the soulbound while playing with the forces of life, a necromancer bound the souls of many unwilling captives into artificial bodies. when this dark wizard was defeated, those transformed by the necromancer found that there is no remotely easy way to reverse what had happened to them varied forms the "vessels" that The Soulbound inhabit are many, some started out in manaquin like bodies, once the creation of these manaquins became to hard to keep up with the necromancer attached them to old suits of armor and the like. Physical description All Soulbound have a rune or sigil usually different between each one that is the point their soul is attached to the object they inhabit, other than this feature they Soulbound vary greatly in appearance, some taking the form of training mannequins, suits of armor, custom made bodies that look similar to the mechanical bodies of the Warforged or one of many more possibilities. physiology or lack therof Soulbound beings do not age, require food water, or sleep but must spend 8 hours resting each day.

Sight: Soulbound cannot be blindfolded or otherwise have their vision obscured in a 6 inch radius around their head as glowing orbs soul energy approximate eyes that can move semi freely of their face. Alignment Soulbound generally have a good or neutral alignment due to being either heroes or innocent civilians before being changed, though sometimes evil characters will turn themselves into Soulbound to attain longer life or accidentally when they fail to turn someone else into a Soulbound Size generally Soulbound Vessels share the same size as what race the creature was before though they can be medium, small, or tiny. (larger with race feat described later) Speed The base speed of a medium Soulbound is 30 ft with -5 ft per size smaller than medium and +5 for every size above medium. The Soulbound Level Proficiency Bonus Features 1st +2 Animus repair, imperfect exchange, Your changing body 2nd +2 Mending the soul 3rd +2 Vessel Versitility 4th +2 Ability Score Improvement, Soul Focus: either Vessel mastery or transferal mastery 5th +3 Quick, hide! 6th +3 Ability Score Improvement 7th +3 Soul Focus Feat 8th +3 Ability Score Improvement 9th +4 Guiding force 10th +4 Long reach 11th +4 busy eyes 12th +4 Ability Score Improvement 13th +5 Improvisation 14th +5 True connection 15th +5 Soul Focus Feat 16th +5 Ability Score Improvement 17th +6 Imposing presence 18th +6 do the thing, 19th +6 Ability Score Improvement,advanced teathering 20th +6 soul focus Feat Creating A Soulbound From fear, dejection, depression or rage, determination, and hopefully triumph, every new Soulbound reacts differently to their transformation. you may be dead set on tracking down and slaying the necromancer who did this to you, or planning to start a new life and do their best. quick build you can make a Soulbound quickly from level one by following these instructions, make Strength, Dexterity, and Constituion as your highest Ability Score and choose a origin that fits your position in life. to make a Soulbound continuing from a previously leveled character and multiclassing into a Soulbound on death, the Ability Scores should be the same.

class features As a Soulbound, you gain the following Class features. Hit Points Hit Dice: 1d10 per Soulbound level

1d10 per Soulbound level Hit Points at first Level: 10+ your constituion modifier

10+ your constituion modifier Hit points at higher levels: 1d10 + Your constituion modifier Per Soulbound Level after first. Proficiencies Armor: Light and medium Vessels/armors at first. Shields

Light and medium Vessels/armors at first. Shields weapons: Simple Weapons

Simple Weapons Tools: Choose woodworking or metalworking tools based on Starting Vessel.

Choose woodworking or metalworking tools based on Starting Vessel. Saving Throws: Constituion, one other

Constituion, one other Skills: Choose Three: Stealth, Arcana, History, Deception, Survival, Athletics, Nature Equipment you start with the following equipment plus the equipment provided by your background. (a)A starting vessel of wood (b)or damaged metal armor

(a)An improvised weapon, until a regular one is found.(b) a simple weapon and a shield Animus Repair At first level Soulbound innately know the cantrip mending, as a ritual lasting an hour they can use this to repair some damage(using hit dice) with this blue wispy tendrils move from the sigil on the Soulbound to repair the damaged area. The second form of this cantrip is a 4 hour long version that creates a blue circle on the ground around The Soulbound and a brilliant blue light engulfs the Soulbound(acting as a long rest healing, and when coupled with another 4 hours of a shutdown state resets spell slots) Your Changing Body At first level a Soulbound can switch Vessels during a long rest, at this level Soulbound can only control Vessels of Tiny, Small, or Medium size classes that has joints and no innate swimming or flying speed, also Soulbound can only make use of as many limbs as their original form had at first level. Imperfect Exchange Regular healing done to Soulbound will only heal half of what it would to any other living creature (Eg. healing word cast on an Elf or human might do 6 points of healing, while that same casting of healing word on a Soulbound would only heal 3 hit points) Mending The Soul Starting at 2nd level When Mending is used on a Soulbound in its non ritual form the spell will act as shown in the table below. level mending is cast at Amount of healing 1st level 1d4 2nd level 2d4 3rd level 3d4 etc etc vessel versitility At third level Soulbound can control non humanoid Vessels of Tiny, Small, or Medium size class indefinitely, though they may lose class features based on not being able to perform actions like hold weapons or perform necessary actions to cast a spell (Eg. A Soulbound controlling a suit of horse armor may not be able to wield a sword or perform the somatic portion of a spell) they also gain proficiency in perception check as they can move their eyes to within 6 inches of any part of their Vessel. quick, Hide! At 5th level The Soulbound has learned more control over where their soul is in their vessel,this allows them, effectively, to act like a turtle and hide their soul inside their sealing mark. This makes them appear to be a completely normal object unless a creature makes a 20 DC arcana check. The soulbound must also pass a Constituion check (DC 15) every 10 seconds or be forced out back into their vessel. if this Feat is used as a reaction in combat it cannot be used until the next morning. Guiding force At 9th level A Soulbound learns to impart a small piece of their soul onto a ranged attack this gives advantage of the attack but takes a toll on The Soulbound, not being able to use this Feat until the next Morning. Long reach At 10th level, Once per encounter while approaching an opponent at speed, The Soulbound can stop on a dime allowing their limb to physically detach while staying attached via a string of soul gripping the limb, this gives them an aditional 10 feet of range for this attack. Busy Eyes At 11th level, on top of not being able to be blindfolded The Soulbound can now move their eyes, individually controlled if desired, to whithin 6 inches of any part of their Vessel, this grants proficiency on all investigation checks made using this Feat.