Soul Binder

Bond of 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 chromatic guard drake and bonded with it. The drake has the appearance of your choice and uses the Drake Companion stat block. Your companion gains certain features depending on its color. When you gain this feature choose one of the following:

Black Guard Drake. A black guard drake is amphibious (it can breathe air or water), has a swimming speed of 30 feet and has resistance to acid damage.

Blue Guard Drake. A blue guard drake has a burrowing speed of 20 feet and resistance to lightning damage.

Green Guard Drake. A green guard drake is amphibious (it can breathe air or water), has a swimming speed of 30 feet and has resistance to poison damage.

Red Guard Drake. A red guard drake has climbing speed of 30 feet and resistance to fire damage.

White Guard Drake. A white guard drake has a burrowing speed of 20 feet, a climbing speed of 30 feet and resistance to cold damage.

Drake Companion

Medium dragon, unaligned


  • Armor Class 14 + 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) 13 (+1) 16 (+3) 4 (-3) 12 (+1) 7 (-2)

  • Senses darkvision 60 ft.
  • Languages understands Draconic, but can’t speak

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.

Tongue and Scales of the Drake

When you choose this bond at 1st level, you learn to speak Draconic in order to talk to your drake.

Additionally you gain proficiency with 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 dragon is incapacitated or it dies, or if someone else marks the creature.

While the marked creature is within 5 feet of your dragon, the creature marked by your dragon has disadvantage on any attack roll that doesn't target your dragon.

In addition, if a creature marked by your dragon deals damage to anyone other than your dragon, 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 dragon can use its action this turn to exhale a destructive breath.

Each creature caught in the breath must make a saving throw or take 3d6 damage on a failed save, and half on a success. When a creature fails the saving throw the drake can choose to put its Draconic mark on them, it can mark multiple creatures at once using this feature. The Shape, Damage type and saving throw is determined by the color of your drake:

Color Shape Damage Type Saving throw
Black 60-foot line acid Dexterity
Blue 60-foot line lightning Dexterity
Green 30-foot cone poison Constitution
Red 30-foot cone fire Dexterity
White 30-foot cone cold Constitution

You can use higher level spell slots to increase the damage. The damage increase by 2d6 for each spell slot level above 1st. 5d6 for 2nd level spell slot, 7d6 for 3rd level spell slot, 9d6 for 4th level spell slot and 11d6 for 5th level spell slot.

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:

Harden Scales. Until your next turn, your drake has resistance to bludgeoning, piercing and slashing damage and it has immunity to the damage type it has resistance to from your Guardian of the Dragon feature.

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 2d8 bludgeoning damage.

Dragon's Blessing

When you reach 15th level, you have studied the draconic powers that lie deep within the blood of your companion. You can transform your drake into its true dragon form for a little while.

As an action, you can cause your drake 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
  • Its damage dice increase to 2d8 instead of 1d8.
  • It gains an amount of temporary hit points equal to your Soul Binder level, these temporary hit points dissapear when the transformation ends.
  • It has 10 feet reach on all of its attacks.
  • 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 drake uses its bonus action to end it. The drake can only transform again after it finishes a long rest.