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Soul Binder

L
oneliness. Weakness. The call to adventure. For A Companion for Life
most people these are passing moments, a part
of the ups and downs of everyday life. There are When a they bind themselves to another creature, they binds
those, however, who are defined by these for life. They will stand together, always, two against the world.
feelings. Whether feeling alone in a crowd, They will always look out for each other, because in the end,
powerless to get what they deserve, or eager to they need each other. Whenever they like it or not. The
see all the world has to offer, Soul Binders have companion will often be the strongest of the pair, but without
taken a drastic step to solve their problems. Unable to meet the Binder to guide it, the companion is nowhere near its full
the demands of the world alone they choose to give up a piece potential.
of their soul to bond with another creature and face life's
challenges together. 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 good 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.

1
Equipment
Class Features You start with the following equipment, in addition to the
equipment granted by your background:
As a Soul Binder you gain the following class features.
(a) two daggers (b) any simple weapon or (c) Any martial
Hit Dice: 1d6 per level weapon (if proficient)
Hit Points at 1st Level: 6 + your Constitution modifier (a) a Priest's Pack or (b) a Scholar's pack
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution (a) a set of leather armor or (b) a set of scale mail (if
modifier per level after 1st proficient)
Proficiencies
(a) a set of tools of your choice
Armor: Light armor Soul Bond
Weapons: Simple Weapons
Tools: 1 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
Saving Throws: Constitution, Charisma one of two bonds: Bond of the Wild or Bond of the Unknown.
Skills: Choose two from Animal Handling, History, Nature, The different bonds are detailed at the end of the class
Insight, Arcana, Persuasion, Intimidation. 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
Summoners’s Bond finish a long rest. You prepare the list of Soul Binder spells
that are available for you to cast, choosing from the Soul
AT 1st level you have chosen to give a piece of your soul, to Binder spell list. When you do so, choose a number of Soul
gain the aid of a creature stronger than you. You can choose Binder spells equal to your Charisma modifier + half your
one of two bonds: Bond of the Wild or Bond of the Unknown. Soul Binder level. The spells must be of a level for which you
The different bonds are detailed at the end of the class have spell slots.
description, Your choice grants you additional features when For example, if you are a 5th-level Soul Binder, you have
you reach 3rd level and again at 6th, 11th and 18th level. four 1st- level and two 2nd-level spell slots. With a Charisma
of 14,
Bonded Companion your list of prepared spells can include seven spells of 1st or
At 1st level, depending on what kind of bond you take, you will 2nd level, in any combination. If you prepare the 1st-level spell
gain a companion, that will serve and aid you in every way Heroism, you can cast it using a 1st-level or a 2nd-level slot.
possible it can. The companion gets some bonuses from being Casting the spell doesn't remove it from your list of prepared
linked to you. In combat the companion moves and acts right spells.
after your turn in the initiative order. You can tell it what to do Spellcasting Ability
verbally (no action needed), if you are incapacitated, it will do Charisma is your spellcasting ability for your Soul Binder
its best to protect you and itself. Your control over your spells, since the power of your magic relies on you being able
companion is a bit weak, and you're are still getting used to to communicate with your companion and the bond that you
controlling it. The companion can't take the "Attack" action on share. You use your Charisma whenever a spell refers to your
its own, but you can use your action to allow it to take the spellcasting ability. In addition, you use your Charisma
"Attack" action as its action. modifier when setting the saving throw DC for a Soul Binder
It gains proficiency in two skills of your choice. In areas spell you cast and when making an attack roll with one.
where it will use its proficiency bonus, it will use your
proficiency bonus instead. It will also add your proficiency Spell Save DC = 8 + your proficiency bonus +
bonus to its AC. Whenever a companion feature or attack calls your Charisma modifier
for a saving throw, it uses your Soul Binder Spell Save DC.
If your companion is reduced to 0 HP it falls unconscious Spell attack modifier = your proficiency bonus +
and makes death saving throws just like a player would. When your Charisma modifier
it is reduced to 0 HP, the soulbinder will take any excess
damage from the attack, that reduced your companion to 0 Spellcasting Focus
HP (Example: if the companion has 10 hitpoints and takes 20 You can use an arcane focus (see the Adventuring Gear
damage, the soul binder will take 10 damage). If it is killed you section) as a spellcasting focus for your Soul Binder spells.
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 Soul Binder's Command
exhaustion at the end of the rest when you revive your
companion. The companion will have its own hit die, and can Reaching level 2 you have gotten better control over your
spend them on a short rest. companion and can give it more complicated commands, that
Whenever you gain the Ability Score Improvement class will strengthen it in via the magical bond you share. You can
feature, your companion’s abilities also improve. Your use a bonus action to speak a command to your companion. It
companion can increase one ability score of your choice by 2, must be able to hear you, for the command to take effect.
or it can increase two ability scores of your choice by 1. As When you reach 2nd level you learn two of the following
normal, your companion can’t increase an ability score above commands:
20 using this feature unless its description specifies
otherwise. Whenever you hit a new level so does your Attack!: You command your companion to attack with
companion, and it can increase its hit point with its hit die, extra fury and ferocity. When the companion gets this
like a players does. At first level its hit points will be equal to command it can spend its bonus action, until the end of
the max on its hit die + its constitution modifier. this turn, to do one of its attacks. On hit, instead of doing
the attacks normal damage, the target will take damage
Spellcasting equal to 1d6 + your charisma modifier as force damage.
By 2nd level you are now more used to be bonded to a magical Toughen Up!: You command your companion to toughen
creature, and have started to be able to use some magic of up, and be ready to withstand even more blows. Your
your own. You can use your magic to help your allies or companion will get temporary hit points equal to your
bolster your companion.. See chapter 10 in the player's charisma modifier + your Soul Binder level.
handbook for the general rules of spellcasting and the end of Block!: You command your companion to evade or block
this document for the Soul Binder spell list. incoming attacks rather than taking them. The
Preparing and casting spells companions AC is increased by an amount equal to your
The Soul Binder table shows how many spell slots you have to charisma modifier, until the end of your next turn.
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
Move!: You Tell your companion that it needs to move fast, Roar: If your companion is within 30 feet of an enemy that
or move safety. When given this command your companion is making an Attack against you. It can use its reaction to
can take the Disengage or Dash action as a bonus action let out a frightful roar to impose disadvantage on the
until the end of this turn. Attack roll, as long as the attacker is not deafened.
You can use this feature a number of times equal to your Back Slash: The Companion can make one melee attack
charisma modifier (minimum once). All uses recharge on a against the enemy, if it is within range.
long rest. Body Shield: If the companion is within 5 feet of the Soul
Binder when the attack is made, it can direct the attack to
You lean an additional Command at 7th level, and at 19th hit the companion instead
you know all 4.
It will learn an additional option at 13th level, and at 17th
Ability Score Improvement level it knows all three Countermeasure options.
When you reach 4th level, and again at 8th, 12th, 16th and Fighting Team
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 When you reach 10th level you and your companion like like
can’t increase an ability score past 20 using this feature. one, you can now both take the Attack action each turn.
Harmless Companion Finding Self
When you reach 4th level, you have learned to control your At 14th your soul is perfect in sync with your companion, and
companion, people might look a bit worried at it, but you can you and focus on developing your own skills. You can develop
assure them that your companion is harmless and under your magical ability, or you could train yourself in the martial
control. arts. You can select one of the following features.
You have advantage on Charisma (Persuasion) checks to Martial Prowess: you can attack twice, instead of once,
assure people that your companion is harmless and will whenever you take the Attack action on your turn.
behave after your command. Additionally you gain +2 to your AC.
Companion Extra Attack Soul Linked Spells: When you cast a spell targeted on
your companion, you can choose to also have the spell cast
Beginning at 5th level, your companion can attack twice, on you. If you loose concentration on the spell, you both
instead of once, whenever it takes the Attack action on its loose the effect. You also have advantage on saving throws
turn. for keeping concentration on spells that affect both you and
your companion.
Soul Infused Attacks
At level 6 your companions attacks are imbued with soul Quick Renewal
magic. Your companions attacks are considered magical for When you reach level 20, you are so closely connected with
the purpose of overcoming resistances your companion that you can feel their very life force as easy
as feeling the wind blow. You have also learned to empower
Companion's Protection their life force in a burst of energy. As an action and if your
When you reach 7th level your companion's defense is better companion is within 120 feet of you, you can fill them with
than ever, and it is better at avoiding everything from traps to new life. Your companion will get all its Hit Points back, even
spells. It gains proficiency in all saving throws if it is dead it will get revived with all its hit points.
Additionally it has advantage on Intelligence and Charisma You can only use this feature once per long rest.
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:

4
Bond of the Wild
You have been in touch with nature itself, and have offered
something of yourself, in return you are given a trusty animal Bonus Proficiencies
companion, that will protect you and carry out your orders. When you choose this Bond at 1st level, you gain proficiency
You and the beast will form a bond that will make you with martial weapons and medium armor.
inseparable.
Beast Companion
At 1st level you gain the company of a loyal beast, you choose
yourself what kind of beast it is, as long as you use the "Beast
Beast Companion Companion" stat block. You get to allocate some stats to your
beast. You can get: 16, 14, 12. You can place them into the
Medium Beast, unaligned
beasts Strength, Constitution or Dexterity.
The beast does not speak, But it will understand all of your
Armor Class 10+ Its Dexterity modifier + your languages, and you can communicate basic ideas to with the
proficiency bonus
Hit Points (5 (or 1d8) + Its Constitution modifier) x
ease of a few hand signs and head nods.
your Soul Binder level Its also get one Beast Trait, you can pick one trait for your
Hit Die: 1d8 per Soul Binder Level beast from the following:
Speed 30ft.
Keen Hearing and Smell. The beast has advantage on
Wisdom (Perception) checks that rely on hearing or smell.
STR DEX CON INT WIS CHA Sneaky. The beast gets expertise in stealth.
10 (0) 10 (0) 10 (0) 3 (-4) 12 (+1) 10 (+0)
Beast of Burden. The beast is considered to be one size
Languages Understands the Soul Binder's languages,
larger for the purpose of determining its carrying capacity.
but can't speak. Nocturnal. The beast has darkvision with a range of 30
feet.
Actions Amphibious. The beast can breathe air and water. It also
Claws. Melee Weapon Attack: +2 (your proficiency gains a swimming speed equal to its walking speed.
modifier + Its Strength modifier) to hit, reach 5ft.,
one target. Hit 6 (2d6 + Its Strength modifier)
Bite. Melee Weapon Attack: +2 (your proficiency +
Its Dexterity modifier) to hit, reach 5ft., one target.
Hit 5 (1d8 + Its Dexterity modifier)

5
Run With the Pack Ultimate Evolution
When you reach 3rd level you and your beast is bonded closer When you reach level 18, your beast has surpassed any limits
than most family is, and you perform best in combat when you you could imagine, and your soul is bonded so closely with it
are together. When you and your beast is within 10 feet of that you are able to push it to the limit with energy, and its
each other, and neither of you is incapacitated, you gain the uses this energy to evolve itself.
following benefits: You can pick another feature from the "Beastial Evolution"
and two new Beast Traits from "Beast Companion".
As a bonus action, you can give your companion advantage Additionally the range of "Run with the Pack", that you and
on their next attack. your beast have to be within to get the benefits, is now 20 feet.
You Both gain +1 to your AC Bond of the Unknown
If one of you is prone, it only takes 5ft movement to stand By means of some sort of unnatural ritual you have been able
up again. to summon a aberration, and have bound it to your command.
Beastial Evolution You might have captured one yourself even, or maybe you had
At 6th level your beast is infused with magic via your bond, to make a great sacrifice in order to get this unholy being
and can evolve itself in different ways. You can pick one of the under your command.
following feature to grant to your beast:
Fast Flyer: Your beast gains a flying speed equal to double
its walking speed. It also gains Flyby witch makes it so that Aberration Companion
it doesn’t provoke opportunity attacks when it flies out of Medium Aberration, Neutral evil
an enemy’s reach.
Big Charger: Your beast's size becomes Large and it gains Armor Class: 10 + Its Dexterity modifier + your
an extra 10 feet walking speed. Additionally, If the beast proficiency bonus
moves at least 20 feet straight toward a target and then Hit Points: ( 6 (or 1d10) + Its Constitution modifier)
x your Soul Binder level
hits it with an attack on the same turn, the target takes an Hit Die: 1d10 per Soul Binder Level
extra 11 (2d10) damage. If the target is a creature, it must Speed: 30ft.
succeed on a Strength saving throw (DC is your Soul
Binder Spell Save DC) or be knocked prone.
STR DEX CON INT WIS CHA
Relentless Rampager When the beast is reduced to 0 hit
points but not killed outright, it can drop to 1 hit point 16 (+3) 12 (+1) 16 (+3) 6 (-2) 12 (+1) 7 (-2)
instead. it can't use this feature again until you finish a long
rest. Additionally when the beast reduces a creature to 0 Condition Immunities Poisoned, Frightended
hit points with a melee attack, the beast can use it's Senses Darkvision 60ft
reaction to move up to half its speed and make one attack. Languages Understand its summoner's languages, but
If it hits with that attack, it gains half of the damage dealt cant speak any
as temporary hit points.
You also get to pick an additional Beast Trait from the Actions
"Beast Companion" feature. Claw. Melee Weapon Attack: +5 (your proficiency
modifier + Its Strength modifier) to hit, reach 5ft.,
Natures Commands one target. Hit 9 (1d10 + Its Strength modifier)
At level 11, you can command your beast with the guidance of
nature itself. These commands functions like your "Soul
Binder's Command" and will follow the same rules and uses, Controlled Evil
you learn two new commands, these will not count toward At 1st level you gain the servitude of an aberration. The
your total know commands: Aberration is always under your control and you can speak
Tooth and Nail: Your beast can use its action to make a with it telepathically as long as you are within 100 feet of it. It
melee attack against each creature of its choice within 5 will always follow your command and sees you as its master.
feet of it, with a separate attack roll for each target. Though it is still a neutral evil creature, and will act like that if
Dodge and Evade Until the end of your next turn, it isn’t given commands by you, or if you aren’t present.
whenever an attacker that your beast can see, hits it with The Aberration can look how you want it, as long as it still
an attack, it can use its reaction to half the attacks damage looks like an Aberration and follows the given stat block
against it. above.

6
Expanded Spell Options Unholy commands
As you bind with this magical being, it grants you acces to be Starting at level 11, you gain access to command your
able to choose from additional spells when preparing your aberration to do things, that even it seems surprised to learn
spell list. that it was capable of. These commands functions like your
"Soul Binder’s Command" and will follow the same rules and
Bond of the Unknown Spells uses, you learn two new commands, these will not count
Soul Binder Level Spells toward your total know commands:
2nd Cause Fear, Tasha’s Hideous Laughter Toxic Spit: You command your aberration to spit a glob of
5th Darkness, Crown of Madness
toxin at an enemy within 30 feet of the aberration. The
aberration can use its bonus action and spit at that enemy.
9th Fear, Bestow Curse The enemy have to make a constitution saving throw, or be
13th Phantasmal Killer, Sickening Radiance
poisoned for 1 minute. The enemy can repeat the save at
the end of its turn, ending the effect on a success. The save
17th Contagion, Dominate Person DC is the same as your Soul Binder Spell Save DC.
Morph Stretch Limbs: When given this command, your
Beginning level 3 you can use an action to touch your aberration stretches its body and grows its limbs in
Aberration, and become absorbed, and morph together as one unnatural ways, it gains 20 ft reach on all its attacks until
unit for 1 minute. while you are morphed with your Aberration the end of your next turn.
it will gain several benefits: Improved Morph
It gains an additional 10 feet of movement. When you reach 18th level, your body has become more
acceptant of your aberration, and you are much more potent
The damage of its claw attack increases to 3d4 (from at morphing together, whenever you morph together with your
1d10) aberration it now gains additional benefits:
It gain temporary hit points equal to half of the Soul While you are morphed, you can still cast spells through
Binder’s maximum hit points (it will lose these when the aberration. The aberration will still be the one casting
morph ends) the spells, with your spellslots, but you are the one
Its size becomes large concentrating on them, and they use your saving throw DC
and spell attack modifier.
While you are morphed with your Aberration, you are When you morph you can choose to increase its size to
incapacitated and the only thing you can do is, to use a bonus Huge instead of Large for the duration of morph.
action to leave the creature and thereby ending the morph.
When you are morphed, your Aberration can attack without Its AC increases by 2
you having to use your action.
Morph will end after 1 minute, when the Aberration is Additionally you can now stay morphed for longer, you can
incapacitated, or if you choose to end it as a bonus action. If retain morphed for 1 hour. And you body has an easier time
you were concentrating on a spell when you morphed you can being morphed. When you end morph you can choose to forgo
keep concentrating on it, but have to make a concentration the exhaustion once per short rest.
save whenever the Aberration is hit. When morph ends, the
Soul Binder will emerge from the Aberration at an
unoccupied space within 5 feet. The morphing process is hard
for the Soul Binder’s body, and when it ends the Soul Binder
will suffer 1 exhaustion.
Vitality Transference
When you reach 6th level you can transfer life essence
between you and your Aberration as an action, as long as you
are within 60 feet of it. You can either take some life from your
Aberration and give it to yourself, or you can take some of your
own life and give to the Aberration.
When you take life from the Aberration you choose an
amount of hit points, and the Aberration will take that as
unreduceable and unavoidable damage, and you will heal for
the same amount.
When you choose to give some of your own life to your
Aberration, its will have an easier time accepting your life
force as it is much purer. When you do so, you choose an
amount of hit points and you take that as unreduceable and
unavoidable damage, and the Aberration is healed for twice
that amount.
You can use this feature twice before you have to take a long
rest.
7
5th Level Spells
Soul Binder Spells Control Winds
As a Soul Binder when you prepare your spell list you can Creation
choose form the following list of spells. Dispel Evil and Good
Dream
1st Level Spells Far Step
Alarm Planar Binding
Beast Bond Skill Empowerment
Comprehend Languages Teleportation Circle
Sanctuary Temporal Skin SB
Soulstone of Safety SB Tree stride
Soul Switch SB SB Spells can be found on the next page
Charm Person
Cure Wounds
Bane Multiclassing
Bless The prerequisites for multiclassing into a Soul Binder is a
Shield of Faith Charisma score of 13. When you multiclass into a Soul
Heroism Binder, you gain proiciency in light armor, shields and simple
Jump weapons. When determining your total spell slots, you add
Longstrider one half of your Soul Binder levels (rounded down) to the
False Life total.
2nd Level Spells
Aid
Blur
Invisibility
Knock Credit:
Barkskin Creator:
Beast Sense This Class was made by /u/FragSauce
Animal Messenger
Blind/Deafness Artists:
Calm Emotions Summoner by liyart
Guiding Direction SB :https://liyart.deviantart.com/art/Summoner-
Darkvision 366746490
Enlarge/Reduce Timba the Lava Tiger by Azany:
Knock https://azany.deviantart.com/art/Timba-the-Lava-
See invisibility Tiger-582561369
Rope Trick
Warding Bond Sqiudmage by Unknown:
https://www.pinterest.dk/pin/530087818624069
3rd Level Spells
Dale, Summoner of Ruin by Concept Art House
Blink Shanghai:
Clairvoyance https://www.pinterest.co.uk/pin/3292554227290
Dispel Magic
Fighting Purpose SB Tentacle by Unknown:
Fly https://i.pinimg.com/originals/2d/bd/7d/2dbd7dfd
Gaseous Form
Magic Circle Aberration by Brent Hollowell:
https://www.pinterest.dk/pin/642818546785335
Tongues https://brenthollowellart.blogspot.dk/
4th Level Spells Special Thanks
Aura of Life Thanks to /r/UnearthedArcana and
Arcane Eye TheDiscordOfManyThings, for giving me
Bonded String SB feedback and helping me shape and balance this
Death Ward class.
Fire Shield and thanks to /u/OdinTGE for helping me with
Greater Invisibility my grammar and spelling
Hallucinatory Terrain
Leomund’s Secret Chest
Stone Shape
Stoneskin
Fighting Purpose
Soul Binder Specific Spells 3rd-level enhancement
The bond you share with your companion allows you to cast Casting time: 1 action
spells unknown to other spellcasters, your bond allows to tug Target: Your companion
on the weave and create spells to benefit you and your Range: 60 Feet
companion. Components: V, S, M ( metal dust from a used weapon)
Duration: Concentration, up to 1 minute
Soulstone of Safety
1st-level conjuration Your companion is infused with your magic to be able to might
Casting time: 1 action better individually, your companion can take the "Attack"
Range: Self action on its own.
Components: V, S, M (a shiny and smooth gem) Bonded String
Duration: 8 Hours 4th-level conjuration
You create a soulstone in your hand, which is linked to your Casting time: 1 bonus action
companion. When the companion is within 30 feet of you and Target: Your companion
you can see it, you can activate the soulstone as an action and Range: 30 Feet
transport the companion to an extradimensional space within Components: V, S, M (a piece of rope woven from wolfs fur)
the stone. If the companion was on 0 hit points, it is stable Duration: 1 Hours
while in this extradimensional space . If the companion is
inside the stone, you can release it to an unoccupied space You create a soul string between you and your companion that
within 5 feet of you as an action. If the companion is within are tougher than most materials. While this spells is active,
the stone when the spell end, the stone is destroyed or the you and your companion cant unwillingly be pulled farther
stones magic is dispelled, the companion is kicked out of the than 30 feet away from each other. If one of you have to make
extradimensional space and appears in a unoccupied space a strength save or check to avoid being pushed, you get
within 5 feet of you taking 2d10 force damage in the process. advantage while this string is active. You can dispel the string
as a bonus action on your turn.
Soul Switch
1st-level conjuration Temporal Skin
5th-level abjuration
Casting time: 1 bonus action
Target: Your companion Casting time: bonus action
Range: 30 Feet Target: Your companion
Components: V, S Range: 60 Feet
Duration: Instantaneous Components: V, S, M (a stone of obsidian worth at least
200g)
You and your companion switch positions. You appear where Duration: 1 to one round.
your companion were and the companion appear in your
place. You cover your companion with thin and impenetrable layer of
magical infused obsidian. Until the end of your next turn, your
Guiding Direction companion is immune to all damage.
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.

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