Soul Binder

Bond of the Playful Fey

There are places where the barrier between the Material Plane and the Feywild is thin, and sometimes creatures from one plane end up in another. Soul binders have found that creatures from the Fey make excellent companions. Maybe you got your companion as a gift from an Archfey or maybe the two of you became friends naturally and made a bond.

Trickster Spirit

When you choose this bond at 1st level, you make a bond with a playful creature from the Feywild. The fey has the appearance of your choice and uses the Fey Companion stat block. Additionally, as your soul is bonded with the creature, you learn to speak its language. You can speak, read and write Sylvan.

Fey Companion

Medium fey, chaotic neutral


  • Armor Class 11 + its Dexterity modifier + your proficiency bonus
  • Hit Points 1d8 (or 5) + its Constitution modifier per soul binder level
  • Hit Die 1d8 per soul binder level
  • Speed 30 ft.


    STR DEX CON INT WIS CHA
    16 (+3) 14 (+2) 12 (+1) 8 (-1) 10 (+0) 13 (+1)

  • Condition Immunities charmed
  • Senses darkvision 60 ft.
  • Languages Sylvan, Understands the other languages known by its binder, but can't speak them.

Actions

Attack. Melee Weapon Attack: your proficiency bonus + its Strength modifier to hit, reach 5 ft., one target. Hit: 1d10 + its Strength modifier bludgeoning, piercing or slashing damage.

Expanded Spell List

As you bind with this magical creature from another plane, you are able to have more spells available to you. 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.

Playful Fey Bond Spells

Spell Level Spells
1st faerie fire
2nd enthrall
3rd major image
4th hallucinatory terrain
5th dream

Trickster's Dance

At 3rd level, your companion has learned to use their illusory powers to confuse and play tricks on their enemies.

Whenever your companion is hit with a melee weapon attack, it can use its reaction to reduce the damage of the attack by 1d8 + your Charisma modifier + your soul binder level.

If the damage is reduced to 0, your companion can force the enemy to make a Wisdom saving throw. On a failed save, the creature takes psychic damage equal to the original amount of damage their attack would have dealt.

Your fey can use this feature a number of times equal to your Charisma modifier (minimum 1). It regains all expended uses when you finish a long rest.

Mystical Evasiveness

When you reach 7th level, you have learned to channel the powers from the Feywild and can use that energy to form a protective veil over your companion.

Whenever your companion is forced to make a saving throw due to a spell or another magical effect, you can use your reaction to give your companion advantage on the saving throw if you are within 30 feet of it.

Jester's Edicts

At 11th level, you can command your companion to pull playful maneuvers. The following commands are added to your Edict options:

Hide and Seek. You command your companion to hide itself from preying eyes. On its next turn it can use a bonus action to turn invisible until the start of its next turn. The invisibility is broken if the companion makes an attack or otherwise harms another creature.

Hop and Skip. You command your companion to blink in and out of the Fey, jumping to a different position. On its turn, your companion can use its bonus action to teleport up to 30 feet to a point that it can see.

Fooling Copycat

When you reach 15th level, your companion resonates with you so well, that it can mimic your every move.

As a bonus action, your companion can create an illusion over itself that is identical you, including the clothes and equipment you are currently wearing. The illusion lasts for 10 minutes or until the companion ends it as a bonus action. While the illusion is active, the companion gains the following benefits:

  • On its turn it can cast soul switch without expending a spell slot or material components.
  • While the two of you are within 5 feet of each other, you both have advantage on attack rolls, and creatures short of truesight have disadvantage on attacks against the two of you.
  • The companion can speak any of your languages using your voice.
  • You and your companion can communicate telepathically as long as you are on the same plane of existence

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