A gift from mother nature, an alchemical experiment or a druidic ritual are all things that may cause you to make both a magical and a sympathetic bond with a plant, infusing it with your own soul to give it strength and purpose.
When you choose this bond at 1st level, you have bound yourself with a magical plant and gained it as your trusty companion. The plant has the appearance of your choice and uses the Plant Companion stat block.
Plant Companion
Medium plant, unaligned
- 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) 14 (+2) 7 (-2) 11 (+0) 5 (-3)
- Senses darkvision 60 ft.
- Damage Resistances poison
- Languages: Understands the languages of its binder, but can't speak
Actions
Attack. Melee Weapon Attack: your proficiency bonus + its Strength modifier to hit, reach 10 ft., one target. Hit: 1d8 + its Strength modifier bludgeoning, piercing or slashing damage.
When you choose this bond at 1st level, you become magically attuned to nature, expanding your knowledge in druidic magics. You gain access to additional 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.
Spell Level | Spells |
---|---|
1st | goodberry |
2nd | spike growth |
3rd | plant growth |
4th | grasping vine |
5th | tree stride |
At 3rd level, your plant has grown strong roots and vines that can seize the momentum of creatures.
As an action, your plant can attempt to entangle a creature within 10 feet of the plant. The target must succeed on a Strength or Dexterity saving throw (target's choice). On a failed save, the target is grappled by your companion. While grappled in this way, a creature is restrained. The target can use its action to repeat the saving throw ending both the grapple and restrained conditions on a success. Your plant can only have one creature grappled by the use of this feature, and while it has someone grappled this way, it can only attack that creature.
When you reach 7th level, your plant can use its magic to reach into the earth and call the roots forth to trap its enemies.
Your plant can cast entangle and ensnaring strike using your Soul Binder Spell Save DC.
The plant can cast the spells a combined number of two times. It regains all uses when it finishes a long rest.
Beginning at 11th level, you control your plant with extreme precision. The following commands are added to your Edict options:
Toss. You command your companion to throw a creature it has entangled. On its turn, your plant can use its bonus action to force an enemy it has grappled to make a Strength saving throw. On a failed save, the target is is flung 30 feet away from the plant in a direction of the plant's choice.
Extending Vines. By your command, your plant attempts to pull enemies into danger. If your plant uses its Entangling Arms feature on its turn, it can target a creature within 30 feet of it. If the target fails to escape the grapple, it also gets pulled within 10 feet of the plant.
At 15th level, your plant can redirect some of the damage it is taking towards a held target.
Whenever your plant takes damage while it is grappling a target with its Entangling Arms feature, the damage is reduced by an amount equal to your Charisma modifier and the grappled creature takes damage equal to your Charisma modifier that is of the same type as the damage your plant took.
Additionally, your plant can now use its Entangling Arms feature as a bonus action.