Soulbinder

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soulbinder

Soulbinder

Homebrew: Soulbinder Redux (v0.9) was created by FragSauce and published on GM Binder

With a pseudodragon curled on his shoulder, a young elf in golden robes smiles warmly, weaving a magical charm into his honeyed words and bending the palace sentinel to his will.

As flames spring to life in her hands, a wizened human whispers the secret name of her demonic patron, infusing her spell with fiendish magic.

Shifting his gaze between a battered tome and the odd alignment of the stars overhead, a wild-eyed drakyn chants the mystic ritual that will open a doorway to a distant world.

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, Soulbinder 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 link with another creature and face life's challenges together.

Life Companion

When Soulbinder 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.

Tangled 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 Soulbinder 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 an Artificer

When making your Soulbinder 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 Soulbinder might regret the act of soul binding and want to undo it, though it is a hard and lengthy process.

Soulbinders are in contact with their companion like no other two beings will ever be, and when you play as a Soulbinder you can describe how you and your companion act.

Quick Build

You can make a Soulbinder 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 Stats

Hit Points Hit Points
  • Hit Dice: 1d6
  • Hit Points at 1st Level: 6 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Soulbinder level after 1st
Proficiency Proficiencies
  • Armor: Light armor
  • Weapons: Simple weapons
  • Tools: Choose one type of artisan’s tools or one musical instrument
  • Saving Throws: Constitution, Charisma
  • Skills: Choose two from Animal Handling, History, Nature, Insight, Arcana, Persuasion, Intimidation.
Equipments Starting Equipment
  • (a) two daggers (b) any simple weapon or (c) 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

※ Alternatively, you may start with 5d4 × 10 gp to buy your own equipment.

Class Table

icon Proficiency
Bonus
Features Cantrips
Known
Spell Slots per
Spell Level
C 1st 2nd 3rd 4th 5th
1st +2 Soul Bond, Symbiotic Link, Hiddden Form, Bonded Companion
2nd +2 Spellcasting, Edict 2 2
3rd +2 Bond Feature, Keen Guidance 2 3
4th +2 Ability Score Improvement, Companion Ability Score Improvement 3 3
5th +3 Advanced Offense 3 4 2
6th +3 Companion's Protection, Magic Item Absorption 3 4 2
7th +3 Bond Feature, Soul Linked Casting 3 4 3
8th +3 Ability Score Improvement 3 4 3
9th +4 3 4 3 2
10th +4 Soul Shield 4 4 3 2
11th +4 Bond Feature, Swift Order 4 4 3 3
12th +4 Ability Score Improvement 4 4 3 3
13th +5 4 4 3 3 1
14th +5 Companion Imitation 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

Class Features

Soul Bond

At 1st level, you have chosen to sacrifice a piece of your own soul to gain the aid of a creature stronger than you. You can choose from the list of bonds, each of which grants you additional features.

Your choice grants you features at 3rd level, and again at 7th, 15th, and 20th level.

Bonded Companion

At 1st level, you gain a companion that will serve and aid you in every way it possibly can. When you gain your first Soulbinder level you must also create your companion, see rules for creating a companion in APPENDIX A where you also pick 2 evolutions from APPENDIX B.

In combat, your companion shares your initiative count, and you both act on the same turn. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take an action this turn to command it to take another action. That action can be to attack with its natural weapons or some other action. If you are incapacitated, the companion can take any action of its choice, not just Dodge. While your companion is within 1000 feet of you, you can communicate with it telepathically.

If your companion is reduced to 0 hit points, it falls unconscious and makes death saving throws. If it has died within the last hour, you can use an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. Your companion returns to life after 1 minute with an amount of hit points equal to ten times the level of the spell slot you used. You can also heal your companion this way while its alive by touching it and spending a spell slot, after a minute your companion regains an amount of hit points equal to ten times the level of the spell slot. At the end of a long rest, you can summon your companion, teleporting it to an empty square within 5 feet of you and reviving it with all its hit points restored if it was dead. If you die, your companion will gain 1 level of exhaustion for each minute you are dead.

Additionally, as an action when you are within 1000 feet of your companion, you can see through your companion's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses it has. You can also speak through the companion as if you were there while looking through its senses. During this time, you are deaf and blind with regard to your own senses.

Symbiotic Link

You have sacrificed much of your essence to form the link you have with your companion, but it will in turn protect you with everything it can, at 1st level you gain the following benefits while within 60 feet of your companion:

  • When you take damage you can use your reaction to transfer that damage to your companion.
  • When you spend a hit dice to recover hit points during a short rest, your companion will heal for twice the amount of the healing you got from your hit dice.
  • If you are reduced to 0 hit points you can use your reaction to sacrifice your companion to save you, heal for an amount equal to your companions hit points, after that your companion will die.

Hidden Form

You have learned how to reduce your companion's size or hide them on another plane for an easy way to hide or carry it. At 1st level you learn one of the following features:

Shrink. You can use your bonus action to change your companion's size to Tiny or back to its full size if it is within 30 feet of you. If there isn't enough space for it to grow to its original size, it instead takes 1d10 force damage and stays Tiny. While in Tiny form, the companion can't attack in any way.

Pocket Dimension. As an action, you can temporarily dismiss your companion as long as it is within 5 feet of you. It disappears into a pocket dimension where it awaits your summons. As a bonus action, while it is dismissed, you can cause it to reappear in any unoccupied space within 5 feet of you. If you go unconscious while your companion is in its pocket dimension, it reappears within 5 feet on you.

Disguise. As an action you can create an illusion around your companion that makes it looks like another beast or humanoid of similar build and size, such as making a drake look like a dog, or a demon look like a farmer. The disguise end if your companion takes any damage, deals damage to another creature or you end it as an action.

At the end of a long rest you can choose to swap out your hidden form feature for a different one.

Spellcasting

By 2nd level, you are now more used to being linked to a magical creature, and have started to be able to use some 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 Soulbinder spell list can be found near the end of this document.

Cantrips

At 2nd level, you know two cantrips of your choice from the Soulbinder spell list. You learn an additional Soulbinder cantrip of your choice at 4th level and another at 10th level.

Preparing and Casting Spells

The Soulbinder table shows how many spell slots you have to cast your Soulbinder spells. To cast one of your Soulbinder 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 Soulbinder spells that are available for you to cast, choosing from the Soulbinder spell list. When you do so, choose a number of Soulbinder spells equal to your Charisma modifier + half your Soulbinder level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 5th-level Soulbinder, you have four 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 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.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of Soulbinder spells requires time spent in meditation with your companion: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Charisma is your spellcasting ability for your Soulbinder 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 Soulbinder 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 Soulbinder spells.

Edict

You have gotten better control over your companion and can give it more complicated commands. When you use an action to command your companion you can say an edict as part of that action. You can only activate one edict once per turn. Edicts will refer to your edict die which is a 1d4.

At 2nd level, you learn the following edicts:

  • Strike. You command your companion to attack with extra ferocity. The next time your companion makes an attack this turn, it can add your edict die to its attack roll and its damage roll if the attack hits.
  • Toughen Up. You command your companion to toughen up and be ready to withstand even more blows. Your companion gains temporary hit points equal to two rolls of your Edict Die, these temporary hit points last for 1 minutes.
  • Daunt. You command your companion to instill fright and hesitation in your foes. During this turn your companion can use a bonus action to choose a creature within 30 feet of it that can see or hear it. The next time the chosen creature makes an attack roll in the next minute, roll your edict die and subtracts the result from the attack roll.
  • Relocate. You tell your companion that it needs to move fast and safely. During this turn your companion can use its bonus action to move up to half its speed without provoking opportunity attacks.

You can use this feature a number of times equal to your Charisma modifier (minimum of 1), regaining all uses on a short or long rest.

The size of your Edict Die increases as you gain levels in this class, 1d6 at 5th level, 1d8 at 9th level, 1d10 at 13th level and 1d12 at 17th level.

Keen Guidance

Beginning at 3rd level, you can now give your companion commands easier than before. You can command your companion as a bonus action to take an action other than the Dodge action. If you do so, you can also activate an edict as part of this bonus action. Your companion can only take one action each turn. 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.

Companion Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one of your companions ability scores of your choice by 2, or you can increase two of its ability scores of your choice by 1. At the DM's discretion you can forgo increasing the companion's ability scores and instead take one feat of your choice for it. You can’t increase an ability score above 20 using this feature unless its description specifies otherwise.

Advanced Offense

You have improved your control over your companion and can offer it better guidance in combat.

Starting at 5th level when you use an action to command your companion and they take the attack action this turn, your companion can make two attacks instead of one. Additionally, when you use your action to command your companion, you can make one weapon attack or cast a cantrip (from the Soulbinder spell list) as a bonus action before the end of the turn. Magic Item Absorption

Beginning at 6th level, the Soulbinder 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 Soulbinder, 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 (shields count as armor for the purpose of this feature). 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 that requires attunement within the creature counts as an attunement for the Soulbinder. The Soulbinder 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.

Companion's Protection

When you reach 6th level your companion's defense is better than ever, 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. Soul Linked Casting

You and your companion are of the same soul, and you can channel magic through your link.

At 7th level, when you cast a spell targeting yourself, you can choose to also have the spell affect your companion if the companion is within 60 feet of you. If you lose concentration on the spell, you both lose the effect, and you must make concentration checks also if your companion takes damage, as if you took that amount of damage.

Soul Shield

At 10th level you can use some of your magic to shield your companion from attacks.

When your companion takes damage while within 60 feet, you can use your reaction to grant it resistance to that damage.

Additionally you can now transfer damage to your companion via the "Symbiotic Link" feature, without needing to use your reaction.

Swift Order

Beginning at 11th level you can now give quick and precise commands to your companion.

Your companion can now make two attacks when it takes the attack action if you command it as a bonus action.

Companion Imitation

When you reach 14th level your soul have become so entwined with your companion that you are becoming more like them.

Depending on what "Benefit of the Bond" you got from your bond you get one of the following features:

Martial. Martial: You can attack twice, instead of once, whenever you take the Attack action on your turn.

Arcane. Once per day as a bonus action, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than your proficiency modifier.

Resonating Voice

At 18th level you use your magic to command your companion with a voice that resonates with your shared soul link.

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 size becomes gargantuan.
  • 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 if 1 hour has passed, the companion goes unconscious or if you end it as an action. Once you have used this feature you must finish a long rest before you can use it again.

Spell List

Companion Customization

Companions comes in all shapes and sizes, this chapter helps you make a companion that fits perfectly for your Soulbinder. When creating your companion there are several steps you need to go through to create the perfect companion for your adventure.

Step 1: Creature type

Your companions creature type is determined by which Soul Bond you took at first level.

Step 2: Proficiencies

You can pick 2 skills which your companion becomes proficient in, your companion also becomes proficient in 2 saving throws of your choice. Your companion uses your proficiency bonus(PB). Your companion can understand any language you can speak, but can't speak itself. If a feature for your companion requires another creature to make a saving throw, the DC is equal to your Spell Save DC.

Step 3: Archetypes

Choose one of the following archetypes for your companion that will determine its ability scores and other statistics.

♦ Tough

Medium

Armor Class 8 + its Constitution modifier + PB
Hit Points (4 + its Constitution modifier) x your Soulbinder level + 5
Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 16 (+3) 5 (-3) 10 (+0) 11 (+0)
♦ Adaptable

Medium or Small

Armor Class 10 + its Dexterity modifier + PB
Hit Points (3 + its Constitution modifier) x your Soulbinder level + 4
Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 14 (+2) 8 (-1) 14 (+2) 13 (+1)

Evolve. Your companion starts with an extra Evolution.

♦ Agile

Small

Armor Class 11 + its Dexterity modifier + PB
Hit Points (3 + its Constitution modifier) x your Soulbinder level + 4
Speed 45 ft.

STR DEX CON INT WIS CHA
8 (-1) 16 (+3) 12 (+1) 9 (-1) 15 (+2) 7 (-2)

Finesse. Your companion can use dexterity for its natural weapons instead of strength.

Step 4: Weapons

Your companion needs to be able to deals with enemies. Pick two of the following natural weapons for your companion, your companion is proficient in these natural weapons and will use Strength for its attack and damage rolls (Agile archetype can use Dexterity):

  • Bite. This natural weapon deals 1d8 piercing damage on hit, and you can reroll any 1's or 2's rolled on the d8.
  • Claws. This natural weapon deals 1d4 slashing damage on hit. If your companion takes the attack action and makes at least 1 attack with claws, it can use its bonus action to make another claw attack, this attack does not add its ability modifier to the damage roll.
  • Fist. This natural weapon deals 1d8 bludgeoning damage, and once per turn when your companion hits a creature with this attack it can push that creature 5 feet away.
  • Horns. This natural weapon deals 1d8 piercing damage, if your companion moved 20 feet in a straight line before hitting with this natural weapon the attack deals an extra 1d8 damage.
  • Stinger. This natural weapon deals 1d4 piercing damage, once per turn on a hit this attack can deal an extra 1d8 poison damage.
  • Tentacle. This natural weapon deals 1d6 bludgeoning damage on hit. If your companion hits a creature with a tentacle, it can make a grapple attempt against that creature as a bonus action.
  • Tail. The natural weapon deals 1d6 bludgeoning damage on hit and it has a 10 foot reach instead of the normal 5 foot reach.
  • Ranged. The natural weapon deals 1d6 piercing or bludgeoning damage on hit, it is a ranged attack with a range of 30/60, your companion can use either Strength or Dexterity when attacking with this weapon.

For all the attacks you can change the damage type to either bludgeoning, slashing or piercing, all the natural weapons will always count as two separate weapons even if you name and describe them the same.

Step 5: Evolutions

You can modify your companion with different traits, choose two evolutions below. You gain more evolutions as you gain levels in this class as described in the Soulbinder class table. You can only pick each evolution once, unless otherwise specified. During a long rest you can switch one of your companions evolutions for another one. When taking evolution you can spend one of your evolutions to gain 2 minor evolutions.

You also have the option to give your companion one flaw upon creation, if you give your companion a flaw you can give it one additional evolution, the flaws can be found in the next section. Unlike evolutions a flaw cannot be changed once chosen so choose wisely.

Example Companion

Lets go through all the steps and make a companion, lets make a crocodile for fun.

  • At step 1 we get the Beast type as for this example we chose Link to the Wilds.
  • At step 2 we choose Athletics to make grappling easier and stealth to help it hide
  • At step 3 we pick Tough, to make it durable and strong like a crocodile.
  • At step 4 we give it a bite and Tentacle attack, as crocodiles have strong teeth and can grapple, we rename the tentacle to "Grab Bite" and change its damage to piercing.
  • At step 5 we of course pick Aquatic because crocodiles live it water and we can just flavor it as the crocodile is holding its breath for long. Lastly we pick Large Build to make the the size of a crocodile.

When we add it all up we get ourselves a nice stat block for our croco-companion.

♦ Flying Crocodile

Medium Beast

Armor Class 13 (Tough skin)
Hit Points 12
Speed 30 ft., flight 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 16 (+3) 5 (-3) 10 (+0) 11 (+0)


Skills Athletics +5, Stealth +2
Senses passive Perception 10
Languages Knows the Soulbinder's Languages but can't speak.

Flying. Your companion has a flying speed equal to its walking speed. If its size is medium or larger it will fall at the end of its turn. At 7th level your companion can fly continuously no matter its size.


Actions

Bite. melee weapon attack: +5 to hit, 5ft reach, one target. Hit: 1d8 piercing damage, reroll any 1's and 2's rolled on the 1d8.

Grab Bite. melee weapon attack: +5 to hit, 5ft reach, one target. Hit: 1d6 piercing damage. Can attempt to grapple a creature hit with this attack as a bonus action.

Companion Evolutions

Shadow Stealth
While in dim light or darkness, your companion can take the Hide action as a bonus action.

Spider Climb
Your companion gains a climbing speed equal to its walking speed and it can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Amorphous
Your companion can move through a space as narrow as 1 inch wide without squeezing.

Mimicry
(Minor Evolution)
Your companion can mimic humanoid voices and phrases it has heard before. A creature that hears the sounds can tell they are imitations with a successful DC 13 Wisdom (Insight) check.

Standing Leap
Your companions long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.

Slimy Body
Your companion has advantage on ability checks and saving throws made to escape or avoid a grapple.

Strider
Your companion is unaffected by difficult terrain.

Sure-Footed
Your companion has advantage on Strength and Dexterity saving throws made against effects that would knock it prone or move it against its will.

Mental Fortitude
Your companion has advantage on saving throws against being charmed or frightened, and magic can't put your companion to sleep.

Iron Scent
(Minor Evolution)
Your companion can pinpoint, by scent, the location of ferrous metal within 30 feet of it.

Mask of the Wild
(Minor Evolution)
Your companion can attempt to hide even when it is only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

Burrower
Your companion has a burrow speed equal to its walking speed and can dig through dirt and sand.

Siege Monster
(Minor Evolution)
Your companion deals double damage to objects and structures.

Flying
Your companion has a flying speed equal to its walking speed. If its size is medium or larger it will fall at the end of its turn. At 7th level your companion can fly continuously no matter its size.

Vigilant
Your companion can't be surprised and it is aware of its surroundings while it is sleeping.

Darkvision
Your companion has 60 feet of darkvision.

Nimble
Your companion can move through the space of any creature that is of a size larger than it.

Blindsight
Your companion has 10 feet of blindsight.

Illumination
(Minor Evolution)
Your companion sheds bright light in a 10-foot radius and dim light for an additional 10 ft. Your companion can turn this effect off or on as a bonus action.

Manta Glide
Your companion has ray-like fins that it can use as wings to slow its fall or allow it to glide. When it falls and isn't incapacitated, it can subtract up to 100 feet from the fall when calculating falling damage, and it can move up to 2 feet horizontally for every 1 foot it descends.

Traveler
(Minor Evolution)
When your companion travels at the same pace for more than a minute, its walking speed becomes 60 feet if it was lower.

Quick
Your companion's walking speed is increased by 10 feet. This evolution can be taken multiple times.

Aquatic
(Minor Evolution)
Your companion can breathe both air and water, additionally it gains a swim speed equal to its walking speed.

Elemental Creature
(Minor Evolution)
Pick one of the following cantrips: Mold Earth, Control Flame, Gust or Shape Water, your companion can cast the chosen cantrip.

Aggressor
Choose one of the weapons from Step 4 of companion creation, your companion can use that natural weapon while it has this evolution.

This evolution can be taken multiple times.

Charge
As a bonus action, your companion can move up to it's movement speed toward a hostile creature it can see or hear. It must end this move closer to the enemy than it started.

Large Build
Your companions size increase by one (from medium to large for example).

Resistant
Choose one of the following damage types: acid, cold, lightning, fire, necrotic, poison, thunder, radiant. Your companion becomes resistant to the chosen damage type.

This evolution can be taken multiple times.

Speech
(Minor Evolution)
Your companion gets the ability to speak in one of the languages you know.

Skilled
Your companion becomes proficient in a skill of your choice.

This evolution can be taken multiple times.

Helpful
(Minor Evolution)
Your companion can now take the "Help" action without you needing to command it.

Adorable
(Minor Evolution)
Your companion has advantage on persuasion checks and performance checks.

Spell link
When you cast a spell with a range of touch, your companion can deliver the spell as if it had cast the spell. Your companion must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.

Surprise Attack
If your companion surprises a creature and hits it with an attack during the first round of combat, the target takes extra damage equal to 1d6 + your Soulbinder level from the attack.

False Appearance
(Minor Evolution)
When the companion stays motionless, it is indistinguishable from a non-magical object of its size that you choose, i.e a tree, boulder or a statue.

Smart
(Minor Evolution)
Your companions Intelligence score is increased by 4.

Flaws

You have the option to give your companion a flaw to give your companion a flaw to give it additional evolutions.

Near Sighted
Your companion can't see anything that is more than 30 feet away.

Sunlight Sensitivity
While in sunlight, your companion has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Small Brain
Your companion's Intelligence score is reduced by 4, and its Wisdom score is reduced by 2.

Clumsy
When your companion wants to stand up after being prone, it must also spend its action in addition to half its movement. It can take this action even if you didn't command it.

Aversion of Fire
If your companion takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.

Monophobia
If your companion isn't within 10 feet of an allied creature, your companion will have disadvantage on all attack rolls and ability checks.

Frail
Your companion's size is decreased by one (from medium to small, for example), and its Constitution score is decreased by 2.