You follow the same rules for maneuvers as you would in the maneuvers section. You have maximum exertion according to the maneuver section too. These maneuvers count as spells for the purpose of effects such as antimagic field, dispel magic, counter spell, etc. The maneuver degree counts as the spell level.
Exertion Cost: Variable, 1 exertion point
Casting Time: 1 reaction
Range: 30 feet
Target: Your companion
Duration: Instantaneous
When you use an Edict on your companion, you can use your reaction to not consume a use of your Edict ability. You can only use this feature when you have no remaining uses of your Edict ability.
If an Edict feature requires you to spend multiple Edict Dice, you must spend 1 exertion per Edict Dice.
Exertion Cost: Variable, 1 exertion point
Casting Time: 1 bonus action
Range: 30 feet
Target: Your companion
Duration: Instantaneous
You and your companion switch positions as you step through the Ethereal plane. You appear in your companion's space and it appears in your previous location.
You can expend additional exertion when you use this maneuver. For each additional exertion point you expend, the range of this ability increases by 30 feet.
Exertion Cost: 1 exertion point
Casting Time: 1 bonus action
Range: Touch
Target: Your companion
Duration: Until the end of your turn
You touch your companion, imbuing them with a burst of speed. Your companion has an additional 15 speed for the duration.
Exertion Cost: 1 exertion point
Casting Time: 1 reaction
Range: 15 feet
Target: Your companion
Duration: Instantaneous
When your companion misses an attack, if you are within 15 feet of it, you can use your reaction to make your presence inspire it to try again. You can pick a different target within your companions reach, allowing them to reroll the attack against it.
Exertion Cost: -
Casting Time: 1 bonus action
Range: Self
Target: Self
Duration: 1 minute
You mimic your companions' strength to strike down your enemies.
Choose one of your companion natural weapons to grow on your own body. You can then use that natural weapon for the duration of the maneuver. When attacking with natural weapons granted by this maneuver, you can choose to use your Charisma modifier for attack and damage rolls instead of Strength and you are considered proficient in it.
Exertion Cost: 1 exertion point
Casting Time: 1 reaction
Range: Self
Target: Self
Duration: Instantaneous
When you use the Relocate Edict on your companion, you can also move up to half your speed without provoking attacks of opportunity.
Exertion Cost: Variable, 1 exertion point
Casting Time: 1 bonus action
Range: 60 feet
Target: You or your companion
Duration: Instantaneous
When you or your companion hits with an attack, you can use your bonus action to make the attack deal an additional 1d6 force damage.
You can expend additional exertion when you use this maneuver. For each additional exertion point you expend, the damage increases by 1d6, to a maximum of 3d6.
Exertion Cost: Â 1 exertion points
Casting Time: -
Range: 10 feet
Target: You or your companion
Duration: Instantaneous
When a creature attacks you or your companion and that attack provokes an opportunity attack from either you or your companion, you can both make an attack of opportunity against the creature, provided you are both within range of the creature.
Exertion Cost: Â 1 exertion points
Casting Time: 1 action
Range: Touch
Target: Your companion
Duration: Instantaneous
In combat, you can heal your companion by touching them and imbuing their essence with a flash of healing. Your companion regains hit points equal to 1d6 + your charisma modifier.
Exertion Cost: Â 2 exertion points
Casting Time: 1 action
Range: 30 feet
Target: Your companion
Duration: Stance, until the start of your next turn
You make your companion grow in size, becoming Large. Your companion also counts as one size higher on the strength chart for how much they can grapple, shove, and pull.
At the start of your next turn, assuming your companion has not broken their stance, you can spend 1 exertion point to continue the stance.
Exertion Cost: 2 exertion points
Casting Time: 1 action
Range: Touch
Target: Your companion
Duration: Concentration, up to 1 minute
You can modify your companion on the fly to adapt to different situations.
Choose an evolution from the Soul Binder Companion Creation Section, your companion gains that evolution for the duration of the spell.
Exertion Cost: 2 exertion points
Casting Time: 1 bonus action
Range: 60 feet
Target: 1 creature
Duration: 1 turn
You mark a creature within range, sapping their strength for the duration.
The first time your companion hits the marked creature this turn, they take an additional 2d6 force damage and are pushed 10 feet back.
Exertion Cost: 2 exertion points
Casting Time: 1 bonus action
Range: 60 feet
Target: 1 creature
Duration: 1 turn
You mark a creature within range for your companion to attack and send a devastating wave of destruction over the marked creature.
The first time your companion hits the marked creature this turn, that creature takes an additional 1d8 force damage, and must make a Strength saving throw or be knocked prone. Any creature in a 15 foot cone behind the creature must succeed on a Strength saving throw or take 1d8 force damage and be knocked prone.
Exertion Cost: 2 exertion points
Casting Time: 1 bonus action
Range: 60 feet
Target: You or your companion
Duration: Instantaneous
Either you or your companion can make one additional attack when they take the attack action this turn. You cannot use any other maneuvers this turn if you use this one.
Exertion Cost: 3 exertion points
Casting Time: 1 bonus action
Range: Self
Target: Self
Duration: Stance, until the start of your next turn
You or your companion takes the dodge action as a bonus action. Until the start of your next turn, whoever took the dodge action with this maneuver can make one melee weapon attack against each target that misses them. They can only make a maximum number of attacks equal to your proficiency bonus.
Exertion Cost: 3 exertion points
Casting Time: 1 reaction
Range: 30 feet
Target: Your companion
Duration: Instantaneous
When your companion takes an action, you can use your reaction to allow yourself to use an additional Edict on them. This additional Edict still expends a use of your Edict feature like normal, and you cannot pick the same edict option more than once.
Exertion Cost: 2 exertion points
Casting Time: 1 reaction
Range: 30 feet
Target: 1 ally
Duration: Instantaneous
If your ally is within 30 feet of you or an ally when they are attacked, you can use your reaction to command the companion to charge towards their location, ending their movement within 5 feet of the creature who got attacked. Your companion then becomes the target of the attack.
Exertion Cost: 2 exertion points
Casting Time: 1 bonus action
Range: 60 feet
Target: 1 creature
Duration: Stance, until the start of your next turn.
You can quickly adapt your companion’s skin to resist a certain element. You chose one damage type, either acid, cold, fire, poison, thunder, lightning, radiant, or necrotic. While the stance is active, your companion has resistance to that damage type.
At the start of your next turn, assuming you have not broken your stance, you can spend 1 exertion point to continue the stance
Exertion Cost: Variable, 2 exertion points
Casting Time: 1 bonus action
Range: 60 feet
Target: You or your companion
Duration: Until the end of your turn
As a bonus action, you can give yourself or your companion advantage on their next attack, and their crit range becomes 18-20 for the attack.
You can expend additional exertion when you use this maneuver. For each additional exertion point you expend, you can give the effects to the next additional attack you or your companion makes.
Exertion Cost: 3 exertion points
Casting Time: 1 bonus action
Range: 15 feet
Target: You or your companion
Duration: Concentration, up to 1 minute.
As a bonus action, you can infuse you and your companion’s attacks with extra soul power if they are within 15 feet of you. For the duration, while you and your companion are within 15 feet of each other, both of your attacks taken with the attack action deal an additional 1d6 force damage.
If either you or your companion takes damage, you must roll the concentration check to maintain your concentration on the maneuver.
Exertion Cost: 3 exertion points
Casting Time: 1 action
Range: 15 foot radius sphere
Target: Allies within range
Duration: Instantaneous
When you use the Toughen Up Edict on your companion, you can expend your action to boost the effect of it. Each ally within a 15 foot radius sphere centered on your companion also receives the temporary hit points granted by Toughen Up.
Exertion Cost: 3 exertion points
Casting Time: 1 bonus action
Range: 60 feet
Target: 1 creature
Duration: 1 turn
You mark a creature within range for your companion to steal its life for you and itself.
The first time your companion hits the marked creature this turn, the creature takes an extra 2d8 necrotic damage and both you and your companion regain an amount of hit points equal to the necrotic damage dealt.
Exertion Cost: 2 exertion points
Casting Time: 1 bonus action
Range: 60 feet
Target: Your companion
Duration: Until the end of your turn
You enchant your companion with a surge of strength. Until the end of your turn, your companion can use their action to make a special attack. They charge forwards in a 30 foot line, moving through creatures without provoking attacks of opportunity. They can make one attack against every creature they pass through with advantage. If your companion scores a critical hit and the target is large or smaller, the target is knocked prone.
Exertion Cost: Variable, 2 exertion points
Casting Time: 1 reaction
Range: 60 feet
Target: You or your companion
Duration: Instantaneous
When you or your companion is reduced to 0 hit points, you can use your reaction to instantly transfer hit points between the two of you. You can decide how many hit points to transfer between you and your companion.
If you do not have a reaction available, you can instead spend 3 exertion points to use this feature.
Exertion Cost: 4 exertion points
Casting Time: 1 action
Range: Touch
Target: Your companion
Duration: Until the start of your next turn.
You cover your companion with a thin layer of impenetrable, magically infused obsidian. Until the start of your next turn, your companion is immune to all damage.
Exertion Cost: 5 exertion points
Casting Time: You and your companions action.
Range: Self
Target: You and your companion.
Duration: Instantaneous.
If you and your companion are within 5 feet of each other, you can spend both of your actions to each make 3 attacks with advantage. You cannot use any other maneuvers on the same turn that you activate this ability.