Soulbound are the result of powerful necromantic magic that has literally trapped the soul of a dying creature in an object. Most commonly a suit of armor but magical weapons aren't unheard of. Other sorts of objects like rings and hats could be soulbound but those soulbound if they exist are certainly NPCs, not fit for player attention. The necromantic rituals required are not commonly known and the magic itself is beyond the ken of most mortal casters, something like an improvement on a phylactery or horacrux. Soulbound are exceedingly rare, often mistaken for magical armor or weapons, or golems and the like.   MORTAL MINDS While a soulbound is capable of learning and improving, it has a distinctly finite memory and experiences difficulty altering its personality from what it was when it still occupied a living breathing body. In general, soulbound creatures can only remember events that they experienced a number of years previous equal to their Intelligence score. Most soulbound long to taste food and drink, as well as other physical pleasures that have been denied them in the their current state. Almost all soulbound strive to find away to regain their lost body through a true resurrection spell or similar magic. IMMORTAL BODY As long as the object that the soulbounds soul is bound to remains intact, the soulbound is effectively immortal. Sometimes the binding is linked to a magical symbol or glyph sometimes referred to as a blood seal. If the blood seal is erased, the soulbound ceases to be bound to the object and can venture off to find it eternal rest amongst the Great Wheel. Soulbound can animate whatever object that they are bound to be it a jacket, suit of plate mail, or a sword. SOULBOUND TRAITS Ability Score Increase: Your Constitution score increases by 1. Age: Soulbound do not age. As long as their blood seal is intact they go on existing until the object that they animate is destroyed. Size: A soulbounds size is entirely dependant on the object to which they are bound. Speed: You have a base speed of 25 feet. Life Sight: as a side effect of the necromancy that bound you, you can innately sense life force, perceiving it as a glowing light emitted by all living things. The illumination appears as dim light with a radius that extends a number of feet equal to the creatures current hit dice. Living Construct: You are a living construct. You don't need to eat, drink, breath, or sleep. You're immune to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, effects that cause the sickened condition, and life drain. Unlike other constructs, soulbound are subject to critical hits, nonlethal damage, stunning, and death effects or necromancy effects. However a soulbound is not immune to the mind-affecting spells and abilities of the mentioned conditions. You also gain the full benefits of the spending of hit dice at the end of a short rest, and the full effects of a long rest after benefiting from a smiths repairs for that time period. Unlike other living creatures you do not require something to drink to take a short rest. A soulbound can recover hit points through repairs from a blacksmith. The amount of HP recovered from 4 hours of work is equal to the hit points that would be gained from a long rest. As a living construct, a soulbound can be raised, revivified, or resurrected.  Antimagic Susceptibility: You are incapacitated while in an antimagic field. If you are targeted by dispel magic, you must succeed on a Wisdom saving throw vs the casters spell save DC or fall unconscious for 1 minute. Eschew Components: Soulbound can draw on the magic that bound them to cast spells without the need of material components, as long as they can wave their animated object around to trace the somatic component, and speak the verbal component without any lips or lungs.  Languages: Most soulbound remember how to speak the common tongue of their land as well as a number of additional languages equal to their Intelligence modifier (if positive).  Bound to a Weapon Ability Score Increase: Your Dexterity score increases by 2 Speed: Your base speed increases by 10 feet, and you can float 5 feet off the ground. Armor Class: Your Armor Class is equal to your Dexterity score. However as an animated weapon, you cannot also wear armor.  Select either Conjure Ammunition or Magic Weapon. Conjure Ammunition: If you are bound to a ranged weapon, you can expend a hit point as part of your attack to conjure a magic arrow, bolt, bullet, or other form of ammunition required to fire yourself. Furthermore the conjured ammunition gains a +1 enhancement bonus when you reach 8th level, increases to a +2 enhancement bonus at 14th level, and a +3 enhancement bonus at 20th level. Magic Weapon: The melee weapon you are bound to is considered a magic weapon, furthermore you gain a +1 enhancement bonus when you reach 8th level, increases to a +2 enhancement bonus at 14th level, and a +3 enhancement bonus at 20th level. If you allow yourself to be wielded in combat, add your Strength modifier to the Strength modifier of the creature that wields you when you hit a foe.   Living Weapon Proficiency: Regardless of whether you were bound to a melee or range weapon, you are proficient in the use of using your animated object as a weapon. Bound to a Suit of Armor Ability Score Increase: Your Strength score increases by 1 and your Constitution score increases by 1. Speed: Your base speed decreases by 5 feet. Armor Class: Your Armor Class is equal to your Constitution score. However as a suit of animated armor, you cannot also wear armor.  Impervious: You reduce all damage you take by your proficiency bonus.  Wearable: You can be worn by a creature, however if your Strength score exceeds the creature attempting to wear you, you can essentially trap them inside of you, gaining advantage to grapple checks to hold the trapped occupant inside yourself. While worn, you split all damage dealt to you with your occupant after reducing the damage with your impervious trait.