Starting today, RPGBOT is now about homebrew DnD content and only that one specific thing because not a single person in the world is already doing that.
To that end, here is the first draft of the new Spirit Binder class for DnD 5.5.
You may not that there are some gaps in the subclass features. I’m still thinking about those. The class also includes design notes addressing the intent and potential issues in the design of the class. If you have thoughts, I encourage you to leave comments at the bottom of the page.
Table of Contents
- Change Log
- Spirit Binder
- Spirit Caller
- Spirit Warrior
- Totemist
- Specialist
Change Log
- April 1st, 2026: You are here.
Spirit Binder
The Spirit Binder is a class built around the Sidekick rules, using Sidekicks in a manner similar to summoned creatures. However, unlike summoning spells, the Spirit Binder commands their spirits without limitations like Concentration or spell slots. Unlike spellcasters who might learn or prepare spells, the Spirit Binder obtains new spirits by defeating foes and capturing their essence in specially-prepared crystals, statues, or other trinkets crafted for the purpose.
Spirit Binder Design Concepts
The Spirit Binder is inspired by “befriend and train” video game mechanics in which the character befriends, captures, or otherwise gains control over a creature and trains it for use in overcoming challenges. Mechanically, it depends upon the Sidekick rules for DnD 5e, using those rules to provide a roster of “spirits” which are strong enough to stand alongside actual player characters, but not strong enough that any one spirit can outshine a player character built to fill a similar niche.
The fundamental challenge of adapting befriend and train mechanics is that those games have a single protagonist, while DnD is typically played with a party of players. Where a solitary protagonist needs to cover every capability, a party can divide those capabilities among the party. The ability to command multiple spirits means that Spirit Binder’s capabilities risk making the party redundant, which is destructive to DnD’s play experience.
With those ideas in mind, the Spirit Binder attempts to strike a balance between the fantasy of controlling a diverse roster of spirits with the need to not overshadow actual player characters. As such, individual spirits will intentionally feel less powerful than an actual player character of similar capabilities (an Expert sidekick/spirit will be less powerful and less capable than an actual Rogue, even if they are the same level). The power of the class comes from the ability to have multiple spirits and rotate through your selection of spirits as needed.
The Sidekick rules expect you to build Sidekicks on top of the stat block of a creature of CR ½ or lower. For example: you could take a Bandit, a Performer, or a Blink Dog and turn them into a Sidekick by adding a Sidekick class level. As written, this gives those creatures a huge pool of hit points and potentially a massive number of skill proficiencies. Currently, I recommend adjusting the Spirit’s level based on the base CR:
- CR 0: No change
- CR 1/8: No change
- CR 1/4: Treat as 1 level higher
- CR 1/2: Treat as 1 level higher
Spirit Binder Class Details
As if from thin air, a ferocious owlbear appears standing atop the table, baring its claws at the startled diners. From the doorway, a figure in traveling clothes shouts orders, directing the monstrosity with lethal precision.
A robed figure chants before the tomb of an ancient warrior. Their ritual complete, the warrior’s spirit manifests, weapon in hand. A brief clash of steel on steel, brought to a swift end by the robed figure. They hold aloft a glowing crystal, and the warrior’s form is drawn into it, bound to serve its new master.
Every Foe a Friend
Nearly any foe that a Spirit Binder faces is a potential new ally. By “binding” their essence, the Spirit Binder claims their foes’ power for their own and turn that essence into a powerful and loyal servant.
A Champion for Every Challenge
By collecting the essence of diverse creatures, the Spirit Binder can collect a team of powerful creatures capable of solving numerous challenges. While individual spirits are not as powerful as a well-trained adventurer, a clever Spirit Binder can
Spirit Binder Class Table
| Level | ProficiencyBonus | Features |
| 1st | +2 | Spirit Binder Style, Spirit Binding Adept, Starter Spirit, Bound Spirit Level |
| 2nd | +2 | Entomb Spirit |
| 3rd | +2 | Subclass |
| 4th | +2 | Ability Score Improvement |
| 5th | +3 | Act in Sync |
| 6th | +3 | |
| 7th | +3 | |
| 8th | +3 | Ability Score Improvement |
| 9th | +4 | Subclass Feature |
| 10th | +4 | |
| 11th | +4 | |
| 12th | +4 | Ability Score Improvement |
| 13th | +5 | Subclass Feature |
| 14th | +5 | |
| 15th | +5 | |
| 16th | +5 | Ability Score Improvement |
| 17th | +6 | Subclass Feature |
| 18th | +6 | |
| 19th | +6 | Epic Boon |
| 20th | +6 |
Class Features
As a spirit binder, you gain the following class features.
Hit Points
Hit Point Die: 1d6 per spirit binder level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per spirit binder level after 1st
Proficiencies
Armor: None.
Weapons: Simple
Tools: Choose one of Jeweler’s Tools, Mason’s Tools, Smith’s Tools, or Woodcarver’s Tools
Saving Throws: Wisdom, Charisma
Skills: None
Choose one skill from Animal Handling, Arcana, Intimidation, Medicine, Nature, Perception, Persuasion, and Survival.
Design Note: Yes, zero skills. The bound spirits have their own skill proficiencies, which allow the Spirit Binder to cover a broad range of skills. Giving the Spirit Binder any skill proficiencies at all feels excessive.
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) traveler’s clothes
- (a) quarterstaff or (b) a dagger
- (a) one set of artisan’s tools in which in your are proficient
- (a) a dungeoneer’s pack or (b) an explorer’s pack
- 2 Mundane Crystals of Spirit Binding (See Magic Items section, below)
1. Spirit Binder Style
- Academic: You approach spirit binding with an academic, intellectual approach. You use Intelligence for your Spirit Binder class features, such as save DCs. In addition, you gain proficiency in your choice of Arcana, Nature, or Religion.
- Intuitive: You feel an intuitive, emotional bond with your bound spirits. You use Wisdom for your Spirit Binder class features, such as save DCs. In addition, you gain proficiency in your choice of Animal Handling, Insight, or Medicine.
- Boisterous: You command your bound spirits with bravado, enthusiasm, and force of personality. You use Charisma for your Spirit Binder class features, such as save DCs. In addition, you gain proficiency in your choice of Deception, Intimidation, Persuasion.
1. Spirit Binding Adept
Binding the spirits of other creatures is the primary means by which Spirit Binders collect creatures. While any creature can throw a Crystal of Spirit Binding, Spirit Binders are especially adept at doing so. When you attempt to bind a spirit using a Crystal of Spirit Binding, the save DC is equal to 8 + your proficiency bonus + your ability modifier (see Spirit Binder Style).
1. Starter Spirit
Upon gaining your first level in Spirit Binder, you immediately gain a single bound spirit. This spirit might be a gift from a mentor or another person, or the spirit binder might have captured it themselves, prompting them to learn more about spirit binding.
This spirit is your “Starter Spirit.” While not all Spirit Binders do so, many become deeply attached to their Starter Spirit. Certain features of the Spirit Binder and its subclasses affect your Starter Spirit differently from your other spirits.
Your starter spirit is level 1 when you receive it, and is a type of Sidekick of your choice. If your choice of Sidekick allows customization, such as by picking spells or attacks, you make all of those choices, including picking the spirit’s skill proficiency. You must attune to the Crystal of Spirit Binding which contains your Starter Spirit in order to command it, just as any other character would.
Design Note: May need to reevaluate the limit of 3 Attunement slots.
1. Maximum Spirit Level
As you gain levels in the Spirit Binder class, your bound spirits grow in power as you train them. You may easily command spirits that are no higher than their maximum level (see “Commanding a Spirit,” below). Bound spirits above their maximum level still require an ability check to command.
Most bound spirits use the “Spirit Max Level” column to determine their maximum level. Your choice of subclass will make certain spirits Favorited Spirits or Totem Spirits. These spirits are more powerful, using the appropriate column for their level.
Newly-bound spirits use the Spirit Max Level column to determine the spirit’s current level rather than the normal rules for doing so, even if that spirit would normally be a Favored Spirit or a Totem Spirit. New spirits need time to catch up to spirits which you have been training for a long time.
When you complete a Long Rest, all spirits in Crystals of Spirit Binding to which you are attuned gain 1 level, up to their maximum spirit level.
| Spirit Binder Level | Spirit Max Level | Favored Spirit Max Level | Totem Spirit Max Level |
|---|---|---|---|
| 1 | 1 | – | – |
| 2 | 1 | – | – |
| 3 | 2 | 2 | 3 |
| 4 | 2 | 3 | 4 |
| 5 | 3 | 4 | 5 |
| 6 | 4 | 5 | 6 |
| 7 | 5 | 6 | 7 |
| 8 | 6 | 7 | 8 |
| 9 | 6 | 8 | 9 |
| 10 | 7 | 9 | 10 |
| 11 | 8 | 10 | 11 |
| 12 | 9 | 11 | 12 |
| 13 | 9 | 11 | 13 |
| 14 | 10 | 12 | 14 |
| 15 | 11 | 13 | 15 |
| 16 | 12 | 14 | 16 |
| 17 | 12 | 15 | 17 |
| 18 | 13 | 16 | 18 |
| 19 | 14 | 17 | 19 |
| 20 | 15 | 18 | 20 |
2. Entomb Spirit
Ambitious Spirit Binders frequently accumulate more bound spirits than they can Attune to at once. In those cases, when ending Attunement to a Spirit Crystal, you may choose to “entomb” that Spirit Crystal, storing it in an extradimensional space which only you can access.
When you complete a long rest, you may Attune to Spirit Crystals stored in this extradimensional space. Doing so retrieves the crystal from the extradimensional space, allowing you to place it in your inventory.
If you die, the extradimensional space empties its contents, depositing the contained Spirit Crystals in your space.
When you gain a level in the Spirit Binder class, all of your entombed spirits also gain a level, up to their maximum spirit level. Entombed spirits do not improve as quickly as spirits which you are actively using.
Design Note: Players can rotate spirits when they have multiple back-to-back rests in order to get all of them to max level. This is intentional. The slowed progression for entombed spirits limits how effectively players can rotate spirits while actively adventuring, but it’s intended to be a very minor speed bump.
3. Subclass
You gain a Spirit Binder subclass of your choice. A subclass is a specialization that grants you features at certain Spirit Binder levels. For the rest of your career, you gain each of your subclass’s features that are of your Spirit Binder level or lower.
5. Act in Sync
You can coordinate some actions with your bound spirits. When you command a summoned spirit to take the Dash, Dodge, or Disengage action, you may take the same Action as a Bonus Action.
Design Notes: Some other ideas for features to potentially add:
- Allow spirits to carry a single item (potion, magic item, etc.)
- Increase Attunement cap or allow Crystal of Spirit Binding to not count against the cap
- Swap places with the Spirit Binder
Subclasses – Binder Style
A Spirit Binder subclass is a specialization that grants you features at certain Spirit Binder levels, as specified in the subclass. Spirit Binders specialize in a preferred style which informs how they train and command their spirits.
Nurturer
You nurture your spirits to empower them.
3. Equal Favor
All of your bound spirits are Favored, and use the Favored Spirit Max Level column to determine their maximum level.
3. Nurture Benefit
Spirits which you have bound and which are at their Maximum Spirit Level can be further enhanced. When you complete a long rest, choose up to three options from the list below and apply each chosen effect to a different spirit of your choice. Each bound spirit may only benefit from one such enhancement.
- Durable: +1 AC.
- Incredible Power: +2 to one Ability Score of your choice. Recalculate any affected statistics, such as attack and damage bonuses, saving throws, AC, etc.
- Skilled: Either proficiency in one additional skill from the spirit’s original Sidekick’s list of skill proficiencies, or gain Expertise in one skill proficiency.
- Unstoppable: Gain +2 Hit Points per Hit Point Die (sidekicks typically have 1 Hit Point Die per level, plus 1 additional Hit Point Die). When the spirit gains a level and adds another Hit Point Die, their Hit Point Maximum increases by an additional 2 Hit Points.
9. Greater Nurture Benefit
When you use the Nurture Benefit feature at the end of a Long Rest, you may also select from the following effects:
- Resistance: Select two damage types of your choice from Acid, Cold, Fire, Lightning, and Poison. The spirit gains Resistance to the selected damage types.
Design Note: If we raise the Attunement cap, this should also allow selecting more spirits.
13. Superior Nurture Benefit
When you use the Nurture Benefit feature at the end of a Long Rest, you may also select from the following effects:
- Greater Resistance: Select one damage types of your choice from Necrotic, Psychic, Radiant, and Thunder. The spirit gains Resistance to the selected damage type.
17. Pinnacle of Ability
When you use the Nurture Benefit feature at the end of a Long Rest, you may apply two different effects to each spirit.
Spirit Caller
Spirit Binders rely primarily on permanently binding spirits, allowing them to call on those spirits when needed. Spirit Callers, rather than claiming spirits permanently, instead call upon local spirits as needed, allowing them to temporarily bind spirits.
3. Core Team
The spirits which you have permanently bound are always at the ready, but you can’t maintain as many as other Spirit Binders. Your permanently bound spirits, including your Starter Spirit, are Favored, and use the Favored Spirit Max Level column to determine their maximum level.
3. Local Heroes
You gain a special Crystal of Spirit Binding which you can use to temporarily bind spirits. You might craft this crystal yourself, you might find it as treasure or receive it as a gift, or you might acquire it in some other way. This crystal is visually distinct from other Crystals of Spirit Binding, and cannot be used by other characters. If you attempt to bind a spirit with this crystal and the target creature succeeds on the saving throw, your crystal becomes inert for 1 minute, at which point it may be used again.
When you bind a spirit with this crystal, it is only temporarily bound. This spirit uses the Totem Spirit Max Level column to determine its maximum level. In all other ways, you treat it as any other bound spirit.
When you complete a Short Rest, you may choose to release the temporarily bound spirit. You must release the spirit at the beginning of a Long Rest. Once the spirit has been released, your special crystal can once again be used to bind a new spirit.
9. Reliable Binding
When you use your special Crystal of Spirit Binding to temporarily bind a spirit, the save DC to resist binding increases by +1. This bonus increases to +2 at level 13 and to +3 at level 17.
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Spirit Warrior
Master combatants, Spirit Warriors focus on using their bound spirits in battle. While they lack the specialized capabilities of other Spirit Binders, their strength lies in a full team of well-trained spirits.
3. Battle Ready
The spirits which you have bound are finely trained. Your bound spirits, including your Starter Spirit, are Favored, and use the Favored Spirit Max Level column to determine their maximum level.
3. First Strike
When you summon a spirit in combat, they emerge mid-strike. Choose one of the follow effects when you take the Magic action to summon a spirit:
- Burst of Speed: The spirit’s speed increases by 10 ft. until the end of its first turn after being summoned.
- Deadly Strike: The spirit has Advantage on the first attack that it makes before the end of the spirit’s first turn after it is summoned.
- Sudden Power: When the spirit forces another creature to make a saving throw before the end of the spirit’s first turn after it is summoned, one creature of your choice which must attempt that save does so with Disadvantage.
9. Combo Tactics
While you have a spirit summoned, you may take a Magic action to swap spirits while partially combining their actions. Your currently summoned spirit may move and use either a Bonus Action or an Action. At the end of the summoned spirit’s turn, the spirit is unsummoned and returns to its crystal.
You then choose another spirit to summon from a Crystal of Spirit Binding to which you are attuned. That spirit is summoned into the same space which the previous spirit left. If the newly-summoned spirit is larger than the previous spirit and there isn’t enough unoccupied space, this action fails and the spirit is not summoned. Once the spirit is summoned, it acts immediately to take an Action or a Bonus Action, choosing whichever the previous spirit did not choose. The spirit may not move this turn, but may still take a Reaction as normal.
Once you summon a spirit this way, you may not do so again until you complete a Short or Long Rest.
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Totemist
While every Spirit Binder may share a special affection for their Starter Spirit, the Totemist is especially focused on their Starter Spirit. This special focus makes their Starter Spirit unusually strong at the expense of the Spirit Binder’s other spirits.
Design Notes: Because the Totemist focuses primarily on a single bound spirit, their presence within the party will feel very different from that of other Spirit Binders. While a typical Spirit Binder will typically summon a spirit to suit their current needs, the Totemist focuses on a single spirit, which makes that spirit a much more persistent presence in the party. As such, the spirit may be able to permanently fill a role in the party. For example: a spirit focused on healing magic might be your party’s primary healer.
Deemphasizing the Spirit Binder’s other spirits means that those spirits play a much different role than they do for other Spirit Binders. Because their level will be lower, they may be significantly less capable.
3. Bonded Spirit
Your Starter Spirit uses the Totem Spirit Max Level column to determine its maximum level.
In addition, you may spend Heroic Inspiration to grant your Starter Spirit Advantage on d20 Tests as though you were spending it for yourself.
3. Top 1% of Spirits
Your Starter Spirit gains two of the following benefits of your choice:
- Durable: +1 AC.
- Incredible Power: +2 to one Ability Score of your choice. Recalculate any affected statistics, such as attack and damage bonuses, saving throws, AC, etc.
- Skilled: Either proficiency in one additional skill from the spirit’s original Sidekick’s list of skill proficiencies, or gain Expertise in one skill proficiency.
- Unstoppable: Gain +2 Hit Points per Hit Point Die (sidekicks typically have 1 Hit Point Die per level, plus 1 additional Hit Point Die). When the spirit gains a level and adds another Hit Point Die, their Hit Point Maximum increases by an additional 2 Hit Points.
Design Notes: Is this too close to the Nurturer?
9. Hang in There
You gain a number of dice equal to your ability modifier (see Spirit Binder Style, above). These dice are d6’s. As a Bonus Action while your Starter Spirit is summoned, you may spend one or more of these dice and roll them. Your Starter Spirit regains Hit Points equal to the total rolled plus your ability modifier. You regain all of these dice when you complete a Long Rest, but unspent dice are lost.
At level 13, these dice become d8’s. At level 17, they become d10’s.
13. Snap Out of It
If your Starter Spirit has the Charmed or Frightened condition, you may use a Bonus Action to allow your Starter Spirit to repeat the saving throw against the effect. If this additional saving throw is successful, you may not use this Bonus Action again until you complete a Short or Long Rest.
17. It’s All Up to You, Now
When your other spirits are no longer able to defend you, your Starter Spirit rises to the occasion. If your summoned spirit is reduced to 0 Hit Points and you have no other summonable spirits except your Starter Spirit, or if you are reduced to 0 Hit Points but not killed outright, you may summon your Starter Spirit as a Reaction. Your Starter Spirit regains Hit Points equal to half of its Hit Point Maximum; any excess Hit Points are gained as Temporary Hit Points.
For 1 minute after being summoned this way, your Starter Spirit has Advantage on all d20 tests, and attacks against it have Disadvantage.
Specialist
Some Spirit Binders choose to focus on spirits of a specific type or theme, such as spirits of the undead or plant spirits. These Spirit Binders are especially adept at training and commanding spirits that fit within their specialty, but often struggle to command other spirits or might simply choose not to do so at all.
Design Notes: Needs a better name.
3. Specialty
Choose one spirit category from the list below. Your Starter Spirit must fit into the category which you select. Spirits of that type are Favored, and use the Favored Spirit Max Level column to determine their maximum level. Each type also provides unique benefits for your chosen type:
- Aquatic: Aquatic and amphibious creatures, water elementals.
- Shared Breath: While you have an aquatic spirit summoned, you and your spirit can both breathe in the same environments as each other, and you each use the higher of each other’s land speed and swim speed. For example: if a human Spirit Binder summoned a hunter shark, the Spirit Binder could breathe water and gains a 40 ft. swim speed, while the shark can breathe air and gains a 30 ft. land speed.
- Avian: Flying beasts and monstrosities, air elementals.
- Carry me Aloft: While you have an avian spirit with a fly speed summoned and adjacent to you, you may take a Magic action to command the spirit to carry you through the air. On its turn, you enter the spirit’s space, and the spirit can move normally, but may only take the Dodge or Disengage actions that turn. It may still use Bonus Actions and Reactions normally. You remain in the spirit’s space until your next turn unless moved by another effect. If you take the same Magic action, you may continue flying this way. Otherwise, you exit the spirit’s space into the nearest unoccupied space of your choice.
- Mages: Adepts, Sorcerers, Wizards, Warlocks, plus other spellcasting monsters like liches.
- Synergistic Magic: You gain the Magic Initiate feat, choosing spells from your Starter Spirit’s spell list instead of choosing Cleric, Druid, or Wizard.
- Magic Insight: You gain proficiency in Arcana. If you are already proficient, you instead gain proficiency in another skill of your choice. While you have a Mage spirit summoned, you add 1d4 to all Intelligence checks.
- Outsiders: Celestials, Elementals, and Fiends.
- Priests: Celestials, Clerics, Druids, Paladins, and creatures tied to specific deities.
- Ward: As a Reaction when your spirit takes damage, you may roll 1d4 and reduce the damage taken by that amount b
- Divine Insight: You gain proficiency in Religion. If you are already proficient, you instead gain proficiency in another skill of your choice. While you have a Priest spirit summoned, you add 1d4 to all Intelligence checks.
- Primal: Beasts, Fey, and Plants.
- Primal Speech: You may cast the spell Speak with Animals as a Ritual. Beginning at level 5, you gain the ability to cast Speak with Plants once per day without expending a spell slot.
- Enduring Physique: You gain your choice of +2 hit points per level, +1 AC, or +10 ft. speed. Your spirits gain your choice of one of the options that you didn’t select for yourself.
- Tricksters: Bards, Fey, Rogues, and similar creatures that rely on deception and misdirection like displayer beasts and rakshasas.
- Quick and Clever: You gain proficiency in your choice of Deception or Sleight of Hand. If you are proficient in both skills, you may instead gain proficiency in another Dexterity-based or Charisma-based skill of your choice. While you have a Trickster spirit summoned, you add 1d4 to all ability checks using the ability matching the skill proficiency which you selected (ex: you gained proficiency in Deception, you gain +1d4 on Charisma checks)
- Warriors: Barbarians, Fighters, Paladins, Warriors, and similar martial creatures.
- Armed: You gain proficiency in martial weapons, light armor, and shields.
- And Dangerous: As a Bonus Action when you command your summoned spirit to make an attack, you can make one attack with a weapon or an Unarmed Strike. You can use this Bonus Action a number of times equal to your ability modifier (see Spirit Binder Style, above). You regain all expended uses when you finish a Short or Long Rest.
Design Note: This is an easy design point to expand upon by adding new specialties. Each category should have one active feature (a button to push) and one passive feature (a resistance, state buff, etc.). The categories are intentionally fuzzy to allow both overlap between categories and to allow expansion if tables introduce additional sidekicks from 3rd-party sources.
9. Practiced Binder
When you use your special Crystal of Spirit Binding to bind a spirit that fits into your specialization, the save DC to resist binding increases by +1. This bonus increases to +2 at level 13 and to +3 at level 17.
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Magic Items
Crystal of Spirit Binding (Mundane, Greater, Grand, Legendary)
Wondrous Item. Uncommon (Mundane) 50 gp, Rare (Greater) 200 gp, Very Rare (Grand) 2,000 gp, Legendary (Ultimate) 20,000 gp. Requires Attunement; see below.
Crystals of Spirit Binding are magically-prepared crystals used to bind creatures’ spirits for later summoning. Mundane crystals can be used for binding, but provide no benefits beyond that capability. Greater, Grand, and Legendary crystals provide bonuses to your save DC when binding a spirit: +2 for Greater, +4 for Grand, and +6 for Ultimate.
Design Note: These bonuses may be too large.
You must be Attuned to a Crystal of Spirit Binding to summon and interact with the spirit which it contains. You do not need to be Attuned to the crystal to bind a spirit to the crystal.
Despite their name, Crystals of Spirit Binding are not always crystals. They can take the form of statuettes carved from gems, beautiful polished stones, spheres made of precious metals, and or wooden carvings made from extremely valuable wood. Regardless of their materials, Crystals of Spirit Binding are roughly the size of a human fist, and weigh roughly half a pound. Crystals which contain a spirit do not change weight, but have some obvious visual indication that they are occupied.
While their primary users are Spirit Binders, any character can use a Crystal of Spirit Binding. However, they do not add their Proficiency Bonus to their save DC, instead using 8 + the highest of the user’s Intelligence, Wisdom, or Charisma. The maximum level of a spirit which a creature can easily command is equal to the creature’s level or their Proficiency Bonus, whichever is higher. Creatures above that threshold require a Charisma (Intimidation or Persuasion) check to command, taking the Dodge action if you fail the check.
When found as treasure, Crystals of Spirit Binding have a 10% chance to contain a bound spirit. The spirit’s level is equal to 1d4 plus the bonus provided by the crystal for ability checks to bind spirits, and is a type of spirit chosen at random by the Dungeon Master. For example: A Greater Crystal of Spirit Binding could contain a creature of levels 3 through 6 (1d4+2).
Binding Spirits
To bind a spirit, a creature must use a Crystal of Spirit Binding (see Magic Items, below). As an Action, the user throws the Crystal of Spirit Binding at a creature within 30 feet which the user can see and which has more than 0 Hit Points. The target creature then makes a Charisma saving throw. Creatures may choose to fail this saving throw willingly.
Other effects may change this DC, such as the benefits of a more powerful Crystal of Spirit Binding or the Spirit’s Binder’s Bind Spirits feature. In addition, the target creature may receive Advantage and/or Disadvantage on the saving throw if they meet certain conditions.
| Status of Target Creature | Effect |
| Has temporary Hit Points | Advantage |
| Above half of Hit Point Maximum | Advantage |
| Has Lair Actions, Legendary Actions, or Legendary Resistances (even if they have all been expended) | Advantage |
| Charmed by the user, Incapacitated, Frightened by the user, or Poisoned. | Disadvantage |
| Hit Points are equal to or less than the creatures Constitution Modifier | Disadvantage |
Advantage and Disadvantage negate each other as normal.
A creature which is currently under the effect of a magical summoning effect (Summon Animals, Planar Ally, Gate, etc.) automatically succeeds on their save to resist being bound.
If the target succeeds on their saving throw, the Crystal of Spirit Binding becomes inert until the next dawn, at which point the crystal can be used again. If the creature fails their saving throw, the creature is marked for binding. If the creature is reduced to 0 Hit Points, falls Unconscious, or is otherwise defeated or subdued (at the DM’s discretion) within 1 minute.
Design Note: Should the crystals be destroyed? This may be an important gold sink similar to scrolls, but that might also lock the player out of their class features if they’re unlucky.
Bound Spirit Statistics
Rather than the statistics of the original creature, bound spirits use the sidekick rules published in Tasha’s Cauldron of Everything. When binding a spirit, the DM selects a type of sidekick appropriate to the creature and customizes it using the options presented for that type of sidekick. If other sidekick options are available, such as from 3rd-party content creators, your DM may allow those sidekicks, too. The spirit’s level is equal to the original creature’s CR or the maximum level of Spirit which you can easily command (see “Commanding a Spirit,” below), whichever is lower.
Bound spirits do not have Hit Point Dice, and as such may not spend Hit Point Dice to heal themselves. They regain all of their Hit Points when completing a Long Rest, and may otherwise be healed normally, such as using the spell Cure Wounds. In addition, when you would spend Hit Point Dice to heal during a short rest, you may spend your own Hit Point Dice to heal spirits in any Crystals of Spirit Binding to which you are Attuned, potentially healing multiple spirits if you are attuned to multiple crystals and have sufficient Hit Point Dice.
If the spirit is reduced to 0 Hit Points, or would die for another reason (such as by reaching 6 levels of Exhaustion), the spirit dissipates and returns to its crystal. It may not be summoned again until you complete a Long Rest.
Bound spirits are proficient in no more than one skill. If you bind a spirit which has more than one skill proficiency, the DM selects one of its skill proficiencies to retain. The DM might pick at random, or they might pick a skill proficiency which suits the original creature.
Bound spirits gain the Unusual Nature trait, which removes the need to eat or drink, and they do not age. They must still rest in order to avoid Exhaustion, to recover spell slots, to regain their Hit Points, etc. If you are Attuned to a crystal, bound spirits gain the benefits of a Long Rest whenever you complete a Long Rest.
Bound spirits may not Attune to magic items. Any equipment which they are holding or wearing and which is not part of the spirit’s stat block falls to the ground in the spirit’s space when the spirit is unsummoned.
When you gain a level, spirits bound in a crystal to which you are Attuned also gain a level, up to the maximum level which you can easily command (see “Commanding a Spirit,” below).
Commanding a Bound Spirit
You may summon a spirit from its crystal by holding the crystal and taking the Magic action to pronounce the spirit’s name (or a nickname, if preferred). If you have another spirit summoned, that spirit is unsummoned and returns to its crystal.
When you call forth the spirit, and on future turns while the spirit is summoned, you may take a Magic action to command the spirit. To do so, you must be within 30 feet and you must be able to communicate to the spirit, typically by speaking, but you might also use telepathy, a series of whistles, or another suitable means for communicating at the DM’s discretion. The spirit acts on your initiative count, taking its turn immediately after yours.
You may command the spirit to move and to take Actions and Bonus Actions in its stat block or other actions appropriate to the creature, such as commanding the bound spirit of a horse to pull a wagon or the bound spirit of a human to write a letter. It takes these actions on its turn.
If you do not command your spirit, or if you fail to do so for any reason, the spirit takes the Dodge action and may move on its own to escape a dangerous position. The spirit may use its Reaction without being commanded to do so.
You may also command a spirit to return to its crystal as a Magic action.
Design Note: The current design for commanding a spirit leaves the Spirit Binder’s Bonus and Reaction free. Because their summoned spirit(s) may have Bonus Actions and Reactions of their own, the Spirit Binder’s turns may be very busy. They may also gain access to powerful Bonus Action options from their species, from feats, or by multiclassing. This is intentionally allowed. Delaying the advancement of the Spirit Binder’s maximum spirit level is a significant setback because it impacts as many as 6 spirits.
Optional Rules for Spirit Binding
This section presents several optional rules to expand upon the Spirit Binder class and the Sidekick rules. These rules are intended to add some variety the way that sidekicks work, but add some complexity to the game.
Varying Ability Scores
Sidekicks are presented with a fixed set of ability scores, and their capabilities progress based on their written stats. As such, any two sidekicks using the same class at the same level will have identical statistics. While this is fine in a game where allies are short-term guests in a party, or where there is likely never more than one ally of the same type, the Spirit Binder presents the possibility that a party might include several sidekicks of the same class. While that’s fine mechanically, it’s not much fun for the Spirit Binder to have 2 or more identical spirits.
The Varying Ability Scores rule attempts to provide some numerical diversity to sidekicks by slightly varying their Ability Scores when the sidekick is created. This means that some sidekicks will be worse or better than others of the same class. Spirit Binders might pick and choose their spirits based on their ability scores, and groups using the regular Sidekick rules might find that their sidekick allies are more or less effective depending on their ability scores.
When generating the ability scores for a new sidekick, roll 1d3 for each ability score. On a roll of 1, reduce that ability score by 2. On a roll of 2, do nothing. On a roll of 3, increase the ability score by 2. After adjusting ability scores, adjust all drives statistics (Hit Points, saving throws, skill bonuses, attack and damage bonuses, AC, etc.) accordingly. This variation can produce sidekicks with unusually good or unusually bad statistics,
Personality-Impacted Abilities
Roll 2d6: one die is used on the horizontal axis, and one is used on the vertical axis. This determines a one-word personality descriptor for your spirit. This provides a simple personality archetype without as much detail as the typical trait/bond/ideal/flaw mechanism used for characters normally.
Optionally, this also adjusts the spirit’s ability scores. For the first d6, increase the corresponding ability score by 2 (count in order: Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma). For the second d6, decrease the corresponding ability score by 2. If both d6’s roll the same number, do nothing.
| 1 (+Str) | 2 (+Dex) | 3 (+Con) | 4 (+Int) | 5 (+Wis) | 6 (+Cha) | |
| 1 (-Str) | ||||||
| 2 (-Dex) | ||||||
| 3 (-Con) | ||||||
| 4 (-Int) | ||||||
| 5 (-Wis) | ||||||
| 6 (-Cha) |
Converting Seizure Monsters
Design Note: Some day,
| Seizure Monster Stat | Sidekick Stat |
|---|---|
| HP | Constitution |
| Attack | Strength |
| Defense | AC |
| Sp. Attack | Intelligence or Charisma |
| Sp. Defense | Wisdom |
| Speed | Dexterity |
Spirit Bond (Affection)
Spirit Binders can form an emotional bond with their spirits. This bond grows as they continue to adventure together, but can wane if the Spirit Binder takes certain actions which displease the spirit.
Affection is tracked on a 7-point scale, and starts at a score of 4 when the Spirit Binder first binds a spirit.
- Revulsion. If the Spirit Binder takes an action which would cause the spirit’s affection to decrease further, the spirit becomes enraged and attacks the Spirit Binder. Until the spirit is reduced to 0 Hit Points or Incapacitated, it cannot be returned to its crystal. Once per short rest, the spirit may vent its frustration to gain Advantage on an attack roll.
- Dislike. If the Spirit Binder takes an action which would cause the spirit’s affection to decrease further, the spirit refuses. The Spirit Binder may push the spirit to perform the action with a Charisma (Persuasion or Intimidation) check. This check is made with Disadvantage. Once per long rest, the spirit can vent its frustrations to gain Advantage on an attack roll.
- Distrust. Charisma checks to interact with the spirit are made with Disadvantage.
- Indifference. No change.
- Trust. Charisma checks which you make to interact with the spirit are made with Advantage.
- Friendship. Charisma checks which you make to interact with the spirit are made with Advantage. Once per Long Rest the spirit may choose to make a saving throw with Advantage.
- Affection. Charisma checks which you make to interact with the spirit are made with Advantage. Once per Short Rest the spirit may choose to make a saving throw with Advantage.