The stars of Pash-Mara
Some souls wander the land always feeling lonely,
no matter how many faces surround them.
Sometimes they need to be with someone, who
they can feel is there. These people sometimes
choose to bind their soul to another creature, so
that they have a companion for life, or a servant to
do their bidding.
Some people want to be stronger but aren’t very capable
themselves, so they bind their soul to a being of greater
strength, to help them in their purpose. People who bind a
piece of their soul to a creature or other being like this is
called a “Soul Binder”
Never with a Full 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 wilds 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 you are never quite with your full soul. There is
always something missing. It gets even more apparent for the
Soul Binder when they are not near their companion. It can
sometimes be physical painful for them to be a great distance
from their companion.
A Companion for Life
When a Soul Binder binds themselves to another creature,
they binds 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 will surely faulter.
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? are is it more of
a master and servant relation. 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 creatures are and when you play as a Soul Binder you
can describe how you and your companion act, and what you
do with each other. Maybe your feelings toward your
companion changes over times as you travel together, for
good or worse.
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.
The Soul Binder
Level Proficiency Bonus Features 1st 2nd 3rd 4th 5th
1st +2 Summons’s 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 3 — — — —
5th +3 Companion Extra attack 4 2 — — —
6th +3 Bond Feature 4 2 — — —
7th +3 Companion’s Protection, Soul Binder’s Command (3 known) 4 3 — — —
8th +3 Ability Score Improvement 4 3 — — —
9th +4 — 4 3 2 — —
10th +4 Counter Attack (1 Option) 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 — 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 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
As a Soul Binder you gain the following class features.
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
Armor: light armor and shields
Weapons: Simple Weapons
Tools: 1 of your choice
Saving Throws: Constitution, Charisma
Skills: Choose two from Animal Handling, History, Nature,
Insight, Arcana, Persuasion, Intimidation.
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
(a) a set of tools of your choice
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.
- Bond of the beast
- Bond of the dirge
- bond of the dragonkin
- Bond of the elements
- Bond of the machine
- Bond of the unknown
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
on your initiative. 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 your are still getting used to conrolling it. The
companion can’t take the “Attack” action on its own, but your
can use your action to allow it to make one attack as its
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.
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 attacl, 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 then 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 odes. At first level its hit points will be equal to
the max on its hit die + its constitution modifer.
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 ypur 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
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
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
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 use
an action to speak a command at your companion, as long as
it can hear you, for the command to take effect. When you
reach level 2nd level you learn two of the following
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 safety. 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
You lean an additional Command at 7th level, and at 19th
you know all 4.
At 3rd level you have gotten used to controlling your
companion and the two of you fight better together. Your
beast can now take the “Attack” action on its own without you
having to spend an action.
Companion Extra Attack
Beginning at 5th level, your companion can attack twice,
instead of once, whenever it takes the Attack action on its
Additionally your companion is imbued with even more
magic. Your companions attacks are considered magical for
the purpose of overcoming resistances
When you reach 7th level your companion’s defence 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 Wisdom and Charisma
saving throws when you are within 100 feet of it, and it can
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
Counter Attack option which the companion learns:
Roar: The companion roars at the enemy if it is within 30
feet of the companion and can hear it. The enemy has to
reroll the attack roll potentially causing it to miss.
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 Counter Attack options.
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.
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 loose concentration on the spell, you
both loose the effect. You also have advantage on saving
throws for keeping concentration of spells that affect both
you and your companion.
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.