Companion Creation

Create your Companion: Stats

Ability Scores

You build your companions ability scores in the same way that you build your characters ability scores, detailed in Chapter 1: Creating a Character, but the companion does not get the racial bonus or free feat.

Proficiencies

You pick 2 skills for your companion to be proficient in, and your companion also becomes proficient in two saving throws of your choice. Your companion uses your proficiency bonus. Your companion can understand any language you speak, but can't speak itself. If a feature for your companion requires another creature to make a saving throw, it uses your Spell Save DC.

Armor Class

Your companion has an AC equal to 10 + its Con or Dex (your choice when you create it) + your proficiency bonus.

Hit Points

Your companion has hit points equal to (3 + its Con modifier) * your soul binder level + 4.

Speed

Your companion has a walking speed of 30 feet.

Size

Your companion is either medium or small, your choice when you create the companion.

Traits

Your can pick one of the following traits for your companion when you create it:

Flaws

You can take one of the following flaws for your companion to pick an additional trait for your companion. You cannot pick the same trait more than once.

Create Your Companion: 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.

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 if it is no more than one size larger than your companion.

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 when you pick the option.

Create Your Companion: Evolutions

You can modify your companion with different evolutions, choose two evolutions listed below. You gain more evolutions as detailed in the Soul Binder table in the main class description. 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 devolution upon creation, if you give your companion a devolution you can give it one additional evolution. The devolutions can be found at the end of this section. Unlike evolutions, a devolution cannot be changed, so choose wisely.


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 it's 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 have 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.


Quick

Your companion 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 another natural weapon for your companion. 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 Soul Binder 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.

Creating Your Companion: Devolutions

When you create your companion, you can optionally give it one devolution of your choice, which allows you to pick an extra evolution. You cannot change or get rid of a devolution once you choose it.


Devolutions

Near Sighted

Your companion can't see anything that is more than 30 feet away from it.


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 companions Intelligence score is reduced by 4, and its Wisdom score is reduced by 2.


Clumsy

When your companion want 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 companions size in decreased by one (from medium to small for example) and its Constitution score is decreased by 2.