Bonds
Bond to the Wilds
You are in touch with nature itself and have offered something of yourself to it. In return, you are given a trusty animal companion that protects you and carries out your orders. Your bond with the beast makes you inseparable.
Natures Companion
At 1st level you and your companion gain the following benefits:
Your companions creature type is Beast or Monstrosity.
You and your companion gain an extra 5 feet walking speed.
Beasts can understand you and your companion, and you gain the ability to decipher their noises and motions. Most beasts lack the intelligence to convey or understand sophisticated concepts, but a friendly beast could relay what it has seen or heard in the recent past. This ability doesn't grant you friendship with beasts, though you can combine this ability with gifts to curry favor with them as you would with any nonplayer character.
Benefit of the Bond: Martial
Starting at 1st level, you gain proficiency in martial weapons and medium armor. Your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.
Additionally, you also get access to special Soul Binder Maneuvers. You follow the same rules as regular maneuvers for determining your maximum exertion points, maximum maneuver degree, and total maneuvers known, but you can only pick maneuvers from the special Soul Binder Maneuver category.
Call of the Wild
Starting at 3rd level you and your companion can work together to become empowered by the power of nature. You gain special edicts that your companion can use. You can activate these special Edicts when your companion hits a creature that is within 5 feet of you or if you hit a creature that is within 5 feet of your companion. You can only activate one of these special Edicts per turn, but you can use these on the same turn that you use a normal Edict.
Exhilarating Roar. Your companion lets out an inspiring roar. Any creature of your choice within 10 feet of the creature your companion hit can use their reaction to spend one of their hit dice and heal for an amount equal to the roll of the hit die + their constitution modifier.
Go for the Eyes. The creature that was hit must succeed on a Constitution saving throw or be blinded until the end of your next turn.
Pack Leaders Mark. Until the start of your next turn, all attacks against the creature are made with advantage as long as the creature is within 5 feet of you or your companion.
Wild Pack
When you reach 6th level you and your companion can work together like a pack to overcome overwhelming odds.
When you make an attack against a creature within 5 feet of your companion you can choose to gain advantage on the attack roll, if you hit this attack you must activate and use your Call of the Wild ability, you can't use this feature if you don't have any Edict uses left.
Additionally, if a creature that you have damaged on your current turn or on your previous turn is dropped to 0 hit points, you regain one use of your Edict feature.
Nature's Commands
At 11th level, you can command your beast with the guidance of nature itself. The following commands are added to your Edict options:
Tooth and Nail. Your beast can use its action to make a number of attacks equal to a roll of your Edict Die, it can't make more than one attack against the same creature with this action and it can use it's movement between attacks.
Dodge and Evade. Until the end of your next turn, whenever your beast takes damage, it can reduce the damage by an amount equal to a roll of your edict die.
Alpha Call
When you reach 15th level you can call upon the spirits of nature to fight and hunt alongside you and your companion.
As an action you can use this feature to cast the "Summon Beast" spell at 5th level without needing to use a spell slot. When cast with this feature, the spell summons two spirits instead of one, its duration in reduced to 1 minute, and it doesn't require concentration. The spirits attacks also counts as magical for the purpose of overcoming resistances.
Once you have used this feature you must finish a long rest before you can do so again.
Bond to 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 the ability to cast spells, detailed in the Soul Binder Spells section. You also gain extra spells listed below. 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
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 causes you to lose your sanity. Each time your companion uses one of these 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. 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.
Roll 1d6, the number on the die is the madness effect you suffer.
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 lose 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).
Unnatural Edicts
Starting at 6th 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 within 30 feet of it equal to a roll of your Edict Die. The chosen creatures must succeed on a Wisdom saving throw or be frightened of your companion until the start of your next turn.
Otherworldly Grasp
When you reach 11th level, you can power up the Horrifying Form and Extended Grasp Edict by spending 2 uses of your Edict feature to combine them. When you combine the two Edicts, it works as detailed below:
Horrifying Grasp. Your companion can use it's bonus action to choose a number of creatures within range of it equal to a roll of your Edict Die. The range is determined by another roll of your Edict Die multiplied by 5. Each creature your companion chooses must be a target it is allowed to grapple based on the strength chart. The chosen creatures are pulled within 5 feet of your companion. If they fail a Strength saving throw, they are also grappled 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.
Bond to the Dragonkin
You have bound your soul to a drake in hopes of protection and power. Maybe you have been chosen by a dragon to receive an everlasting gift as it created a Guard Drake especially for you, binding your souls together as one to protect one another. Or you gained the trust of such a beast in a deadly situation, bonding for life to mutually help each other.
Guardian of the Dragon
At 1st level, you were given a guard drake and linked with it. You and your companion gain the following benefits:
Your companion becomes resistant to one of the following damage types: acid, cold, lightning, fire, poison. You pick this when you get this feature, the chosen damage type is your Draconic damage type.
When your companion deals damage with a natural weapon it can choose to make that weapons damage type the same as it's Draconic damage.
You can read, speak and write Draconic.
Benefit of the Bond: Martial
Starting at 1st level, you gain proficiency in martial weapons and medium armor. Your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.
Additionally, you also get access to special Soul Binder Maneuvers. You follow the same rules as regular maneuvers for determining your maximum exertion points, maximum maneuver degree, and total maneuvers known, but you can only pick maneuvers from the special Soul Binder Maneuver category.
Edict of the Dragonkin
Beginning at 3rd level, you can command your guard drake with the fury of a dragon. The following commands are added to your Edict options:
Infused Scales. Until the start of your next turn, when your companion is hit by a creature within 5 feet of it, that creatures takes Draconic damage equal to a roll of your edict die.
Draconic Leap. You point your finger at point you can see within 30 feet of your drake. Your drake can use its bonus action to leap to leap to the point you chose. Each creature within 5 feet of the chosen point must succeed on a Strength saving throw or be knocked prone and take bludgeoning damage equal to a roll of your Edict Die.
Draconic Challenge
Starting at 6th level, your drake is a force to be reckoned with, drawing attention from teammates on the battlefield.
When your dragon hits a creature with a melee weapon attack, it can mark the creature until the end of your next turn. This effect ends early if your companion is incapacitated.
While the marked creature is within 5 feet of your companion, the creature has disadvantage on any attack roll that doesn't target your companion.
In addition, if a creature marked by your companion deals damage to anyone other than your companion, you can make a weapon attack against the marked creature as a reaction if it is within range of your weapon.
Magic Infused Breath
When you reach 11th level, your drake can activate some of its draconic powers using your magic as fuel.
As a bonus action you can spend 2 exertion points. If you do, your companion can use its action this turn to exhale a destructive breath attack.
Each creature caught in the breath must make a Dexterity saving throw or take 3d8 Draconic damage on a failed save, and half on a success. Your companion can apply its draconic mark from the Draconic Challenge feature to one of the creatures that failed the saving throw. The shape of the breath attack can be either a 30 foot cone or a 60 foot line, your choice when you use this ability.
You can use more exertion to increase the damage. The damage increase by 1d8 for each exertion point beyond the 1st, to a maximum of 6d8.
Dragon Form
When you reach 15th level, you have studied the draconic powers that lie deep within the blood of your companion. You can transform your companion into its true dragon form for a little while.
As an action, you can cause your companion to grow wings and transform into a dragon for 1 minute. While transformed it gains the following benefits:
It has a flying speed of 60 feet.
It increases its size by one category.
It gains immunity to its Draconic Damage type.
It gains an amount of temporary hit points equal to your Soul Binder level, these temporary hit points disappear when the transformation ends.
It has an extra 5 feet of reach on all of its attacks.
At the start of its turn, roll 1d6. On a 5 or 6, it can use its action this turn to activate the Magic Infused Breath feature as if you had spent enough exertion to make the damage 6d8. You do not need to actually spend exertion or use your bonus action to activate the feature this way.
As a bonus action, it can let out a terrifying roar. Each creature of its choice that is within 120 feet of the drake and aware of it, must succeed on a Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this effect for the next 24 hours.
The transformation ends after 1 minute, or if the companion uses its bonus action to end it. Your companion can only transform again after it has finished a long rest.
Bond of the Merged
You have bound yourself to a strange creature that is able to shift its form and absorb matter to enhance itself.
Shifting Companion
At 1st level you have bound your soul to a companion able to shift itself in unnatural ways. You and your companion get the following benefits:
Your companions creature type is Aberration or Ooze.
Your companion gets the "Amorphous" or "Slimy Body" evolution, this doesn't coutn against your maximum numbers of evolutions, and also cannot be changed.
Benefit of the Bond: Arcane
As your soul is bound to a magical being, you gain the ability to cast spells, detailed in the Soul Binder Spells section. You also gain extra spells listed below. 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.
Merged Bond Spells
1st: arms of hadar, entangle
2nd: adaptation, alter self
3rd: gaseous form, protection from energy
4th: evards black tentacles, freedom of movement
5th: contagion, enervation
Merge
Beginning at 3rd level, you can use an action to have your companion absorb you when it is within 5 feet of you, causing both of you to morph together as a single unit for 1 minute. While you are merged with your companion, it gains the following benefits:
The reach of all its natural weapons increase by 5 feet.
Once per turn when it hits a creature with its natural weapons, it deals extra psychic or acid damage equal to one roll of your edict die.
It gains temporary hit points equal to half your Soul Binder's current hit points. The temporary hit points are lost when the merge ends.
It increases its size by one category.
While you are morphed with your companion, you can't take actions or reactions except ending the merge as a bonus action and using your action and bonus action to command your companion. You also cannot move. If you are concentrating on a spell while merged, you make a concentration check whenever the companion takes damage, using the companions constitution. The merge ends after 1 minute, when your companion is incapacitated, or if you choose to end it. When the merge ends, you appear in an unoccupied space within 5 feet of it.
Once you use this feature, you cannot do so again until you finish a long rest or expend a 1st level spell slot or higher to merge again.
Assimilate
Starting at 6th your companion can assimilate pieces of monsters you have slain and add it to it's body to grow stronger.
As an action, your companion can touch a dead organic creature within 5 feet of it to consume the body. Your companion will get certain benefits depending on the type of the creature absorbed. Your companion can only have the part of one creature at a time, and if it uses this feature again, it will lose its old benefit. The different benefits are the following:
Aberration. It has resistance to psychic damage and advantage on saving throws to avoid being frightened or charmed.
Beast. It gains an extra 10 feet of movement speed and has advantage on all perception checks.
Celestial. It has resistance to radiant damage and it can cast "Detect Evil and Good" at will.
Dragon. Your companion becomes resistant to whatever damage type the dragon was immune to (if any) and it gains a flying speed of 30 feet.
Elemental. Your companion can cast the "Protection from Energy" spell at will.
Fey. After your companion takes damage, it can use its reaction to teleport to a spot within 30 feet. Also, magic can't put it to sleep.
Fiend. Your companion becomes resistant to fire and poison damage, and it also gets 120 feet of darkvision which can see through magical darkness.
Giant. Your companions has advantage on all Strength checks and saving throws, and it counts as one tier higher on the strength chart.
Humanoid. Your companion can speak any language you know, it can also cast the "Alter Self" spell at will, but only to change itself to look like the humanoid it absorbed.
Monstrosity. You can pick two extra evolutions to give your companion, and these don't count towards its maximum evolutions.
Ooze. Whenever a creature hits your companion with a melee weapon attack, the creature takes Acid damage equal to your proficiency bonus.
Plant. If your companion has less than half its hit points at the start of its turn, it gains temporary hit points equal to your proficiency modifier.
Undead. Your companion has immunity to poison damage and the poisoned condition, it also has advantage on death saving throws, and can treat a 18 and 19 as a 20 when rolling death saving throws.
At the end of a long rest the assimilated body will decay and rot away and your companion will loose its current benefit, unless you spend one of your newly gained spell slots to keep the body fresh until the next long rest.
Edict of the One
Beginning at 11th level, you can command your companion to absorb more matter and becomes better. The following commands are added to your Edict options:
Consume. Whenever your companion hits a creature with an attack this turn, your companion is healed for an amount equal to a roll of your edict die.
Digest. On this turn your companion can use its action to make a special grapple against a creature within range, your companion has advantage on its athletics check to initiate this grapple, while a creature is grappled by this feature it will take acid or psychic damage at the start of its turn equal to a roll of your Edict Die.
Improved Merge
When you reach 15th level, your body has become more accepting of your companion, and you are much more potent at merging together. While merged with your companion you and it gains the following additional benefits:
While you are merged you can see through your companions' eyes.
You can now take the Cast a Spell action while morphed. When you do so, you cast the spell through your companion and it must use its reaction to deliver the spell.
As a reaction you can add your Charisma Modifier to the result of a saving throw your companion has to make (after it rolls but before you know if it fails) or you can add it to your companions AC against one attack (after you know the result of the attack roll).
Bond of the Elusive Soul
You have bound your soul to a creature that has an unusual nature about it, it has the ability to shift itself and blink around the world with ease, but it needs your guidance to control this power.
Tricky Comprehension
At 1st level you gain you and your companion get the following benefits:
Your companions creature type is Fey or Monstrosity.
Your companion is immune to being charmed.
You become proficient in Persuasion or Performance.
You can read, write and speak Sylvan.
Benefit of the Bond: Martial
Starting at 1st level, you gain proficiency in martial weapons and medium armor. Your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.
Additionally, you also get access to special Soul Binder Maneuvers. You follow the same rules as regular maneuvers for determining your maximum exertion points, maximum maneuver degree, and total maneuvers known, but you can only pick maneuvers from the special Soul Binder Maneuver category.
Blink Strike
When you reach 3rd level, you have taught your companion to blink to your enemies and deliver a deadly strike.
Whenever you hit a creature with an attack, your companion can use its reaction to teleport to an unoccupied spot within 5 feet of that creature. If you use your reaction to transfer damage to your companion with the "Symbiotic Link" feature, your companion can also use its reaction and teleport to an unoccupied space within 5 feet of the creature that dealt damage to you. Your companion can only teleport this way if it is within 60 feet of the creature.
After your companion teleports, it can choose to make an attack with advantage as part of that reaction. If the attack hits, the creature's movement speed is reduced to 0 until the start of your next turn.
Your companion can only make this attack a number of times equal to your proficiency bonus and regains all uses on a short or long rest. Your companion can still teleport when you have no uses remaining, but it cannot make the attack.
Linked Flicker
Starting at 6th level you and your companions connection have become so strong that you can teleport to each other.
While you and your companion are within 60 feet of each other, Either of you can spend half their movement to teleport to an unoccupied space that is within 5 feet of the other. Only one of you can activate this feature each turn.
Elusive Edicts
At 11th level, you can command your companion to pull playful maneuvers. The following commands are added to your Edict options:
Quick Blink. You tell your companion to be prepared to evade danger. Roll your edict die 3 times and add the result of the dice. Until the start of your next turn, whenever your companion takes damage that is less than the result of your edict dice, it will shortly phase out of existence and avoid that damage.
Far Blink. You command your companion to blink, jumping to a different position. Your companion can choose to teleport to a spot it can see that is within a number of feet equal to ten times the result of a roll of your edict die.
Blinking Charge
Beginning at 15th level you can channel the conjuration magic of your companion to shift you and your allies around the battlefield. As an action you can choose any number of willing creature that is within 10 feet of either you or your companion (this can include you and your companion), you can then choose to teleport those creatures to a spot that is within 60 feet of their position and that you can see.
Any creature teleported this way can use their reaction to make a melee weapon attack against a creature who is within range.
You can use this ability twice. After you have used it twice, you must finish a long rest before you can do so again.
Bond of the Puppet
Sometimes a persons soul can also be split in two as the result of a magical experiment, in such case they can become a Soul Binder and will have crafted a construct that can house their shattered soul and be controlled like a puppet.
Inorganic Companion
At 1st level you have your soul to a crafted construct which now serves as its container, You and your companion gains the following features:
Your companions creature type is Construct.
You become proficient in carpenter's, smith's tools, Mason's tools or tinker's tools.
Your companion is immune to poison and psychic damage as well as the poisoned, charmed and frightened condition.
Your companion can't take any actions if it is more than 60 feet away from you.
Your companion doesn't need food, drink or sleep.
Benefit of the Bond: Arcane
As your soul is bound to a magical being, you gain the ability to cast spells, detailed in the Soul Binder Spells section. You also gain extra spells listed below. 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.
Puppet Bond Spells
1st: alarm, unseen servant
2nd: hold person, web
3rd: enemies abound, tiny servant
4th: compulsion, freedom of movement
5th: animate objects, dominate person
Take Control
Beginning at 3rd level you can now take more direct control of your companion and guide it.
When your companion uses their action, you can spend your bonus action to give it additional bonuses. You can also expend a spell slot as part of activating this feature to enhance the bonuses:
Your companions AC is increased by 1.
Your companions movement speed is increased by 10 feet. If you spend a spell slot, your companion's speed is increased by +10 feet for each level of the spell slot you spent.
When your companion makes attacks, you make each of their attacks deal an extra 2 damage. If you spend a spell slot, your companion deals an additional +2 damage for each level of the spell slot you spent.
When you use a spell slot to increase the potency this feature you can keep the benefits for longer. To do so you must activate "take control" the next turn and it will keep the same bonuses as last turn. The extended control ends if you don't maintain the control for 1 round, or if you have extended the control for a total of 1 minute. If you use another spell slot to empower this feature you lose the bonus of the previous bonus.
Edicts of the Puppeteer
Beginning at 6th level, you become a puppet master. The following commands are added to your Edict options:
Recover. If your companion is within 60 feet of you, you can summon it to an unoccupied space within 5 feet of you without provoking opportunity attacks. It is then healed for an amount equal to one roll of your Edict Die.
Quick Control. You can use the Take Control feature without spending your bonus action, and you can activate the feature as if you had spent a level 1 spell slot.
Marionette Manipulation
Starting at 11th level you can empower your companion and make more complex tasks. When you use the Take Control feature, your companion can get 2 of the benefits, although only one of the bonuses can benefit from being empowered by a spell slot.
Absolute Control
At 15th level you can take even finer control of your control of your puppet.
When your companion is under the effect of the Take Control feature, your companion can make two attacks even if you do not use your action to give it more attacks.
Bond of the Divine
Sometimes gods grant gifts to worthy mortals. They can take all shapes and forms and you have been given a boon in the form of a friend and protector for life.
Soul binders that make a bond with a celestial are often followers of the god that the celestial used to serve, traveling the world and spreading the word of that god.
Guardian of the Heavens
At 1st level you have your soul to a celestial creature, You and your companion gains the following features:
Your companions creature type is Celestial.
Your companion gains resistance to necrotic and radiant damage.
Whenever your companion deals damage with one of its natural weapons, it can choose to make the damage radiant.
You can read, write and speak Celestial.
Benefit of the Bond: Martial
Starting at 1st level, you gain proficiency in martial weapons and medium armor. Your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.
Additionally, you also get access to special Soul Binder Maneuvers. You follow the same rules as regular maneuvers for determining your maximum exertion points, maximum maneuver degree, and total maneuvers known, but you can only pick maneuvers from the special Soul Binder Maneuver category.
Gift of Life
When you reach 3rd level, When your companion is harmed you can catch its life force and redirect it elsewhere before it dissipates.
When your companion takes damage you can use a reaction to heal a creature other than you or your companion for an amount equal to the damage your companion just took. If you used your reaction to redirect damage to your companion you can use this feature as part of that reaction.
You can activate this feature a number of times equal to your proficiency bonus and regain all uses on a long rest.
Inspiring Heal
At 6th level, you know how to mend wounds and inspire your guardian to perform better in combat.
You learn the healing word spell. You can use 2 exertion points to cast it instead of using spell slots. Additionally, whenever you cast healing word, it's next attack deals additional radiant damage equal to the amount of hit points you restored.
Edicts of Radiance
Starting at 11th level, you can command your guardian with a voice that can pierce the heavens. The following commands are added to your Edict options:
Blinding Light. You command your guardian to unleash its inner radiant light. On its turn it can use its action to release its blinding energy. Creatures of its choice within 15 feet of it must succeed on a Constitution saving throw or be blinded until the end of your next turn.
Spread Your Wings. Your words inspire your guardian to fly as high as the sky. It has a flying speed of 60 feet until the start of your next turn.
Death Prevention
When you reach 15th level, your guardian have gained the powers to protect people from the grasp of death.
If a creature within 60 feet of your companion drops to 0 hit points or fails a death saving throw, your guardian can use its reaction to teleport to an unoccupied space within 5 feet of that creature and breathe new life into them. The creature regains 10d12 hit points.
Once you use this feature, you can't do so again until you finish a long rest.
Bond of the Undead
You are bonded with an undead creature, whether you were linked with a loved one who passed to soon, or you did it yourself out of lust for power.
Undead Ward
At 1st level, you have your soul bound to an undead creature. You and your companion gain the following features:
Your companion is the Undead type
Your companion has proficiency in Strength and Constitution saving throws.
Your companion no longer needs to eat, drink, breathe, or sleep. Your companion can still do all of these things if they choose to.
Your companion is immune to disease and the poisoned condition.
If damage reduces your companion to 0 hit points, it must make a con saving throw with a DC equal to 5 + the damage taken. On a success, the zombie drops to 1 hit point instead. If the damage is radiant or from a critical hit, you cannot use this feature.
Benefit of the Bond: Martial
Starting at 1st level, you gain proficiency in martial weapons and medium armor. Your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.
Additionally, you also get access to special Soul Binder Maneuvers. You follow the same rules as regular maneuvers for determining your maximum exertion points, maximum maneuver degree, and total maneuvers known, but you can only pick maneuvers from the special Soul Binder Maneuver category.
Edicts of Undeath
Starting at 3rd level, you can command your companion to take the following edicts:
Feast Upon Flesh. When your companion damages a creature, you can spend an edict die to heal the companion for one roll of the edict die. You can choose to instead give this healing to yourself instead of your companion.
Rise Again. If your companion is dead, you can use an action to spend an edict die as you point at any corpse within 30 feet of you, making that corpse rise as your undead companion with 5 hit points. The corpse must be from a creature that is at least medium sized.
If there isn’t a corpse within 30 feet of you, you can instead spend three Edict Dice to have your companion magically rise from beneath the ground (flavor only, no abusing this to tunnel).
Vitality Leech
At 6th level, whenever your companion regains hit points or gains temporary hit points, you add your proficiency bonus to the total. Whenever your companion makes you regain hit points or temporary hit points, you also add your proficiency bonus to the total.
Edicts of Undeath
At 11th level, when you use Symbiotic Link to make your companion take damage for you, it can use Feast Upon Flesh without spending an Edict Die on its next turn. The damage must have been dealt by an enemy. Your companion also has advantage on attacks when you use Feast Upon Flesh.
Additionally, when you send damage to your companion with Symbiotic Link, you can choose to split the damage in half, with each of you taking one half of the damage instead of sending the full amount to your companion.
Undead Lord
At 15th level, you and your companion’s souls are a master of undeath. You gain the following benefits.
When you or your companion roll death saving throws, you treat an 18-20 on the d20 as a 20.
You and your companion need four failed death saving throws in order to be killed.
If you or your companion get three successes when making death saving throws, you regain 1 hit point at the end of your turn.
When you use Feast Upon Flesh, you can spend an additional Edict Die to heal both you and your companion at the same time.
When you use Rise Again with no corpse, it only costs 2 Edict Dice instead of 3.