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 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 a they bind themselves to another creature, they bind 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. Whenever they like it or not. The companion will often be the strongest 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 untold horror, and 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. It can sometimes be physical 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 being will ever be, and when you play as a Soul Binder you can describe how you and your companion act. Maybe your feelings toward your companion changes over times as you travel together, for better or worse.

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.

Class Features
As a Soul Binder you gain the following class features.
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• Hit Dice: 1d6 per level
• Hit Points at 1st Level: 6 + your Constitution modifier
• Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per level after 1st
Proficiencies
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• Armor: Light armor
• Weapons: Simple Weapons
• Tools: 1 of your choice
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• Saving Throws: Constitution, Charisma
• Skills: Choose two from Animal Handling, History, Nature, Insight, Arcana, Persuasion, Intimidation.

Equipment
You start with the following equipment, in addition to the equipment granted by your background:
• (a) two daggers (b) any simple weapon or © Any martial weapon (if proficient)
• (a) a Priest’s Pack or (b) a Scholar’s pack
• (a) a set of leather armor or (b) a set of scale mail (if proficient)
• (a) a set of tools of your choice

Soul Bond
At 1st level you have chosen to give a piece of your soul to gain the aid of a creature stronger than you. You can choose one of two bonds: Bond of the Wild or Bond of the Unknown. The different bonds are detailed at the end of the class description. Your choice grants you additional features when you reach 3rd level and again at 6th, 11th and 18th level.


The Soul Binder
Level Proficiency Bonus Features 1st 2nd 3rd 4th 5th
1st 2 Soul Bond, Bonded Companion — — — — —
2nd +2 Spellcasting, Soul Binder’s Command (2 known) 2 — — — —
3rd +2 Bond Feature, In Control 3 — — — —
4th +2 Ability Score Improvement, Harmless Companion 3 — — — —
5th +3 Companion Extra attack 4 2 — — —
6th +3 Bond Feature, Soul infused attacks 4 2 — — —
7th +3 Companion’s Protection, Soul Binder’s Command (3 known) 4 3 — — —
8th +3 Ability Score Improvement 4 3 — — —
9th +4 Strong Offense (
1) 4 3 2 — —
10th 4 Counter Attack (1 Option), Fighting Team 4 3 2 — —
11th +4 Bond Feature 4 3 3 — —
12th +4 Ability Score Improvement 4 3 3 — —
13th +5 Counter Attack (2 Options) 4 3 3 1 —
14th +5 Finding Self 4 3 3 1 —
15th +5 Strong Offense (
2) 4 3 3 2 —
16th 5 Ability Score Improvement 4 3 3 2 —
17th +6 Counter Attack (3 Options) 4 3 3 3 1
18th +6 Bond Feature, Strong Offense (
3) 4 3 3 3 1
19th +6 Soul Binder’s Command (4 known) 4 3 3 3 2
20th +6 Quick Renewal 4 3 3 3 2

Bonded Companion
At 1st level, depending on what kind of bond you take, you will gain a companion, that will serve and aid you in every way possible it can. The companion gets some bonuses from being linked to you. In combat the companion moves and acts right after your turn in the initiative order. You can tell it what to do verbally (no action needed), if you are incapacitated, it will do its best to protect you and itself. Your control over your companion is a bit weak, and you’re are still getting used to controlling it. The companion can’t take the “Attack” action on its own, but you can use your action to allow it to take the “Attack” action as its action.
It gains proficiency in two skills of your choice. In areas where it will use its proficiency bonus, it will use your proficiency bonus instead. It will also add your proficiency bonus to its AC. Whenever a companion feature or attack calls for a saving throw, it uses your Soul Binder Spell Save DC.
If your companion is reduced to 0 HP it falls unconscious and makes death saving throws just like a player would. When it is reduced to 0 HP, the soulbinder will take any excess damage from the attack, that reduced your companion to 0 HP (Example: if the companion has 10 hitpoints and takes 20 damage, the soul binder will take 10 damage). If it is killed you can return it to life over the course of a long rest. The process of revieving can be very hard for your soul, and you gain 1 exhaustion at the end of the rest when you revive your companion. The companion will have its own hit die, and can spend them on a short rest.
Whenever you gain the Ability Score Improvement class feature, your companion’s abilities also improve. Your companion can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your companion can’t increase an ability score above 20 using this feature unless its description specifies otherwise. Whenever you hit a new level so does your companion, and it can increase its hit point with its hit die, like a players does. At first level its hit points will be equal to the max on its hit die + its constitution modifier.

Spellcasting
By 2nd level you are now more used to be bonded to a magical creature, and have started to be able to use some magic of your own. You can use your magic to help your allies or bolster your companion.. See chapter 10 in the player’s handbook for the general rules of spellcasting and the end of this document for the Soul Binder spell list.
Preparing and casting spells
The Soul Binder table shows how many spell slots you have to cast your spells. To cast one of your Soul Binder spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you
finish a long rest. You prepare the list of Soul Binder spells that are available for you to cast, choosing from the Soul Binder spell list. When you do so, choose a number of Soul Binder spells equal to your Charisma modifier + half your Soul Binder level. The spells must be of a level for which you have spell slots.
For example, if you are a 5th-level Soul Binder, you have four 1st- level and two 2nd-level spell slots. With a Charisma of 14,
your list of prepared spells can include seven spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Heroism, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.

Spellcasting Ability
Charisma is your spellcasting ability for your Soul Binder spells, since the power of your magic relies on you being able to communicate with your companion and the bond that you share. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Soul Binder spell you cast and when making an attack roll with one.
Spell Save DC = 8 + your proficiency bonus +
your Charisma modifier
Spell attack modifier = your proficiency bonus +
your Charisma modifier

Spellcasting Focus
You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your Soul Binder spells.

Soul Binder’s Command
Reaching level 2 you have gotten better control over your companion and can give it more complicated commands, that will strengthen it in via the magical bond you share. You can use a bonus action to speak a command to your companion. It must be able to hear you, for the command to take effect. When you reach 2nd level you learn two of the following commands:
Attack!: You command your companion to attack with extra fury and ferocity. When the companion gets this command it can spend its bonus action, until the end of this turn, to do one of its attacks. On hit, instead of doing the attacks normal damage, the target will take damage equal to 1d6 + your charisma modifier as force damage.
Toughen Up!: You command your companion to toughen up, and be ready to withstand even more blows. Your companion will get temporary hit points equal to your charisma modifier + your Soul Binder level.
Block!: You command your companion to evade or block incoming attacks rather than taking them. The companions AC is increased by an amount equal to your charisma modifier, until the end of your next turn.
Move!: You Tell your companion that it needs to move fast, or move safely. When given this command your companion can take the Disengage or Dash action as a bonus action until the end of this turn.
You can use this feature a number of times equal to your charisma modifier (minimum once). All uses recharge on a long rest.
You lean an additional Command at 7th level, and at 19th you know all 4.

Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores by 1. As normal you can’t increase an ability score past 20 using this feature.

Harmless Companion
When you reach 4th level, you have learned to control your companion, people might look a bit worried at it, but you can assure them that your companion is harmless and under control.
You have advantage on Charisma (Persuasion) checks to assure people that your companion is harmless and will behave after your command.

Companion Extra Attack
Beginning at 5th level, your companion can attack twice, instead of once, whenever it takes the Attack action on its turn.

Soul Infused Attacks
At level 6 your companions attacks are imbued with soul magic. Your companions attacks are considered magical for the purpose of overcoming resistances

Companion’s Protection
When you reach 7th level your companion’s defense is better than ever, and it is better at avoiding everything from traps to spells. It gains proficiency in all saving throws
Additionally it has advantage on Intelligence and Charisma saving throws when you are within 100 feet of it, and it can see you.

Strong Offense
At level 9, your companion strike enemies with hardened and precise strikes. Your magic have made them fight better than ever and now you can push them even further.
Your companion gets +1 to attack rolls and +1 to damage on its attacks.
This bonus increases to +2 at 15th level and +3 at level 18.

Countermeasure
At 10th level your companion is very protective of you, and will harm anyone who seeks to hurt you. When an enemy targets the Soul Binder, the companion can take a reaction to do one of the following things. At 10th level you pick one Countermeasure option which the companion learns:
Roar: If your companion is within 30 feet of an enemy that is making an Attack against you. It can use its reaction to let out a frightful roar to impose disadvantage on the Attack roll, as long as the attacker is not deafened.
Back Slash: The Companion can make one melee attack against the enemy, if it is within range.
Body Shield: If the companion is within 5 feet of the Soul Binder when the attack is made, it can direct the attack to hit the companion instead
It will learn an additional option at 13th level, and at 17th level it knows all three Countermeasure options.

Finding Self
At 14th your soul is perfect in sync with your companion, and you and focus on developing your own skills. You can develop your magical ability, or you could train yourself in the martial arts. You can select one of the following features.
Martial Prowess: you can attack twice, instead of once, whenever you take the Attack action on your turn. Additionally you gain +2 to your AC.
Soul Linked Spells: When you cast a spell targeted on your companion, you can choose to also have the spell cast on you. If you lose concentration on the spell, you both loose the effect. You also have advantage on saving throws for keeping concentration on spells that affect both you and your companion:

Quick Renewal
When you reach level 20, you are so closely connected with your companion that you can feel their very life force as easy as feeling the wind blow. You have also learned to empower their life force in a burst of energy. As an action and if your companion is within 120 feet of you, you can fill them with new life. Your companion will get all its Hit Points back, even if it is dead it will get revived with all its hit points.
You can only use this feature once per long rest.

Soul Binder Spells
As a Soul Binder when you prepare your spell list you can choose form the following list of spells.

1st Level Spells

Alarm Beast Bond Comprehend Languages Sanctuary Soulstone of Safety SB Soul Switch SB Charm Person Cure Wounds Bane Bless Shield of Faith Heroism Jump Longstrider False Life

2nd Level Spells

Aid Blur Invisibility Knock Barkskin Beast Sense Animal Messenger Blind/Deafness Calm Emotions Guiding Direction SB Darkvision Enlarge/Reduce Knock See invisibility Rope Trick Warding Bond

3rd Level Spells

Blink Clairvoyance Dispel Magic Fighting Purpose SB Fly Gaseous Form Magic Circle Tongues

4th Level Spells

Aura of Life Arcane Eye Bonded String SB Death Ward Fire Shield Greater Invisibility Hallucinatory Terrain Leomund’s Secret Chest Stone Shape Stoneskin

5th Level Spells

Control Winds Creation Dispel Evil and Good Dream Far Step Planar Binding Skill Empowerment Teleportation Circle Temporal Skin SB Tree stride

SB Spells can be found on the next page
Multiclassing

The prerequisites for multiclassing into a Soul Binder is a Charisma score of 13. When you multiclass into a Soul Binder, you gain proiciency in light armor, shields and simple weapons. When determining your total spell slots, you add one half of your Soul Binder levels (rounded down) to the total.

  • Creator:* This Class was made by /u/FragSauce
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Soul Binder Specific Spells

The bond you share with your companion allows you to cast spells unknown to other spellcasters, your bond allows to tug on the weave and create spells to benefit you and your companion.

Soulstone of Safety

1st-level conjuration

Casting time: 1 action Range: Self Components: V, S, M (a shiny and smooth gem) Duration: 8 Hours

You create a soulstone in your hand, which is linked to your companion. When the companion is within 30 feet of you and you can see it, you can activate the soulstone as an action and transport the companion to an extradimensional space within the stone. If the companion was on 0 hit points, it is stable while in this extradimensional space . If the companion is inside the stone, you can release it to an unoccupied space within 5 feet of you as an action. If the companion is within the stone when the spell end, the stone is destroyed or the stones magic is dispelled, the companion is kicked out of the extradimensional space and appears in a unoccupied space within 5 feet of you taking 2d10 force damage in the process.

Soul Switch

1st-level conjuration

Casting time: 1 bonus action Target: Your companion Range: 30 Feet Components: V, S Duration: Instantaneous

You and your companion switch positions. You appear where your companion were and the companion appear in your place.

Guiding Direction

2nd-level divination

Casting time: 1 action Target: Your companion Range: 60 Feet Components: V, S, M (a old and rusty compass) Duration: 1 Hour

You attune your soul to detect the position of your companion. When this spell is active you know what direction your companion is, but not the distance.

Fighting Purpose

3rd-level enhancement

Casting time: 1 action Target: Your companion Range: 60 Feet Components: V, S, M ( metal dust from a used weapon) Duration: Concentration, up to 1 minute

Your companion is infused with your magic to be able to might better individually, your companion can take the “Attack” action on its own.

Bonded String
4th-level conjuration

Casting time: 1 bonus action Target: Your companion Range: 30 Feet Components: V, S, M (a piece of rope woven from wolfs fur) Duration: 1 Hours

You create a soul string between you and your companion that are tougher than most materials. While this spells is active, you and your companion cant unwillingly be pulled farther than 30 feet away from each other. If one of you have to make a strength save or check to avoid being pushed, you get advantage while this string is active. You can dispel the string as a bonus action on your turn.

Temporal Skin

5th-level abjuration

Casting time: bonus action Target: Your companion Range: 60 Feet Components: V, S, M (a stone of obsidian worth at least 200g) Duration: 1 round.

You cover your companion with thin and impenetrable layer of magical infused obsidian. Until the end of your next turn, your companion is immune to all damage.

Classes

Soul binder

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