Bond of the Lost Soul

When a dear loved one passed away, you chose to take any means necessary to bring their essence back, in doing so, you tore your soul apart to make their's whole. Though not as powerful as a specter held to the material plane by natural causes, this spook is still a formidable opponent in battle. Whether for good or bad, they are now bound to you for eternity, and feel obligated to protect you.

It is your friend, your loved one, your family member, you decide who this person used to be. By giving them Personality Traits, Ideals, Bonds, and Flaws, you can flesh them out into an interesting Semi-PC you (or your DM) roleplays as outside of combat. It's unfortunate that you're the only one who can see them.

Lost Soul Companion Medium Undead, Unalligned Armor Class 10+ Its Dexterity modifier + your proficiency bonus

10+ Its Dexterity modifier + your proficiency bonus Hit Points (5 (or 1d8) + Its Constitution modifier) x your Soul Binder level

(5 (or 1d8) + Its Constitution modifier) x your Soul Binder level Speed 0 ft, fly 40 ft (hover) STR DEX CON INT WIS CHA 1 (-5) 13 (+1) 13 (+1) 13 (+1) 12 (+1) 17 (+3) Condition Immunities exhaustion, poisoned, restrained, petrified, grappled

exhaustion, poisoned, restrained, petrified, grappled Senses Darkvision 30 ft

Darkvision 30 ft Languages It's summoner's primary language and one from it's past life

Ethereal Sight. The Lost Soul can see 30 ft. into the ethereal plane at any time Bound Form The Lost Soul cannot be more than 100 ft. away from the Soul Binder at any time Physically Unable The Lost Soul cannot effect anything physically, only able to interact through it's Withering Touch Invisibility The Lost Soul is invisible, and unhearable by anyone but it's summoner. If one can see into the Ethereal Plane or travel there, they can see a faint outline of the Lost Soul Incorporeal Movement. The Lost Soul can move through objects/walls no more than 10 feet thick as if they were difficult terrain, if it tries to move through more than 10 feet, it takes 16 (3d10) force damage per 5 feet. If it ends it's turn within an object the summoner takes 5 (1d10) force damage and the Lost Soul is forced back to it's starting point, or the closest empty space if that space is taken. Actions Withering Touch. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit 6 (1d6 + It's Charisma Modifier) Necrotic Damage

Revived Companion

When you choose this Bond at 1st level, you create a semi independant ghost that is a mix of your own soul and the spirit of one you have recently lost. They are inivisible to everyone except you, have thier own mind and memories, and can communicate with you directly. When you gain the Harmless Companion Feat at level 5, instead of trying to show your companion is harmless, you instead explain that your companion actually exists.

Along with their listed statblock, you are able to give them 2 skill proficiencies, they can use these proficiencies separate from you, and learn one language they knew in life.

Either you or your DM can RP them outside of battle, otherwise they follow all the same rules as other companions.

Horrifying Visage

Also when you choose this Bond at first level, you gain access to the horrors of undeath. As an action, you can choose an amount of non-undead creatures equal to your Charisma Modifier (Minimum of 1) that you can see and can see you and have them make a Wisdom Save with a DC equal to your Spell Save DC. On a fail, they become frightened for 1 minute. A frightened target can repeat the saving throw on each of it's turns, ending the frightened condition on a success. If it succeeds, it is immune to your Horrifying Visage for the next 24 hours.

Once you have used this, you must take a short or long rest before using it again.

Ethereal View

Beginning at 3rd level, as an action you can see into the ethereal plane for 1 minute, you can see in this way as far as you could see before.

Once you use this, you must take a short or long rest before using it again.

Ethereal Born

Also at 3rd level, your Lost Soul Companion gains the ability to see 60 feet into the Ethereal Plane at any time, and as an action can cross over into the Ethereal Plane for no longer than 3 minutes.

After crossing into the Ethereal Plane, it must wait until you have taken a short or long rest before it can do it again.

Incorporeal Form

When you reach 6th level, you gain the ability to turn Incorporeal for a short amount of time.

As an action, you can activate this form and gain the following benefits; you gain a flying speed equal to your walking speed and lose your walking speed, you and all your weapons become incorporeal and can pass through objects and walls no more than 20 feet thick, you have resistance to non-magical attacks, as well as immunity to being grappled, restrained, or knocked prone.

You can do this for 2 minutes at a time, and once you do it you must take a long rest before doing it again.