Soulbinder/Primal Spirit

Contents
Bond of the Primal Spirit
You have bound your soul to a primal spirit, its immense power flows through you.
One with the Primal
At 1st level you have used some of your soul to allow a primal force to take physical form. You and your companion gain the following benefits:
- Your companion's creature type is either Elemental or Plant.
- You can read, write, and speak Primordial or Druidic.
- Your companion gets the "Elemental Creature" evolution; this doesn't count towards your companion's maximum number of evolutions and can't be changed.
- You become proficient in either Survival or Arcana.
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 Soulbinder spells for you.
Primal Spells
| Level | Spells |
|---|---|
| 1st | absorb elements, faerie fire |
| 2nd | healing spirit, spike growth |
| 3rd | elemental weapon, protection from energy |
| 4th | fire shield, guardian of nature |
| 5th | control winds, maelstrom |
Elemental Surge
Beginning at 3rd level, you can spend an action to cause raw, primal magic to radiate from your companion. The area in a 10ft radius around your companions is considered difficult terrain except for you and your companion. Additionally, choose an elemental type to channel: cold, fire, lightning, or thunder. Your companion becomes resistant to tbhis damage type. Your companion can also use their bonus action to choose a creature within 10ft and activate an extra magical effect determined by the chosen element:
- Cold. A creature must make a Dexterity saving throw or slip and fall prone.
- Fire. A creature must make a Constitution saving throw or take fire damage equal to one roll of your Edict Die.
- Lightning. A creature must make a Dexterity saving throw or suffer disadvantage on their next attack.
- Thunder. A creature must make a Constitution saving throw or be pushed 15ft directly away from your companion.
Maintaining this power puts a strain on your defenses however. You become vulnerable to the damage type associated with your current Elemental Surge and Constitution saves made to maintain concentration on spells are rolled with disadvantage.
This state ends after 1 minute, when you or your companions become incapacitated, or if you choose to end it as a bonus action. Once you have used this feature, you can't do so again until you finish a long rest, unless you expend a spell slot of 1st level or higher to surge again.
Spirit Awakening
At 7th level, you can use your connection with nature to call forth lesser spirits to your aid. As an action, you can command your companion to summon a number of lesser spirits equal to two rolls of your Edict Die. You then assign any number of these spirits among creatures you can see within 60ft. Creatures gain 3 temporary hitpoints per attached spirit
If these temporary hitpoints are fully depleted, the spirits then detonate on a hostile creature within 5ft. The target takes 1d4 cold, fire, lightning, or thunder damage per attached spirit. otherwise, the spirits remain for 10 minutes.
Once you have summoned these spirits, you can't do so again until you finish a long rest.
Ancient Edicts
Starting at 11th level, you can command you companion to draw deeper from its well of primal power. The following commands are added to your Edict options:
- Terrain Surge. If Elemental Surge is active, your companion makes the terrain around itself almost impassable. Creatures moving though the surge must spend 4 feet of movement for every 1 foot it moves until the end of your next turn.
- Primal Burst. Your companion uses a wave of roots, vines, or elemental force to throw enemies around. You can target a cone that is 5ft x one roll of your Edict Die in length. Creatures in the cone must make a Strength saving throw or be pushed 20ft back and knocked prone.
Elemental Storm
When you reach 15th level, you are able to channel even more energy through you companion. Your Elemental Surge feature extends out to 15ft and the additional magical effects improve as follows:
- Cold. Targeted creatures that fall prone in the surge become restrained by ice. At the start of each of its turns, an affected creature can make a strength check to free itself. This condition also ends if the affected creature is no longer within the surge.
- Fire. Targeted creatures now take damage equal to two rolls of your Edict Die.
- Lightning. Targeted creatures that get shocked become unable to take reactions until the start of your next turn.
- Thunder. This effect can also be used as a reaction to a hostile creature hitting with an attack within the surge.
| 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* |