Druid
Base Class: Druid

Soul binders 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. Soulbonded Beast can be used as a mount outside of combat. You can bind with a creature as early as first level but you don't finalize and enhance the bond til much later. Early use of your companion is mainly for mobility and creative problem solving but as your bond develops it will gladly join you in your battles as well. The DM should roll for and command the beast actions til the bonds are finalized at level 6.

Speech of the Wilds

At 3rd level, you gain the ability to converse with beasts and many fey.

You learn to speak, read, and write Elvish. In addition, beasts can understand your speech, 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.

Soul Totem

Starting at 3rd level, you can call forth your soulbonded creature at will to influence the world around you. As a bonus action, you can magically summon the creature to a point you can see within 60 feet of you.

As a bonus action, you can move the beast up to 30 feet to a point you can see.

As an action you can dismiss it which will make it flee into the wilds once more until you call upon it again.

 

Level 3: Soul Bond

 You have chosen to sacrifice a piece of your own soul to gain the aid of a creature stronger than you. You are now bonded for both of your lives. The creature now migrates wherever you go and if you must be separated due to laws or societal pressures you are always aware of the creatures exact location and can magically call it to you using your Soulbind ability.

Level 6: Edict

You have gotten better control over your companion and can give it more complicated commands. You can use a bonus action to speak a command to your companion. It must be able to hear you for the command to take effect.

Strike. You command your companion to attack with extra ferocity. The next time your companion hits another creature with an attack this turn, that attack deals extra 2d6 damage .

Toughen Up. You command your companion to toughen up and be ready to withstand even more blows. Your companion gains 2d6 temporary hit points that last for 10 minutes.

Block. You command your companion to evade or block incoming attacks rather than taking them. The companion's AC is increased by an amount equal to your Charisma modifier, until the end of your next turn.

Move. You tell your companion that it needs to move fast, or move safely. When given this command your companion can take the Disengage or Dash action as a bonus action on this turn.

 

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.

Deeper Binds

Starting at 6th level, your soul bonded beast you conjure is more resilient than normal. It gains the following benefits:

  • The creature appears with more hit points than normal: 2 extra hit points per Hit Die it has.
  • The damage from its natural weapons is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage.

Never Too Far

Beginning at 10th level, your Soul Totem safeguards your beast that you call forth. When it ends its turn in your Soul Totem aura (100 meter radius), that creature regains a number of hit points equal to half your druid level.

Faithful Beasts

Once per long rest, If you are reduced to 0 HP or are incapacitated, you can summon your beast and 2 copies of it that appear within 20 ft. of you. If they receive no commands from you, they protect you from harm and attack your foes. The spell lasts for 1 hour, requiring no concentration, or until you dismiss it (no action required). The copy will disappear if combat ends.

Once you use this feature, you can’t use it again until you finish a long rest.

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