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
Additionally starting at 1st level you gain some of your companions experience in combat. 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.
Call of the Wild
Starting at 3rd level you and your companion can work together to become empowered by the power of nature. Once per turn 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 activate one of the following features:
Exhilarating Roar. Any creature of your choice within 10 feet of the hit creature, 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.
You can activate this feature a number of times equal to your proficiency modifier and regain all uses on a short orb long rest.
Wild Pack
When you reach 7th 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 "Call of the Wild", you can't use this feature if you don't have any uses of call of the wild. If the creature dies from your attack you don't have to expend a use of Call of the Wild.
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. 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 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
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.
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 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.
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
Additionally starting at 1st level you gain some of your companions experience in combat. 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.
Draconic Challenge
Starting at 3rd 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 or it dies, or if someone else marks the creature.
While the marked creature is within 5 feet of your companion, the creature marked by your companion 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 your reaction, if it is within range of your weapon.
Magic Infused Breath
When you reach 7th level your drake can activate some of its draconic powers using your magic as fuel.
As an action you can spend a 1st level spell slot. If you do your companion can use its action this turn to exhale a destructive breath.
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 "Draconic Challenge" to one of the creatures that failed the saving throw. The Shape can be either a 30 foot cone or a 60 foot line, your choice when you use this ability.
You can use higher level spell slots to increase the damage. The damage increase by 2d8 for each spell slot level above 1st. 5d8 for 2nd level spell slot, 7d8 for 3rd level spell slot, 9d8 for 4th level spell slot and 11d8 for 5th level spell slot. When you reach 11th level you can activate this feature as a bonus action.
Edict of the Dragonkin
Beginning at 11th 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 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 a creature or point you can see. If your drake is within 30 feet of that creature or point, it can use its bonus action to leap to it. If its a creature it must succeed on a Strength saving throw or be knocked prone and take bludgeoning damage equal to three rolls of your Edict Die.
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 – from Medium to Large, for example
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 5 feet extra 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 its "Magic Infused Breath" as if you had used a 2nd level spell slot to activate it.
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 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.
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 touch your companion and become absorbed, morphing 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 one of 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, but will lose them 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 7th 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 add some of it to itself, your companion will get certain benefits depending on the type of the creature. 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 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, it also gets 120 feet darkvision which can see through magical darkness.
Giant. Your companions has advantage on all Strength checks and saving throws, the weight it can lift, push and carry is doubled.
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, 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
Additionally starting at 1st level you gain some of your companions experience in combat.
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.
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 teleport it can choose to make an attack as part of that reaction, this attack has advantage on the attack roll. If the attack hits, the creature will have its movement speed 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.
Linked Flicker
Starting at 7th level you and your companions connection have become so strong that you can teleport to each other.
While you and your companion is within 60 feet of each other, you both have the option to expend 20 feet of your 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 ten times the result of a roll of your edict die in feet.
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.
Once you have used this feature you must finish a long rest before you can do so again.
Bond of the Spirit Vessel
You have bound yourself to a fleeting spirit unable to go to the afterlife. To help keep your companion grounded in this world you have made a vessel for them, whenever that be a carefully crafted construct or a corpse that is no longer being used.
Soul Container
At 1st level you have bound yourself with a soul that has become severed from its old body, and you have found a new home for this soul, whenever that be a constructed vessel or a new soulless body. You and your companion gains the following benefits.
Your companions creature type is either Construct or Undead.
If you cast a spell that normally can't affect Constructs and Undead (like Cure Wounds) you can still cast it on your companion.
Your companion is immune to poison damage and the poisoned condition.
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 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.
Spirit Bond Spells
1st: false life, unseen servant
2nd: silence, invisibility
3rd: life transference, vampiric touch
4th: shadow of moil, death ward
5th: negative energy flood, raise dead
Macabre Reconstruction
Starting at 3rd level you can use your own lifeforce to reconstruct your companion when its damaged. You have a pool of soul energy represented by a number of d6s equal to 1 + your Soul Binder level.
As a bonus action, you can spend a number of those dice equal to half your Soul Binder level or less. Roll the spent dice and add them together. You take damage equal to the the total, and your companion regains hit points equal to twice the total.
You regain all expended dice when you finish a long rest.
Necrotic Reprisal
When you reach 7th level you and your companions life force has been so entwined that your companion will harm anyone who dares to hurt you.
When your companion takes damage, it can use its reaction to choose any number of creatures that is within 10 feet of it, the chosen creatures must succeed on a Constitution saving throw or they will take necrotic damage equal to the damage your companion took when it activated this reaction.
After you have used this feature you must finish a short or long rest before you can do so again.
Edicts of the Bound Spirit
Starting at 11th level, you can command your companion to use its powers to manipulate life force. The following commands are added to your Edict options:
Steal Life. The next time your companion hits another creature with a melee attack, that attack will deal extra necrotic damage equal a roll of your edict die and you regain hit points equal to the necrotic damage dealt.
Dreadful Scream. As an action your companion can choose a number of creatures equal to your Charisma modifier, that is within 60 feet of it. The chosen creatures must make a Constitution saving throw, on a failed save the creature takes necrotic damage equal to two rolls of your edict die and can't regain hit points for 1 minute, the creature can repeat the saving throw at the end of their turn, ending the effect on a success.
Lifeforce Equalizer
When you reach 15th level you can manipulate the thread that ties you and your companion to heal one of you.
As an action you can compare your current hit points to that of your companions hit points, whoever has the lowest amount of current hit points will get healed so they have the same amount of hit points as the other one (to a maximum of their maximum hit points).
After you have used this feature 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 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.
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.
If you used your action to command your companion you can then also use your bonus action to give it it the benefits listed below until the start of your next turn. You can also expend a spell slot as part of activating this feature to enhance the bonuses:
Your companions AC is increased by 1 (+1 for each each spell slot level).
Your companions movement speed is increased by 10 feet (+10 for each spell slot level).
Your companions attacks that are part of the attack action deals an extra 2 damage (+2 for each spell slot level).
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.
Marionette Manipulation
starting at 7th level you can empower your companion and make more complex tasks. When you use "Take Control" your companion can get 2 of the benefits, although only one of the bonuses can benefit from being empowered by a spell slot.
Edicts of the Puppeteer
Beginning at 11th 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 it is moved to an unoccupied space within 5 feet of you without provoking opportunity attacks, it is then healed for an amount equal to two rolls on your edict die.
Quick Control. Your puppet gets the benefits as if you had used your action and bonus action to activate the "Take Control" feature.
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 it can now make three attacks when it takes the attack action on its turn, and it has advantage on all saving throws.
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
Additionally starting at 1st level you gain some of your companions experience in combat.
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.
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 modifier and regain all uses on a long rest.
Inspiring Heal
At 7th level, you know how to mend wounds and inspire your guardian to perform better in combat.
You learn the healing word spell. You always have it prepared, and it doesn't count against the number of spells you can prepare each day. It counts as a soul binder spell for you.
Additionally, whenever you cast healing word on your guardian, it can use its reaction to make a melee weapon attack.
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 and it doesn't provoke opportunity attacks 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 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. The first time you use this feature, it costs nothing. For every use after the first, you must spend a spell slot to do so again. You regain the free use on after a short or long rest.
Benefit of the Bond: Martial
Additionally starting at 1st level you gain some of your companions experience in combat.
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.
Improved Undead Ward
At 3rd level, you can use Undead Ward without spending a spell slot a number of times equal to your proficiency bonus instead of just once. Whenever you spend a spell slot to use Undead Ward, you have advantage on the roll.
Vitality Leech
At 7th level, whenever your companion regains hit points or gains temporary hit points, you add your proficiency bonus to the total.
Edicts of Undeath
Starting at 11th 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 + your companions constitution modifier. 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 to point at any corpse within 30 feet of you. That corpse rises as your undead companion with 5 hit points. You can spend a spell slot to raise the zombie with an additional 5x the spell slot level spent.
Undead Lord
At 15th level, your undead companion can roll to survive even if it has taken radiant damage or damage from a critical hit. The DC is now only equal to the damage taken. In addition, if your companion fails the check, you may spend a spell slot to instead succeed. When you spend a spell slot to use the feature again after the first free use, it does not count as the spell slot to turn the die roll into a success.