading from you
Duration: Instantaneous to your companion, must make a Dexterity saving throw. A
creature takes 1d12 force damage on a failed save, or half as
You create a bolt of pure soul energy and fire it towards a much damage on a successful one.
On subsequent turns, you
creature within range.
Make a ranged spell attack against the can use an action to send another pulse though the tether,
creature to mark it with your energy. On hit the target takes and repeat the effect from when the spell was cast.
If you or
1d4 force damage, and if your companion is within 30 feet of your companion move more than 30 feet apart, the spell
the creature, your companion can use its reaction to move up ends.
to 15 feet towards that creature without provoking At Higher Levels. When you cast this spell using a spell
opportunity attacks. slot of 2nd level or higher, the damage increases by 1d12 for
The spell's damage increases by one die when you reach each slot level above 1st.
5th level (2d4), 11th level (3d4), and 17th level (4d4)
Transfer Vitality
Soul Switch 1st-level necromancy
1st-level conjuration Casting Time: 1 bonus action
Casting Time: 1 bonus action Range: 30 feet
Range: 30 feet Components: S
Components: V, S Duration: Instantaneous
Duration: Instantaneous You transfer some of your own vitality to restore your
You and your companion switch positions as you step through companion life.
the Ethereal plane. You appear in your companion's space You spend one of your own hit dice, roll it and add your
and it appears in your previous location. Constitution modifier to the roll, your companion then regain
At Higher Levels. When you cast this spell using a spell hitpoints equal to the total.
slot of 2nd level or higher, the range of this spell increases by At Higher Levels. When you cast this spell using a spell
30 feet for each slot level above 1st. slot of 2nd level or higher, you can use 1 more hit dice for
each slot level above 1st.

28
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Energy Eruption Unbreakable Skin
2nd-level evocation 5th-level abjuration
Casting Time: 1 action Casting Time: 1 bonus action
Range: 60 feet Range: 60 feet
Components: V, S Components: V, S, M (a shard of obsidian worth at least
Duration: Instantaneous 200gp)
You flush the area around your companion with soul energy Duration: 1 round
damaging any creature who dare stands too close. You cover your companion with a thin layer of impenetrable,
Any number of creatures of your choice within 10 feet of magically infused obsidian. Until the end of your next turn,
your companion must make a Dexterity saving throw. A your companion is immune to all damage.
creature takes 3d8 force damage on a failed save, or half as
much damage on a successful one.
At Higher Levels. When you cast this spell using a spell
slot of 3rd level or higher, the damage increases by 1d8 for
each slot level above 2nd.
Soul Shackles
2nd-level conjuration
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute.
Ribbons of soul energy springs from your companion and
wraps themselves around nearby enemies.
Any number of creatures of your choice within 15 feet of
your companion must make a Strength saving throw, on a
failed saving throw a creature is restrained. A restrained
creature can use its action to repeat the saving throw ending
the effect on a success.
Companion Recall
3rd-level conjuration
Casting Time: 1 minute
Range: Self
Components: V, S, M (a old and rusty compass)
Duration: Instantaneous
You call your companion back to you though the Ethereal
plane. Your soulbound appears in a space within 10 feet of
you. If your companion is on a different plane than you, there
is a 50% chance the spell will fail.
Soul Leech
4th-level necromancy
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a dried up leech)
Duration: Instantaneous
You try to drain energy from a creature and transfer it to your
companion.
Make a ranged spell attack against a creature within range,
on hit you deal 4d8 necrotic damage to that creature, your
companion then regains hitpoints equal to half the damage
dealt.
At Higher Levels. When you cast this spell using a spell
slot of 5th level or higher, the damage increases by 1d8 for
each slot level above 4th.

29
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Stitcher Geralf by Karla Ortiz for MtG:
Credit: https://www.inprnt.com/gallery/karla.ortiz.566/stitcher-
geralf/
Creator:
This Class was made by /u/FragSauce Acidic Ooze by Chris Rahn:
https://hearthstone.gamepedia.com/Chris_Rahn
Artists:
Summoner by liyart: Summer Forest - book cover by Azot2018:
https://liyart.deviantart.com/art/Summoner-366746490 https://www.deviantart.com/azot2018/art/Summer-Forest-
book-cover-460375118
Jace's Sanctum by AdamPaquette: Plant Monster by Dong Mao:
https://adampaquette.deviantart.com/art/Jace-s-Sanctum- http://tomjogi.tumblr.com/post/148637209298/by-dong-
554582459 mao
Icon by Games-Icon.net: https://game-
icons.net/sbed/originals/doubled.html Wizard and Ranger by ketunhanska:
https://www.deviantart.com/ketunhanska/art/Wizard-and-
Song of Squall by Alyn Spiller: Ranger-743791495
https://www.artstation.com/artwork/okZQk Puppet Master by Docatto:
Nissa Revane by Thaldir: https://i.pinimg.com/564x/50/69/bd/5069bd9b237e93dcae
https://www.deviantart.com/thaldir/art/Nissa-Revane-
559844012 Fiend Summoner by ThunderSeth:
https://www.deviantart.com/thunderseth/art/Summoner-
**Brisban Wildlands loading screen for Guild Wars 2 by 694364110
Kekai Kotaki: ** http://www.kekaiart.com/guild-wars-
2.html Special Thanks
Thanks to /r/UnearthedArcana and
Cleric N Demon by ekoputeh: TheDiscordOfManyThings, for giving me feedback and
https://ekoputeh.deviantart.com/art/CLERIC-N-DEMON- helping me shape and balance this class.
607717485
and thanks to /u/TheRedstom, /u/OdinTGE, /u/Jagstur
Untamed Beastmaster by Eric Kenji Aoyagi: and /u/ImpossibeardROK for helping me with my
https://www.artstation.com/artwork/8lbloG grammar and spelling
Monster Tentacles by BTart: Also thanks to /u/wckz for helping me balance and being
https://www.deviantart.com/btart/art/Monster-Tentacles- there to discuss in depth about the class.
186262651
Creature_007 by Pixie Union:
https://www.artstation.com/artwork/5e8eP
White Drake by Anastassia:
https://www.artstation.com/artwork/WQEyJ
Goblin Shaman by d1sk1ss:
https://d1sk1ss.deviantart.com/art/goblin-shaman-
128635189
Angels by Laurel "LD" Austin: http://www.blizz-
art.com/illustration/6322/
Ruvian by NukeRooster:
https://www.deviantart.com/nukerooster/art/Ruvian-
554084019
Forest by JJcanvas: https://www.deviantart.com/jjcanvas
Bloodfire hades art by Jaggudada:
https://www.deviantart.com/art/Hades-529673369
Blood Moon by Gettyimages
https://www.dailystar.co.uk/news/latest-
news/718549/Blood-Moon-2018-how-often-does-a-blood-
moon-occur-rare-lunar-eclipse
Ludevic, Necro-Alchemist by Aaron Miller:
http://gatherer.wizards.com/Pages/Card/Details.aspx?
multiverseid=420654

30
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
turned down the temporary hit points gain from Bond of
Changelog Demonic Pain as it got way too much for free, especially at
higher levels and with bloody veins.
Previous Versions
3.0
Added to Bond of the Puppet's "Take control" feature that
it extends the range of "Strings Attached"
Bond of the Divines "Blinding Light" edict now has a
range of 15 feet instead of 10 feet.
Bond of the Divines "Death Prevention" feature now heals
for 10d12 instead of 8d10.
Bond of the Divines "Gift of Life" is now activated as a
bonus action instead of an action.
Added "Project Senses" as a feature to the base class.
Reworded the Bond of the Dragonkins "Draconic
Challenge" feature, and added to it so it allows the soul
binder to make an attack.
Wording and formatting
Added back the "Imbued Strike" cantrip
Changed "Companion Recall" to be a 3rd level spell
instead of a 4th level spell
Added "Closing Wounds" to the Bond of Demonic Pains
Blood Demon stat block, to help it recover hit points
during short rests.
Bond of the Dirge now deals extra necrotic damage when
using "Feating Growth"
Added to "Hidden Form" so you can switch it on a long
rest.
Changed Bond of the Elements "Elemental Bolt" edict to
be a Dexterity saving throw instead of an attack roll.
Changed Bond of the Elements "Elemental Bolt" to deal
4d8 damage, instead of 2d8.
Changed Bond of the Elements "Punch of the Avatar" to
deal 3d8 damage, instead of 1d8.
Removed "Quick Renewal" as the 20th level feature
Added "Soul Infused Giant" as the 20th level feature.
Added "Soul Shackles" a new 2nd level spell.
Added "Transfer Vitality" a new 1st level spell to help heal
your companion (especially the undead and construct)
Added "Soul Leech" a new 4th level spell.
Added to the "Block" Edict so that it also helps with
saving throws.
Increased damage of Bond of the Stichers "Stomp" edict
to 8d8 from 4d8
Changed Bond of the Stitchers second edict to "Elemental
Skin" from "Stay Safe"
Changed Bond of the Soul Trolls Edicts to be
"Reconstruct" from "Toxic Gas"
Fixed and slightly changed the expanded spell list of Bond
of the Soul Troll
3.0.1
Fixed grammatical errors
fixed features that works on specific sized creatures (such
as bond of the oozes enguld ability) to work on creatures
of a size smaller than the companion rather than a set size
so they work with effects like the enlarge spell.
Added Nystuls Magic Aura to the spell list.
Changed the name of the bond of the soul trolls 1st level
feature to "Soul Infused Troll" from "Soul Infused Giant"
because it had the same name as the class's 20th level
feature.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
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