Author Topic: [5e] Nifft's Binder  (Read 4171 times)

Offline Nifft

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[5e] Nifft's Binder
« on: August 15, 2015, 05:44:30 AM »
Nifft's Binder

Class Features
As a Binder, you gain the following class features.

Hit Points
Hit Dice: 1d8 per binder level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per binder level after 1st

Proficiencies
Armor: Light armor
Weapons: Simple weapons
Tools: None

Saving Throws: Constitution
Skills: Choose any two from Arcana, Deception, History, Intimidation, Insight, Investigation, Nature, Persuasion, and Religion

Equipment
You start with the following equipment, in addition to the equipment granted by your background:
* (a) a light crossbow and 20 bolts or (b) any simple weapon
* (a) a component pouch or (b) an arcane focus
* (a) a scholar's pack or (b) a dungeoneer's pack
* Leather armor, any simple weapon, and two daggers


Cantrips and Spells Known
The Binder base class does not provide any spells or cantrips directly. Instead, you gain access to cantrips and spells when you bind one or more vestiges, or when you gain a feature from a subclass. Spells provided by vestiges are considered known to you for as long as the vestige is bound.

When you finish a long rest, you can bind as many of your known vestiges as you have Vestige Slots. You can't bind the same vestige in two different slots, but you can leave a slot open if you wish.

When you finish a short rest, you can expel one of your current vestiges and bind another in its place.

If you leave a vestige slot unbound, you can take five minutes to bind any unbound vestige you know.

Spell Slots
The Binder table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your known spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.

For example, when you are 5th level, you have three 3rd-level spell slots. To cast the 1st-level spell thunderwave, you must spend one of those slots, and you cast it as a 3rd-level spell.

Spellcasting Ability
Constitution is your spellcasting ability for your binder pact spells, since you channel your spells through your own body and soul. You use your Constitution whenever a spell refers to your spellcasting ability.

In addition, you use your Constitution modifier when setting the saving throw DC for a binder pact spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Constitution modifier
Spell attack modifier = your proficiency bonus + your Constitution modifier


Arcane Archetype
Anima Magus - You are an academic type, delving deep into the secrets offered by vestiges.
Blood Bound - Your connection to the arcane realms is etched into your body.
Knight of the Sacred Seal - You are a puissant warrior-mage.


Expert Negotiator
Choose two of the following skills: Deception, Intimidation, Insight, or Persuasion.
- If you are not proficient in the skill, you gain proficiency.
- If you are proficient in the skill, your proficiency bonus is doubled for checks made with the skill.


Pact Tradition
Goetic - Your research expands your access to powers low and high: you may bind certain fiends and celestials.
Hermetic - The arcane vestiges you bind have taught you many arcane secrets, some of which you remember even when the vestiges leave.
Primal - Your research into the ancient magic of soul-binding gives you insight into the natural order, and you learn to bind certain natural entities to your will.


Pact Mastery
You can use your action to expel one of your bound vestiges and bind any other unbound vestige that you know. You can't expel a suppressed vestige. You can't use this ability again until you have completed a short rest or a long rest.
If you have no remaining spell slots when you roll initiative, then you immediately recover one expended spell slot.



Level Proficiency Bonus Features Spell Slots Spell Level Vestige Slots Vestiges Known
1st +2 Arcane Archetype, Pact Magic 1 1st 1 2
2nd +2 Expert Negotiator 2 1st 1 3
3rd +2 Pact Tradition 2 2nd 1 3
4th +2 Ability Score Improvement 2 2nd 1 3
5th +3 Extra Attack 2 3rd 2 4
6th +3 Pact Tradition Feature 2 3rd 2 4
7th +3 2 4th 2 4
8th +3 Ability Score Improvement 2 4th 2 5
9th +4 2 5th 2 5
10th +4 Pact Tradition Feature 2 5th 2 5
11th +4 Archetype Aspect 3 5th 3 6
12th +4 Ability Score Improvement 3 5th 3 6
13th +5 Archetype Aspect 3 5th 3 6
14th +5 Pact Tradition Feature 3 5th 3 7
15th +5 Archetype Aspect 3 5th 3 7
16th +5 Ability Score Improvement 3 5th 3 7
17th +6 Archetype Aspect 4 5th 4 8
18th +6 Pact Tradition Feature 4 5th 4 8
19th +6 Ability Score Improvement 4 5th 4 8
20th +6 Pact Master 4 5th 4 8

Important Note
This is currently only mechanics. There is flavor for each Vestige, but typing them out is a lot of work, and right now I'm mostly interested in getting feedback on mechanics only.

Thanks!

Arcane Archetypes

Anima Magus
1 - You gain proficiency on Intelligence saving throws.
1 - You learn two Cantrips from the Wizard's list, which you cast as Binder spells.
1 - Book of Seals: You store your known pact seals in a tome, not unlike a Wizard's spell book.
1 - Ritualist: You can inscribe magical rituals in your Book of Seals. Choose two 1st-level spells that have the ritual tag from any class's spell list. The spells appear in the book and don't count against the number of spells you know. With your Book of Seals in hand, you can cast the chosen spells as rituals. You can't cast the spells except as rituals, unless you've learned them by some other means. You can also cast any binder spell you know as a ritual if it has the ritual tag.

On your adventures, you can add other ritual spells to your Book of Seals. When you find such a spell, you can add it to the book if the spell's level is equal to or less than half your binder level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it.

11 - Exploit Vestige: As a bonus action, you can suppress all benefits of one of your bound vestiges in order to regain all your expended spell slots. You lose all benefits of the suppressed vestige, but it still occupies a vestige slot until you take a short rest or a long rest. You can't use this ability again until you have completed a long rest.
11 - Unlock the ultimate power of one Vestige you know.

13 - Unlock the ultimate power of one Vestige you know.
15 - Unlock the ultimate power of one Vestige you know.
17 - Unlock the ultimate power of one Vestige you know.


Blood Bound
1 - You gain proficiency on Charisma saving throws.
1 - Scar Seal Soul Shield: You store your known pact seals as scars carved into your body. Whenever you use a spell slot to cast a spell provided by a bound vestige, that vestige's scar-seal pulses, and you gain temporary hit points equal to your Binder level plus your Constitution modifier.

1 - Bloodcasting: If your current hit points are above half of your maximum hit points, you can use a bonus action to reduce your current hit points to half your maximum hit points, and recover one of your expended Binder spell slots. You can't use this ability again until you've completed a short rest or a long rest.

11 - Blood Fury: You may add your Constitution modifier to the damage of any Binder cantrip you cast.
13 - When you use your Bloodcasting ability, you regain two expended spell slots instead of one.
15 - Armor of Scars: You gain a +1 bonus to armor class.
17 - Unlock the ultimate power of one Vestige you know.


Knight of the Sacred Seal
1 - You gain proficiency on Strength saving throws.
1 - You gain proficiency with medium armor, shields, and martial weapons. You etch your known pact seals into your arms and armor, stitch them into your garments and tabard — perhaps visibly, perhaps in places only you can find.
11 - Unlock the ultimate power of one Vestige you know.
13 - Your weapons attacks deal +1d4 extra Force damage.
15 - Clear Mind: You can't be frightened. Additionally, your weapon attacks score a critical hit on a roll of 19 or 20.
17 - Magic Resistance: You have advantage on saving throws against spells and other magical effects.


Pact Traditions

Tradition Spells:
Cantrips and spells learned through a Tradition are always considered prepared, and you cast these spells as Binder spells, just like any spells provided by a Vestige.


Goetic Tradition
3 - Spirits of Light and Dark: You learn one language from the following list: Celestial, Infernal, or Abyssal. You immediately learn one Celestial or Fiendish spirit. This spirit does not count against your limit of known vestiges. From now on, whenever you can learn a new vestige, you may choose instead to learn a new Celestial or Fiendish spirit. You can bind spirits that you know as though they were vestiges, and all of your class abilities which reference vestiges also apply to spirits.

6 - You learn the spell Magic Circle. You may either learn one new Celestial or Fiendish spirit, or gain an additional spell slot.

10 - You learn the spell Planar Binding. You have advantage on all Charisma checks targeting Celestials or Fiends.

14 - Outsider Wings: You gain the ability to sprout a pair of feathery or bat-like wings from your back, like those of a celestial or fiend, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn. You can’t manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.

18 - Unlock the ultimate power of one spirit you know, or learn one Celestial or Fiendish spirit.


Hermetic Tradition
3 - Learn one Cantrip and two spells of a level you can cast from the Wizard spell list.

6 - You gain an additional spell slot, and learn one more spell from the Wizard spell list of any level you can cast.

10 - You learn two more spells from the Wizard spell list of any level you can cast.

14 - You learn one spell from any spell list of any level you can cast.

18 - You gain an additional spell slot, and all of your spell slots are 6th level instead of 5th level. You learn one spell from any spell list of any level you can cast.



Primal Tradition
3 - Primal Spirits: You can speak, read, and write Sylvan and Primordial. You immediately learn one Elemental or Fey spirit. This spirit does not count against your limit of known vestiges. From now on, whenever you can learn a new vestige, you may choose instead to learn a new Elemental or Fey spirit. You can bind spirits that you know as though they were vestiges, and all of your class abilities which reference vestiges also apply to spirits.

6 - You learn one cantrip from the Bard or Druid lists. Whenever you make a Charisma check when interacting with Fey or Elementals, your proficiency bonus is doubled if it applies to the check.

10 - You learn the spells Conjure Woodland Beings and Conjure Minor Elementals.

14 - Primal Attendant: When you complete a short rest or a long rest, you can summon an Elemental or Fey of CR 1/2 or lower to serve you. You may attempt to lure a specific type of creature, but the DM decides what actually shows up based on the local environment. The attendant obeys your commands until you complete your next rest, or until you dismiss it, or until it is slain (its body disappears, including everything it's carrying).

18 - Unlock the ultimate power of one spirit you know, or learn one Elemental or Fey spirit.







Vestiges

Note: When you gain "vestigial knowledge", that usually means you gain Proficiency in a skill. If you already had Proficiency in that skill, you instead gain Advantage on that skill's checks.


Andromalius
Inherent:
- You gain Sneak Attack +1d6, as the Rogue class feature.
- You gain vestigial knowledge on Wisdom (Insight) checks.
- Cantrip: Mage Hand
- Spell: Tasha's Hideous Laughter
Advanced:
* Binder level 3: Spells: Locate Object, See Invisibility
* Binder level 5: Your Sneak Attack improves to +2d6.
* Binder level 7: You always know when a creature is lying to you. You automatically notice when a creature makes an opposed Dexterity (Sleight of Hand) check against you.
* Binder level 9: Your Sneak Attack improves to +3d6.
Ultimate:
+ Your Sneak Attack improves to +5d6, and you always see invisible creatures and objects as if they were visible.


Buer
Inherent:
- You gain vestigial knowledge on Intelligence (Nature), Wisdom (Medicine), and Wisdom (Survival) checks, including checks to track a creature.
- Spell: Healing Word
- Fast Recovery: If you have less than half of your maximum hit points when you roll initiative, increase your hit points to half of your maximum.
Advanced:
* Binder level 3: Spell: Hunter's Mark.
* Binder level 5: You and all allies within 30 ft. have advantage on saves against poison and disease. When you bind Buer during a short rest, you or any of your allies who are below half maximum hit points are healed to half maximum hit points. This healing occurs before you or your ally spend any hit dice.
* Binder level 7: Spell: Aura of Purity
* Binder level 9: Spell: Mass Cure Wounds
Ultimate:
+ Fast Healing: At the start of your turn, if you have at least 1 hit point, you are healed for 5 hit points.


Dantalion
Inherent:
- You gain advantage on all Intelligence skill checks, and proficiency on Intelligence saving throws.
- Spells: Comprehend Languages, Sanctuary
- Cantrip: Guidance
Advanced:
* Binder level 3: Spells: Detect Thoughts, Misty Step
* Binder level 5: Spells: Sending, Tongues
* Binder level 7: Spells: Compulsion, Locate Creature
* Binder level 9: Spells: Modify Memory, Legend Lore
Ultimate:
+ You can cast any one of Dantalion's spells (as a 5th level spell) as a bonus action without spending a spell slot or any components. You can't use this ability again until you complete a short rest or a long rest.


Dhalver-Nar
Inherent:
- You gain proficiency on Wisdom saving throws.
- You gain resistance to bludgeoning damage.
- Spell: Dissonant Whispers
Advanced:
* Binder level 3: Spell: Blindness / Deafness
* Binder level 5: Spell: Fear
* Binder level 7: You gain immunity to madness, insanity, and confusion effects.
* Binder level 9: Baleful Sympathy: As an action, you can spend a spell slot to designate one opponent you can see within 120 ft. as your sympathetic shield. If the target makes an Intelligence save, then the ability fails, and you can't target that creature with Baleful Sympathy until you've completed a long rest. If the target fails the save, then you take only half damage from all effects that deal hit point damage, and the target suffers the rest. This effect ends immediately if the target has no hit points or moves beyond range (120 ft.), or if you use Baleful Sympathy to designate a different target.
Ultimate:
+ You can activate Baleful Sympathy without spending a spell slot.


Eligor
Inherent:
- You gain vestigial knowledge on Wisdom (Animal Handling) checks. You gain advantage on any check made to ride or control a mount.
- You gain proficiency with medium and heavy armor, and on Strength saving throws.
- Spell: Chromatic Orb
Advanced:
* Binder level 3: Spells: Branding Smite, Find Steed (note that the steed leaves when you unbind Eligor)
* Binder level 5: Spell: Elemental Weapon
* Binder level 7: Spell: Dimension Door
* Binder level 9: Spell: Dispel Good and Evil
Ultimate:
+ You gain a +1 bonus to your armor class.


Halphax
Inherent:
- You gain vestigial knowledge on Intelligence (Investigation) and Intelligence (History) checks.
- Cantrip: Mending
- Spells: Sanctuary, Unseen Servant
Advanced:
* Binder level 3: Spells: Find Traps, Warding Bond
* Binder level 5: Spells: Leomund's Tiny Hut, Wind Wall
* Binder level 7: Spells: Stoneskin, Wall of Fire
* Binder level 9: Spells: Wall of Force, Wall of Stone
Ultimate:
+ You know Wall of Ice or Wall of Thorns. You can cast one of these spells without using a spell slot or any components. You can't use this ability until you've completed a short rest or a long rest.


Haures
Inherent:
- Inaccessible Mind: You can't be charmed, and you have resistance to Psychic damage.
- Cantrip: Minor Illusion
- Spell: Sleep
Advanced:
* Binder level 3: Spell: Phantasmal Force; additionally, when you move, you become partially ethereal. You ignore difficult terrain, you can move through opponents as though they were difficult terrain, and attacks against you during your movement have disadvantage.
* Binder level 5: Spell: Major Image
* Binder level 7: Spell: Phantasmal Killer
* Binder level 9: Spell: Mislead; additionally, your thoughts can't be read.
Ultimate:
+ Inaccessible Mind: You gain the benefit of Mind Blank, which can't be dispelled.


Karsus
Inherent:
- You gain proficiency on Charisma saving throws.
- You can cast Detect Magic at will without using a spell slot or any components.
- Spells: Identify, False Life
Advanced:
* Binder level 3: Spell: Silence
* Binder level 5: Spells: Counterspell, Dispel Magic
* Binder level 7: Heavy Magic: When you cast a spell from a magic item, increase the spell's save DC by +2.
* Binder level 9: Karsus's Will: If you are attuned to a magic item which can cast a spell, you can cast that spell using one of your spell slots, so long as the spell is 5th level or below. Spells cast in this way benefit from Heavy Magic, and may also gain some benefit from being cast using a 5th level spell slot.
Ultimate:
+ You can attune two additional magic items.


Focalor
Inherent:
- You can breathe underwater.
- You gain proficiency on Dexterity saving throws.
- Spell: Thunderwave
- Cantrip: Ray of Frost
Advanced:
* Binder level 3: Aura of Sadness: Adjacent enemies can't use the Disengage action.
* Binder level 5: Spell: Call Lightning
* Binder level 7: Spell: Control Water
* Binder level 9: Aura of Sadness: Adjacent enemies also suffer disadvantage on attacks and skill checks.
Ultimate:
+ Aura of Sadness: Adjacent enemies also suffer disadvantage on all saving throws.


Marchosias
Inherent:
- You gain vestigial knowledge on Dexterity (Stealth) checks.
- You gain proficiency with poisoner's kits.
- Cantrip: Poison Spray
- Spell: Hellish Rebuke
Advanced:
* Binder level 3: Spell: Invisibility
* Binder level 5: Spell: Gaseous Form
* Binder level 7: When an enemy fails its saving throw against your Poison Spray cantrip, it is poisoned until the end of your next turn.
* Binder level 9: You have advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.
Ultimate:
+ You can cast Gaseous Form at-will as a 5th level spell without expending a spell slot or any components.


Naberius
Inherent:
- You gain vestigial knowledge on Charisma (Persuasion) checks.
- You gain proficiency with disguise kits.
- Spell: Disguise Self
- Cantrip: Vicious Mockery
Advanced:
* Binder level 3: Spell: Command
* Binder level 5: You gain vestigial knowledge on Charisma (Deception) checks.
* Binder level 7: Spell: Suggestion
* Binder level 9: You can cast the spell Disguise Self at-will as a 5th level spell without using a spell slot or any components.
Ultimate:
+ You can cast Suggestion at-will as a 5th level spell without using a spell slot or any components, but only against targets who are not already under one of your Suggestions. If a target saves against your Suggestion, you must pay a spell slot to make another attempt, or you must complete a long rest before you can try again without spending a spell slot.


Otiax
Inherent:
- Air Claws: You can use the air around yourself to make melee attacks up to 10 ft. away. You can use these air claws to make attacks of opportunity. Your air claws deal 2d6 damage.
- You gain proficiency with thieve's tools.
- Cantrip: Thaumaturgy
- Spells: Fog Cloud, Jump
Advanced:
* Binder level 3: Spells: Gust of Wind, Knock
* Binder level 5: Misty Shield: You can use your reaction to impose disadvantage on any melee attack that occurs within 10 ft. of you.
* Binder level 7: Spells: Freedom of Movement, Dimension Door
* Binder level 9: Spell: Passwall; Also, your air claws deal 2d10 damage.
Ultimate:
+ You know the spells Teleport and Plane Shift. You can wrap the warped winds of Otiax around yourself and cast one of these spells without using a spell slot or any components. You can't use this ability again until you've completed a short rest or a long rest.


Orthos
Inherent:
- Cantrip: Message
- Displacement: Your image is displaced, and attack rolls against you have Disadvantage until you are hit by an attack, which ends your displacement. You can use an action to regain displacement.
- Whirlwind Breath: You can expend a spell slot to exhale a 30 foot cone of cutting wind. Each creature in the cone suffers 2d6/slot level magical slashing damage, or half on a successful Dexterity save. Additionally, each creature must make a Strength saving throw, or be pushed back 10 feet per spell slot level.
Advanced:
* Binder level 3: Spell: Gust of Wind
* Binder level 5: Spell: Wind Wall
* Binder level 7: Spell: Greater Invisibility
* Binder level 9: You can regain displacement as a bonus action. Your Whirlwind Breath cone is 60 feet long.
Ultimate:
+ You gain Blindsight out to 30 feet, you automatically regain displacement at the start of your turn without using an action, and your Whirlwind Breath deals 2d10/spell slot level magical slashing damage.


Ronove
Inherent:
- Iron Fists: You gain proficiency on unarmed attacks, and your unarmed attacks deal 1d4 damage. You may use either your Strength or Dexterity for attack and damage.
- You gain vestigial knowledge on Dexterity (Acrobatics) checks.
- Spells: Feather Fall, Longstrider
Advanced:
* Binder level 3: Spells: See Invisibility, Spider Climb
* Binder level 5: Deflect Missile: You can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your binder level. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free.
* Binder level 7: Spell: Dimension Door
* Binder level 9: Your unarmed attacks deal 1d6 damage, and your unarmed strikes count as a magical weapon.
Ultimate:
+ Your unarmed attacks deal 1d8 damage, and you can use your bonus action to make two extra unarmed attacks.


Savnok
Inherent:
- You gain proficiency with medium and heavy armor.
- Call Armor: You can use your action to summon a suit of half-plate or plate armor which appears on your body. The armor accommodates any anatomical oddities you may possess. If you become unconscious or use a bonus action to dismiss the armor, it disappears. If you try to take off the armor, it likewise disappears. If the armor is destroyed, all its pieces disappear. You can summon a new suit as an action.
- Spell: Shield
Advanced:
* Binder level 3: Spell: Misty Step
* Binder level 5: Spell: Beacon of Hope
* Binder level 7: Move Ally: You can use your reaction or a bonus action to switch places with an ally you can see within 30 feet. This is a teleportation effect. You can't use this ability again until you hit an enemy in melee or roll initiative.
* Binder level 9: Spell: Circle of Power
Ultimate:
+ Fortification: While wearing your Called Armor, any critical hit against you becomes a normal hit.


Shax
Inherent:
- You gain resistance to lightning damage.
- Cantrip: Shocking Grasp
- Spell: Create or Destroy Water
Advanced:
* Binder level 3: You gain a swim speed equal to your base speed. You have proficiency and advantage on Athletics checks made to Swim. Also, when you hit with Shocking Grasp, you deal an additional +1d6 thunder damage.
* Binder level 5: Spell: Protection from Energy
* Binder level 7: Spell: Freedom of Movement
* Binder level 9: You gain resistance to thunder damage. Also, when you hit with Shocking Grasp, you deal an additional +1d6 thunder damage (for a total of +2d6 thunder damage).
Ultimate:
+ You gain immunity to lightning and thunder damage. All of your weapon attacks deal either +1d8 lighting damage or +1d8 thunder damage, as you choose when you attack.


Zagan
Inherent:
- You gain vestigial knowledge on Strength (Athletics) checks.
- Keen Senses: You can identify creatures by scent like a hound, and you have advantage on any Wisdom (Perception) checks which rely on hearing or smell.
- Snake Bane: You have advantage on all attack rolls targeting reptilian foes, including snakes, dragons, and yuan-ti.
- Spell: Animal Friendship
Advanced:
* Binder level 3: Spell: Enlarge/Reduce
* Binder level 5: Spell: Fear
* Binder level 7: Spell: Compulsion
* Binder level 9: Snake Bane: When you hit a reptilian foe with a melee weapon attack, you deal +1d6 damage.
Ultimate:
+ You can expend a spell slot to Wild Shape into a tiny viper, a medium giant poisonous snake, a huge constrictor snake, or a large yuan-ti abomination. In the yuan-ti abomination form you cast spells. In all other ways, this functions as the Druid class feature.
+ Snake Bane: When you hit a reptilian foe with a melee weapon attack, you deal another +1d6 damage (total +2d6).





Bright Spirits

Note: If you bind a Fiend, you cannot bind a Celestial, and vice-versa.


Amon, the Horned Void [Fiend]
Inherent:
- You gain resistance to fire damage.
- You gain darkvision 60 ft.
- You can use your action to grow horns. The horns last while Amon is bound, or until you use an action to dismiss them. You can use your horns as a melee weapon which deals 1d10 piercing damage.
- Spell: Hellish Rebuke
Advanced:
* Binder level 3: Spit Fire: You can exhale a 30 foot line of fire which deals 4d6 fire damage (Dexterity save for half). You can't use this ability again until you either hit a foe with your horns in melee, or roll initiative.
* Binder level 5: Spells: Fly, Tongues
* Binder level 7: Your Spit Fire deals 6d6 fire damage in a 60 foot line, and your melee attacks deal double damage to objects or structures.
* Binder level 9: Goring Charge: On your turn, if you move at least 15 feet in a straight line before making a melee attack, your first attack this turn with your horns deals double damage.
Ultimate:
+ Your horns deal 2d10 damage. Your Spit Fire deals 8d6 in a 60 foot line, and you can expend a spell slot when you use Spit Fire to increase the damage to 12d6 fire in a 120 foot line.


Ashardalon, Pyre of the Unborn [Fiend]
Inherent:
- You gain vestigial knowledge on Intelligence (History) checks.
- You gain resistance to fire damage.
- Ashardalon's Vigor: When you drop a foe with a melee attack, you gain a temporary spell slot at your highest spell slot level which you can only use to cast False Life. This temporary spell slot lasts until the end of your next turn.
- Spell: False Life, Identify
Advanced:
* Binder level 3: Spells: Enhance Ability, Locate Object
* Binder level 5: Ashardalon's Presence: When you strike a foe with a melee attack, you can use a bonus action to make the target frightened (Charisma save negates).
* Binder level 7: When you strike a foe who is frightened with a melee weapon attack, you deal +1d8 fire damage.
* Binder level 9: Hoard Gullet: You gain access to a specialized bag of holding which is connected to your mouth. This extra dimensional space is roughly 2 feet in diameter and 4 feet deep, and can accommodate items which you can fit through your mouth. Your gullet can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. If you suppress or expel Ashardalon, you immediately vomit forth your gullet's contents into your space.
Ultimate:
+ When you cast False Life, you gain double the usual temporary hit points. When you strike a foe who is frightened with a melee weapon attack, you deal +1d8 necrotic damage.


Astaroth, the Unjustly Fallen [Celestial]
Inherent:
- You gain vestigial knowledge on Charisma (Persuasion) and Charisma (Deception) checks.
- Spells: Bane, Detect Poison and Disease
- Cantrips: Guidance, Mending
Advanced:
* Binder level 3: Spell: Suggestion
* Binder level 5: Spell: Stinking Cloud
* Binder level 7: Spell: Fabricate
* Binder level 9: Spell: Creation
Ultimate:
+ Unwholesome Stench: When you strike a foe in melee, you can use a bonus action to force that foe to make a Constitution save or be nauseated until the end of its next turn. When a foe strikes you in melee, you can use your reaction to force that foe to make a Constitution save or be nauseated until the end of its next turn. This ability has no effect on foes who are immune to poison.



Balam, the Bitter Angel [Celestial]
Inherent:
- You gain vestigial knowledge on Intelligence (Religion) checks.
- Icy Glare: You can use a bonus action to force one creature within 30 feet who can see you to make a Charisma save or suffer 2d6 cold damage.
- Spell: Guiding Bolt
Advanced:
* Binder level 3: Spell: Moonbeam
* Binder level 5: Spell: Crusader's Mantle
* Binder level 7: Spell: Ice Storm
* Binder level 9: Your Icy Glare damage increases to 3d6.
Ultimate:
+ Your Icy Glare damage increases to 4d6, and the effect targets all enemies within 60 feet who can see you.


Bel, Door of the Pit [Fiend]
Inherent:
- You gain vestigial knowledge on Charisma (Intimidate) checks.
- Spells: Detect Magic, Heroism
- Cantrip: Thorn Whip
Advanced:
* Binder level 3: Your Thorn Whip deals an additional +1d6 fire damage.
* Binder level 5: Spells: Fear, Fireball
* Binder level 7: Spells: Fire Shield, Wall of Fire
* Binder level 9: Spell: Hold Monster; Also, when you cast Thorn Whip, you can make a single melee weapon attack as a bonus action.
Ultimate:
+ You gain the effect of True Seeing, which can't be dispelled. Your Thorn Whip deals an additional +1d6 fire damage (total +2d6).


Geryon, the Twice-Betrayed [Fiend]
Inherent:
- Devil Sight: You can see perfectly well in normal or magical darkness.
- All-Around Vision: You gain vestigial knowledge on Wisdom (Perception) checks, but you suffer disadvantage against saving throws vs. gaze effects.
- Cantrip: Acid Splash
- Spell: Ray of Sickness
Advanced:
* Binder level 3: Spells: Darkness, Ray of Enfeeblement
* Binder level 5: Uncanny Dodge: When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.
* Binder level 7: Spells: Blight, Ice Storm
* Binder level 9: Swift Flight: Immediately after you spend a spell slot to cast a spell, you can use a bonus action to fly 60 ft.
Ultimate:
+ Geryon's Gaze: You can use a bonus action to inflict 4d6 acid damage on every opponent within 30 ft. who can see you.



Primus, the One and the Prime [Celestial]
Inherent:
- You gain vestigial knowledge on Strength (Athletics) checks.
- Cantrips: Chill Touch, Sacred Flame
- Spells: Color Spray, Command
Advanced:
* Binder level 3: Blind Justice: If a creature succeeds on a saving throw against a spell you cast, that creature can't see or hear you for 1d4 turns.
* Binder level 5: Primus's Order: When you bind Primus, roll a d20 and record the result. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with this roll. You must choose to do so before the roll. Each roll can be used only once. If unused, a roll goes away when you begin a short rest or a long rest.
* Binder level 7: Spells: Compulsion, Otiluke's Resilient Sphere
* Binder level 9: Spells: Banishing Smite, Destructive Wave
Ultimate:
+ You gain the effect of True Seeing, which can't be dispelled. You can read and write any language.



Prospero, the Eldest Imp [Fiend]
Let your indulgence set me free.
Inherent:
- You gain proficiency on Dexterity saving throws.
- You gain resistance to poison damage and you can't be poisoned.
- Spells: Bane, Detect Magic
Advanced:
* Binder level 3: Spells: Alter Self, Invisibility
* Binder level 5: When you hit with a melee attack on your turn, you can use a bonus action to poison your target. The target must make a Constitution saving throw. If the target fails the save, it takes 3d6 poison damage and is poisoned until the end of your next turn. If it succeeds, it takes half damage and is not poisoned.
* Binder level 7: Spell: Polymorph
* Binder level 9: Spell: Cloudkill
Ultimate:
+ You gain immunity to poison damage. You can cast Alter Self or Invisibility at-will without spending a spell slot or using any components.



Quezel-Couatl, the Argent Flame [Celestial]
Inherent:
- You are immune to scrying and to any effect that would sense your emotions, read your thoughts, or detect your location.
- Cantrip: Sacred Flame
- Spells: Bless, Detect Good and Evil
Advanced:
* Binder level 3: Spells: Detect Thoughts, Lesser Restoration
* Binder level 5: Spells: Fly, Mass Healing Word
* Binder level 7: You gain resistance to radiant and psychic damage.
* Binder level 9: Spells: Greater Restoration, Scrying
Ultimate:
+ Argent Phoenix: You can use your reaction to discorporate in a burst of brilliant flame. All enemies within 30 feet of you must make a Dexterity saving throw. The enemies suffer 5d10 fire damage and 5d10 radiant damage on a failed save, or half as much damage on a successful one. You appear at the beginning of your next turn anywhere within 30 feet of your previous location. If you use this ability in reaction to an attack, the attack misses you. You can't use this ability again until you've taken a short rest or a long rest.



Tenebrous, the Shadow Tyrant [Fiend]
Inherent:
- You gain vestigial knowledge on Dexterity (Stealth) checks.
- You gain darkvision 120 feet, and magical darkness does not impede your darkvision.
- Cantrip: Chill Touch
- Spells: Bane, Dissonant Whispers
Advanced:
* Binder level 3: Spells: Darkness, Ray of Enfeeblement
* Binder level 5: Spells: Animate Dead, Speak with Dead
* Binder level 7: Flicker: You can use your reaction to teleport yourself up to 60 feet into an area of dim light or darkness. If you use this ability in reaction to an attack, the attack misses you. You can't use this ability again until you've taken a short rest or a long rest.
* Binder level 9: You gain immunity to necrotic damage.
Ultimate:
+ When you are in dim light or darkness, you can take the Hide action as a bonus action.
+ You can momentarily switch places with your own shadow. As a bonus action, you can end the Grappled, Prone, or Restrained condition on yourself.



Green Spirits


Aym, the Avaricious Azer [Elemental, Fire]
Inherent:
- You gain proficiency on Strength saving throws.
- You gain vestigial knowledge on Strength (Athletics) checks.
- Beard and Crown of Fire: As a bonus action, you can ring your face with flame. These flames don't harm you or your equipment. The flames provide illumination like a torch, and make stealth impossible. Any foe who strikes you in melee suffers 5 (1d10) fire damage as your beard lashes out in retaliation.
- Spell: Burning Hands
Advanced:
* Binder level 3: Spells: Flame Blade, Flaming Sphere
* Binder level 5: You gain resistance to fire damage.
* Binder level 7: While your Beard and Crown of Fire is active, all of your melee attacks deal +1d4 fire damage.
* Binder level 9: Spells: Conjure Elemental, Flame Strike
Ultimate:
+ You gain immunity to fire damage. While your Beard and Crown of Fire is active, foes who strike you in melee suffer 15 (3d10) fire damage.



Agates, the Truth Betrayed [Elemental, Earth, Air]
Inherent:
- You cannot be frightened.
- Earthshaking Strike: If you move at least 10 feet before hitting an opponent, or if you score a critical melee weapon hit, then your opponent and all other foes within 10 feet of you who aren't flying must make a Strength saving throw or be knocked prone.
- Spell: Thunderwave
Advanced:
* Binder level 3: Spells: Gust of Wind, Shatter
* Binder level 5: Spells: Fly, Tongues
* Binder level 7: Spells: Conjure Minor Elementals, Stone Shape
* Binder level 9: Spells: Conjure Elemental, Wall of Stone
Ultimate:
+ Earth and Air Mastery: If you are touching the ground, all flying creatures suffer disadvantage when attacking you. If you are flying, all land-bound creatures suffer disadvantage when attacking you.



Chupoclops, the Phase Weaver [Fey]
Inherent:
- When you hit with a melee attack, you can use a bonus action to inflict the poisoned or frightened condition on the target until the end of your next turn. The target can make an Intelligence saving throw to avoid the condition.
- Spell: Jump
Advanced:
* Binder level 3: Spells: Misty Step, Web
* Binder level 5: Spells: Blink, Fear
* Binder level 7: Aura of Dread: Whenever a frightened enemy starts its turn within 10 feet of you, that enemy takes 1d10 psychic damage.
* Binder level 9: Soulsense: You notice and locate living creatures within 10 feet of you, as though through Blindsight. You also sense each living creature's type and whether its current hit points are more or less than yours.
Ultimate:
+ You can see into the Ethereal Plane within 60 feet of you. Also, you can cast Blink at-will, without spending a spell slot or using any components. While you are under the effect of Blink, you can use a bonus action at the beginning of your turn to decide if you are corporeal or incorporeal, instead of rolling.



Desharis, the Sewer Spriggan [Fey]
Inherent:
- You gain vestigial knowledge on Intelligence (Investigation) checks. You can add your proficiency bonus on Charisma checks to fit into a crowd, discover key topics of conversation, and anything relating to gossip or rumors.
- Enemy of the Wild: Once per turn when you make a weapon attack on your turn against an animal, elemental, fey, or plant, you may add a +2 bonus to your attack or damage roll. You can decide to add the bonus after you know the result of the attack roll.
- Spells: Charm Person, Grease
Advanced:
* Binder level 3: Spells: Calm Emotions, Enlarge/Reduce
* Binder level 5: Spells: Tongues
* Binder level 7: Infinite Doors: You gain the ability to step from one exterior doorway into another. When you are in or adjacent to an exterior doorway, as a bonus action you can teleport up to 100 feet to an unoccupied space you can see that is also in or adjacent to an exterior doorway. You then have advantage on the first melee attack you make before the end of the turn.
* Binder level 9: Spell: Animate Objects
Ultimate:
+ The once-per-turn bonus provided by Enemy of the Wild increases to +4.
+ The distance you can travel with Infinite Doors increases to 500 feet, and you don't need to be able to see your destination, but if you can't your destination, it must be a place you have previously visited.
+ You can turn an exterior doorway into a one-way gate which connects to any other exterior doorway you know for one minute. You and your allies can use the one-way gate to travel. You can't use this ability again until you've taken a short rest or a long rest.



Helios, the Fallen Sun [Elemental, Fire]
Inherent:
- You gain resistance to radiant damage.
- Cantrip: Fire Bolt
- Spell: Searing Smite
Advanced:
* Binder level 3: Spell: Heat Metal
* Binder level 5: Your Fire Bolt cantrip inflicts an additional +1d8 radiant damage.
* Binder level 7: Spell: Fire Shield
* Binder level 9: Fire Echo: Whenever you hit an enemy with a melee weapon attack, a different enemy adjacent to you suffers fire damage equal to your Constitution bonus.
Ultimate:
+ Your Fire Bolt cantrip inflicts an additional +1d8 radiant damage (total +2d8). You gain immunity to radiant damage.



Leraje, Herald of the Wild [Fey]
Inherent:
- You gain proficiency on Dexterity saving throws.
- You gain low-light vision.
- You gain proficiency with longbows.
- Spell: Ensnaring Strike
Advanced:
* Binder level 3: Ricochet: When you hit with a ranged weapon attack using a longbow or shortbow, you can deal damage equal to your Dexterity modifier to one other enemy within 30 ft. of the original target.
* Binder level 5: Spells: Conjure Barrage, Lightning Arrow
* Binder level 7: Spells: Grasping Vine, Hallucinatory Terrain
* Binder level 9: Spells: Conjure Volley, Swift Quiver
Ultimate:
+ You gain a +2 bonus to damage rolls for ranged weapon attacks made with a longbow or shortbow, and a +2 bonus to Ricochet damage.



Melisseus, the Titan of Honey [Elemental, Plant]
Inherent:
- You gain vestigial knowledge on Charisma (Perform) checks, and you gain proficiency on any skill check to prepare food.
- Dance of the Bee: When you move on your turn, creatures making opportunity attacks against you have disadvantage.
- Spells: Cure Wounds, Purify Food and Drink
Advanced:
* Binder level 3: Spells: Enthrall, Lesser Restoration
* Binder level 5: Spells: Create Food and Water, Remove Curse
* Binder level 7: Honey Must Flow: You cannot be restrained or slowed by magic without your consent.
* Binder level 9: Spell: Insect Plague
Ultimate:
+ You can use your action to conjure a giant bee or a swarm of bees (as though you cast the Conjure Animals spell to conjure a swarm of wasps or a giant wasp, respectively) but you don't need to spend a spell slot or use any components. Just like the spell, if your concentration is broken, the swarm disperses.



« Last Edit: February 29, 2016, 11:54:13 PM by Nifft »

Offline Nifft

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Re: [5e] Nifft's Binder
« Reply #1 on: August 17, 2015, 11:55:41 AM »
Changes to spell slots per day (now match the Warlock exactly, so multi-classing is no longer weird), and changed the Pact Traditions to compensate: now there are more ways to gain an additional spell slot.

Offline Nifft

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Re: [5e] Nifft's Binder
« Reply #2 on: February 21, 2016, 08:04:09 PM »
Changed the KotSS level 13 feature -- instead of getting 3 attacks, it gets +1d4 Force damage to all weapon attacks.

Offline bhu

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Re: [5e] Nifft's Binder
« Reply #3 on: February 22, 2016, 01:00:27 AM »
I don't have the time to look it over just yet but props for the massive amount of work you put into this!

Offline Nifft

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Re: [5e] Nifft's Binder
« Reply #4 on: February 29, 2016, 11:54:54 PM »
For some reason I didn't have Astaroth's ultimate power included.

I don't have the time to look it over just yet but props for the massive amount of work you put into this!
Please let me know when you do have a chance to read through it!

Thanks, -N

Offline bhu

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Re: [5e] Nifft's Binder
« Reply #5 on: March 01, 2016, 01:37:22 AM »
I havent had a chance to peek at vestiges yet, but there's othing striking me as out of place in the class.  Nice work!

Offline Garryl

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Re: [5e] Nifft's Binder
« Reply #6 on: March 01, 2016, 02:12:30 AM »
No Zceryll? Boo! I'll forgive you for missing the psionic ones nobody ever uses and the epic vestiges (copied if that doesn't load), though.

I've never played (or even fully read the rules of) 5th edition, so I can't really comment much.

If I understand correctly, the only pacts you get from the main class features are the general Vestige set, with Bright and Green Spirits (and unlocking their ultimate abilities) only being available through the Goetic and Primal traditions, right? Although, those traditions also say you treat spirits like vestiges, so you'd be able to learn them and unlock their ultimates from your normal vestiges known and unlocked vestige ultimates (not just the bonus ones granted by the tradition), right?
« Last Edit: March 01, 2016, 02:21:09 AM by Garryl »

Offline Nifft

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Re: [5e] Nifft's Binder
« Reply #7 on: March 01, 2016, 08:20:03 AM »
I havent had a chance to peek at vestiges yet, but there's othing striking me as out of place in the class.  Nice work!
Thanks!
No Zceryll? Boo! I'll forgive you for missing the psionic ones nobody ever uses and the epic vestiges (copied if that doesn't load), though.
Ha ha ha, no.

After the rules for Psionics, and telepathy + Mindsight, and Pseudonatural creatures have been published, then I might think about looking at those web vestiges.

If I understand correctly, the only pacts you get from the main class features are the general Vestige set, with Bright and Green Spirits (and unlocking their ultimate abilities) only being available through the Goetic and Primal traditions, right? Although, those traditions also say you treat spirits like vestiges, so you'd be able to learn them and unlock their ultimates from your normal vestiges known and unlocked vestige ultimates (not just the bonus ones granted by the tradition), right?
Yes, basically correct on all counts -- when the text says "vestige", it applies to the appropriate types of spirits for Goetic and Primal Binders.

The one nuance which might need clarification is that the level 18 ability for Goetic and Primal Binders is intended to only unlock the ultimate power of a Spirit, rather than being a choice between a spirit or a vestige.