Soul Binder

Bond of the Elements

You are in balance with the world, and the elements that surround you. You are so closely bonded with them that you can manifest an elemental avatar, using part of your soul to anchor it to this plane of existence.

Aid of the Elements

When you choose this bond at 1st level, the elements themselves have granted you the aid of an elemental avatar, that takes on a different shape depending on which element you are attuned to. The avatar has the appearance of your choice and uses the Elemental Avatar stat block.

When you gain this feature you may pick one of the following elemental types to attune to: fire, cold, lightning or thunder. On your turn you can change the attuned elemental type of your avatar as an action.

Each element will also give your avatar a set of unique traits and a cantrip that it can cast. The different elements are detailed in the Elements table below.

Element/ damage type Trait Cantrip
Air/lightning The avatar has a flying (hover) speed equal to its walking speed. gust
Earth/Thunder The avatar can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn't disturb the material it moves through. mold earth
Fire/fire The avatar sheds bright light in a 30-foot radius and dim light in an additional 30-feet radius. control flames
Water/cold The avatar has a swimming speed equal to its walking speed, and has the Amphibious trait. shape water

Elemental Avatar

Large elemental, unaligned


  • Armor Class 11 + 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) 14 (+2) 14 (+2) 6 (-2) 12 (+1) 6 (-2)

  • Senses darkvision 60 ft.
  • Languages Understands the languages of its binder, but can't speak
  • Damage Resistance: attuned elemental damage type

Actions

Attack. Melee Weapon Attack: your proficiency bonus + its Strength modifier to hit, reach 5 ft., one target. Hit: 1d10 + its Strength modifier damage of your current attuned type.

Expanded Spell List

As your soul becomes one with the elements and nature itself, you gain access to more spells. 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.

Elements Bond Spells

Spell Level Spells
1st absorb elements
2nd dragon's breath
3rd protection from energy
4th elemental bane
5th conjure elemental

Elemental Burst

At 3rd level, your avatar has learned to harness its elemental powers with great fury. As an action, it can burst elemental force all around it.

Every creature of its choice within 10 feet of it must make a saving throw which is dependent on the element of the attack, taking 3d8 damage of your current attuned elemental type on a failed save, or half as much on a successful one. Additionally, they suffer one of the following effects, dependent on what element you are attuned to:

  • Air. Any creature within the area must succeed on a Strength saving throw or be pushed 15 feet away from the avatar.
  • Earth. Any creature within the area must succeed on a Strength saving throw or be knocked prone.
  • Fire. Any creature within the area must succeed on a Dexterity saving throw or get charred, imposing disadvantage on their next attack.
  • Water. Any creature within the area must succeed on a Constitution saving throw or have their speed reduced to 0 feet, until the end of your next turn.

Once your avatar has used this feature it must finish a long rest before it can do so again.

The damage of this feature increases by 1d8 as you gain levels in this class. The damage improves to 4d8 at 7th level, 5d8 at 11th level, 6d8 at 15th level and 7d8 at 18th level.

Boon of Nature

When you reach 7th level, your soul is infused with the essence of nature through your avatar. As an action, you can use this power to empower your avatar. It keeps this boon for 1 minute. The boon has a different effect depending on what element you are attuned to, and the boon will not change even if you attune to a different element while it is in effect.

  • Air. Your avatar runs swift like lightning. Its speed becomes 90 feet, and opportunity attacks against it have disadvantage.
  • Earth. Your avatar hardens its rocky carapace. It gains temporary hit points equal to double your Charisma modifier at the start of its turns.
  • Fire. Your avatar strikes with precision. It can add your Charisma modifier to its attack rolls.
  • Water. Your avatar freezes enemies into place. It can attempt to grapple a creature within 5 feet of it as a bonus action. While grappled by this feature, the grappled creature is also restrained. The avatar can only have one creature grappled like this at a time.

Once you have used this feature you must finish a long rest before you can do so again.

Edicts of the Elements

At the 11th level, you can command your avatar to unleash their elemental powers. The following commands are added to your Edict options:

Elemental Bolt. You command your avatar to hurl a bolt of elemental energy. It must use its reaction to send a bolt flying in a direction of your choice, flying in a 30-feet long and 5-feet wide line.

When it hits a creature, that creature must succeed on a Dexterity saving throw or take 4d8 damage of your current attuned type and the bolt disperses. If creature does succeed, the bolt keeps flying until it hits another creature or travels its full distance.

Punch of the Avatar. Your avatar gathers elemental energy in its hand, unleashing its energy when next striking a foe. If a creature is hit by your elemental's attack until the end of this turn, it takes an additional 3d8 damage of your current attuned type and must succeed on a saving throw determined by your attuned element. On a failed save it is subjected to a negative effect. The saving throw and its effect is identical to the one in your Elemental Burst feature.

Merged Attunement

When you reach 15th level, your avatar can take on a form of multiple elements, combining the strength of both. You can now attune to two elements at once. Your avatar gains resistance to both damage types associated with said elements.
When your elemental attacks, it can choose between the two damage types for its attacks. It does the same for its Edict options and when it uses Elemental Burst. It gains both traits and cantrips from your attuned elements. When you use your Boon of Nature feature, it gains the effects of both elements as well.

When you use an action to change your avatar's elements, you can choose to change both at once.