Soulbinder/Unknown

Contents
Bond of the Unknown
You have formed a link with an entity that is not from this world, and though it grants you a powerful ally is tearing at your mind to have a constant connection to this otherworldly creature
This creature is either an outsider from beyond the stars or a spawn from a demon of madness and chaos.
Creature Beyond Comprehension
At 1st level you gain you and your companion get the following benefits:
- Your companions creature type is Aberration or Fiend.
- Your companion is immune to being frightened.
- You and your companion are resistant to psychic damage.
- You can read, write and speak Deep Speech or Abyssal.
Benefit of the Bond: Arcane
As your soul is bound to a magical being, you gain access to more spells than usual. These spells are always prepared and don't count against the number of spells you can prepare each day. They are Soul Binder spells for you.
Unknown Bond Spells
| Level | Spells |
|---|---|
| 1st | cause fear, dissonant whispers |
| 2nd | detect thoughts, crown of madness |
| 3rd | fear, enemies abound |
| 4th | confusion, phantasmal killer |
| 5th | dominate person, telepathic bond |
Edge of Sanity
Starting at 3rd level you can sacrifice some of your sanity in order to power up your companion. Your companion can use the following features:
- When your companion takes damage, it can use its reaction to gain resistance to that instance of damage.
- When your companion fails a saving throw it can add your edict die to the roll, potentially turning it into a success.
- When your companion hits a creature with an attack, it can make that attack deal an extra amount of psychic damage equal to one roll of your edict die + your soul binder level.
Using this power will cause you to loose your sanity and there is a risk that it will be too much for your mortal mind to bear, after your companion has used one of the features you must make a Sanity check, which is a Charisma saving throw with a DC of 5, on a success the DC increases by 3 for next time your companion uses a feature, on a failed save the DC doesn't increase but you must roll on the madness table below and suffer that condition for 1 minute, your companion can't use this feature while you are suffering from a madness effect.
| d6 | Madness Effect |
|---|---|
| 1 | Your vision becomes blurry and you massively hallucinate, you are blinded. |
| 2 | Your body goes into a shock, you go prone and can't use your legs. |
| 3 | You hear screams and maddening voices, you are deafened and can't speak. |
| 4 | You momentarily loose your grip on reality, you have disadvantage on attack rolls and ability checks. |
| 5 | Your connection with your companion becomes too much for your mind, you are frightened of your companion. |
| 6 | You see endless futures that leads to eternal suffering, at the end of the effect you gain 1 level of exhaustion. |
At the end of a long rest the DC for your sanity check returns to 5. As a bonus action you can also spend a spell slot to reduce the DC of your Sanity check by an amount equal to double the spell slots level (to a minimum of 5).
Otherworldly Grasp
When you reach 7th level, you can command your companion to pull creatures closer using either tentacles or telekinesis and show them images that can drive them mad.
As an action your companion can target up to 6 creatures of its choice within 30 feet of it. Target creatures must succeed on a Strength saving throw or be pulled to an unoccupied space within 5 feet of your companion.
Your companion can immediately spend its bonus action to attempt to grapple one of the pulled creatures. If a creature is grappled in this way, it is frightened of you and your companion until the grapple ends.
Once your companion has used this feature, it must finish a short or long rest before it can do so again.
Unnatural Edicts
Starting at 11th level, you can command your companion to use its newly gained unnatural abilities. The following commands are added to your Edict options:
- Extended Grasp. Your companions limbs grows longer and can hit enemies from afar. During this turn your companions natural weapon have en extra reach equal to five times a roll of your Edict Die.
- Horrifying Form. You command your aberration to twist its form and instill fear in your foes. This turn your companion can use its bonus action to choose a number of creatures equal to a roll of your Edict Die that is within 30 feet, the chosen creatures must succeed on a Wisdom saving throw or be frightened of your companion until the start of your next turn.
Embrace Madness
When you reach 15th you can choose to let willingly go of your sanity in order to give your companion magnificent powers.
As a bonus action you can roll on the Madness table from "Edge of Sanity" and suffer that effect for 1 minute. During that minute your companion can use the features from "Edge of Sanity" as much as it wants to.
Once you have used this feature you must finish a long rest before you can do so again.
| Soulbinder | |
|---|---|
| Subclasses | Bond of the Wilds · Bond of the Unknown · Bond of the Dragonkin · Bond of the Primal Spirit · Bond of the Elusive Soul · Bond of the Spirit Vessel · Bond of the Puppet · Bond of the Divine |
| Classes | Barbarian · Bard · Cleric · Fighter · Monk · Paladin · Ranger · Rogue · Sorcerer · Warlock · Warlord · Wizard |
| Rare Classes | Atavist* · Druid · Inventor · Soulbinder · Spellblade · Artificer* |