Some say the most dangerous of the Lower Planes, the Abyss holds endless hoards of animalistic monstrosities with only one goal: rend, tear, and destroy. You have made a spiritual bond with such a wretched creature, which could be of mutual benefit, or one-sided. Perhaps you enslaved this creature in an act of good faith to protect others from its wrath; or maybe in a desperate moment you performed a foul ritual that bonded this monster to your soul.
At 1st level, you have made a bond with a demon from the depth of the Abyss. The demon has the appearance of your choice and uses the Blood Demon stat block.
Blood Demon
Medium fiend (demon), chaotic evil
- Armor Class 12 + its Dexterity modifier + your proficiency bonus
- Hit Points 1d10 (or 6) + its Constitution modifier per soul binder level
- Hit Die 1d10 per soul binder level
Speed 30 ft.
STR DEX CON INT WIS CHA 16 (+3) 12 (+1) 16 (+3) 6 (-3) 9 (-1) 12 (+1)
- Senses darkvision 60 ft.
- Languages Abyssal, Understands the other languages known by its binder, but can't speak them.
Demonic Toughness. If the demon takes any damage between its turns, it gains temporary hit points equal to your proficiency bonus at the start of its turn.
Closing Wounds. During a short rest the demon can heal for an extra amount equal to your Soul Binder level, it must finish a long rest before it can do so again.
Actions
Attack. Melee Weapon Attack: your proficiency bonus + its Strength modifier to hit, reach 5 ft., one target. Hit: 1d8 + its Strength modifier bludgeoning, piercing or slashing damage.
As you bind your soul with this demonic being, you learn its otherworldly tongue. You can speak, read and write Abyssal.
When you choose this bond at 1st level, you gain proficiency with whips. Additionally, when you use a whip it has the following special properties:
Beginning at 3rd level you know how to inflict pain on your demon and make that pain resonate with nearby foes.
As an action you can make a special kind of melee weapon attack targeting your demon, you don't make an attack roll as this special attack always hit. When your demon takes damage from this attack it will send out a pulse of pain, and every creature of your choice within 5 feet of your demon must succeed on a Constitution saving throw or take the same amount of damage as your demon took from the attack as psychic damage. Additionally when you use this feature, your demon will have advantage on its next attack rolls this turn.
When you reach 7th level, your demon fights best when it is covered in blood. Whenever your demon is below half of its maximum hit points, it gains the following benefits:
Starting at 11th level, you can command your demon to inflict pain to both its enemies and itself. The following commands are added to your Edict options:
Painful Retaliation. You command your demon to consume the damage that foes inflict on it. Until the end of your next turn, whenever your demon takes damage, it can use its reaction to deal an amount of damage back to its attacker equal to the damage it just took as psychic damage.
No Regards. Your command makes your demon lose all care for its own health and go berserk. Until the start of your next turn, your demon deals double damage with all melee attacks, but it also becomes vulnerable to all incoming damage.
When you reach 15th level, your demon becomes an avatar of agony, sharing its misery with other creatures. As an action, your demon can try to make a blood bond with a creature within 10 feet of it. The target must succeed on a Constitution saving throw or be bound by blood to the demon for 1 minute or until one of them drops to 0 hit points. Whenever the demon takes damage, the target takes half of that damage. The affected target can use its action to repeat the saving throw, ending the effect on a success. The demon can only create a blood bond with one creature at a time.