Bond of the Playful Fey

Somewhere there are places where the barrier between the material plane and the fey wilds are thin, and sometimes creatures from the one plane end up in another.

Some soul binders have found that creatures from the fey wild make excellent companions and friends. Maybe you got your companion as a gift from an arch fey or maybe the two of you became friends naturally and made a bond.

Trickster Spirit At 1st level you make a bond with a playful creature from the fey wilds. The Fey creature can look how you want it to as long as it follows the "Fey Companion" stat block listed below. 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 : 10 + Its Dexterity modifier + your proficiency bonus

: 10 + Its Dexterity modifier + your proficiency bonus Hit Points : ( 6 (or 1d8) + Its Constitution modifier) x your Soul Binder level

: ( 6 (or 1d8) + Its Constitution modifier) x your Soul Binder level Hit Die : 1d8 per Soul Binder Level

: 1d8 per Soul Binder Level Speed: 30ft. STR DEX CON INT WIS CHA 12 (+1) 16 (+3) 12 (+1) 8 (-1) 10 (+0) 14 (+2) Condition Immunities Charmed

Charmed Senses Darkvision 60ft

Darkvision 60ft Languages Sylvan, Understand its summoner's languages, but can’t speak any Actions Claw. Melee Weapon Attack: (your proficiency modifier + Its Dexterity modifier) to hit, reach 5ft., one target. Hit (1d8 + Its Dexterity modifier) Blast. Ranged Spell Attack: (your proficiency modifier + Its Charisma modifier) to hit, range: 60ft., one target. Hit (1d6 + Its Charisma modifier)

Expanded Spell List As you bind with this magical creature from another plane, you are able to have more spells available, these spells are always prepared and don’t count towards your maximum number of prepared spells. Bond of the Playful Fey Spell Level Spells 1st Charm Person 2nd Enthrall 3rd Major Image 4th Hallucinatory Terrain 5th Dream

Tricksters Dance At 3rd level your companion has learned to use the magical powers that it channels from the fey wild to confuse and play trick on its enemies. Whenever your companion is hit with a melee attack, it can use its reaction to force the creature that hit it to make a Wisdom Save. On a failed save the creature gets hit by the attack instead of the companion. Once you use this feature, you can’t use it again until you finish a short or long rest.

Magic Evasiveness When you reach 6th level you have learned to channel the powers from the fey wild 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.