5e Binder

by zperlo

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The Binder

In the multiverse where magic and divinity are no extraordinary, not all deities are blessed with the faith of mortal sentience. When a deity is abandoned, forsaken, or simply forgotten by its followers, it slowly descends into a shadow of its former glory, or known as a vestige. While divinity has a vastly different concept of life and death from those of the mortal beings, those unfortunate enough to dwindle into vestigal status may suffer from the cessation of existence, or what is closest to the death for the gods. Simply put, with strange aeons, even gods may die.

Some mortals, often estranged from the more civilized part of the worlds, would actively seeks and contact such vestiges. By striking a contact with vestiges, these individuals, known as binders, can perform a cryptic rite to suggest their own body as a vessel for the vestiges, who would then bind themselves into the mortal body to manifest what is left of their divine power to interact with the world.

Creating a Binder

As you create a binder, you must answer some questions that makes you binder in the first place. What made you seek for vestigal bind and aid, instead of more formulated and popular religion system and deities? Was it truly acceptable for you to get scorned and shunned by many religions and their followers? Is being a binder your unique way to express respect and devotion toward divine power?

Alternately, what do you attempt to bind vestiges in your own body, rather than striking a contract that only grants you power with less risk? What is the relationship between you and the vestiges? Was it the vestiges that first sought you for their benefits in exchange of their latent power, or were you the first to propose such arrangement for a particular reason?

Quick Build

You can make a binder quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution. (Some binders who focus on martial combats make Strength or Dexterity higher than Constitution.) Second, choose the hermit background.

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, Charisma
  • Skills: Choose two from Arcana, History, Insight, Intimidation, Nature, and Religion
Table: The Binder
Level Proficiency
Bonus
Features Vestiges
Prepared
Vestige
Bound
Spell
Slot
Slot
Level
1st +2 Vestige Binding, Vestigal Favor 2 1
2nd +2 Vestigal Magic, Vestigal Favor feature 2 1 1 1st
3rd +2 Unleash Vestige 2 1 2 1st
4th +2 Ability Score Improvement 2 1 2 1st
5th +3 3 2 2 2nd
6th +3 Vestigal Favor feature 3 2 2 2nd
7th +3 Warded Soul 3 2 2 2nd
8th +3 Ability Score Improvement 3 2 2 2nd
9th +4 4 2 2 3rd
10th +4 Vestigal Favor feature 4 2 2 3rd
11th +4 Vestigal Safeguard 4 2 2 3rd
12th +4 Ability Score Improvement 4 2 2 3rd
13th +5 5 3 2 4th
14th +5 Warded Soul improvement 5 3 2 4th
15th +5 Spiritual Longevity 5 3 2 4th
16th +5 Ability Score Improvement 5 3 2 4th
17th +6 6 3 2 5th
18th +6 Vestigal Favor feature 6 3 2 5th
19th +6 Ability Score Improvement 6 3 2 5th
20th +6 Champion of the Vestiges 6 3 2 5th

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) a simple weapon
  • (a) a dungeoneer's pack or (b) a priest's pack
  • Leather armor and a holy symbol

Vestigal Binding

As a practitioner of hermetic yet religious rite, you can call forth shadows of the deities, known as the vestiges.

Vestiges Prepared

At 1st level, you can prepare to call forth two vestiges from the list at the end of the class description. You can prepare to call additional vestiges as you gain level in this class, as shown in the Vestiges Prepared column of the Binder table. You may only bind prepared vestiges.

You can change your list of prepared vestiges when you finish a long rest.

Binding Vestiges

You can perform a 1-minute ritual to bind vestiges you know into your body, channeling its remnants of divine power. The ritual can be performed during a short rest or long rest. As long as a vestige is bound to you, you gain specific benefits determined by the vestige, as stated in the vestige's description. When you bind vestiges, you must designate one as your primary vestige for the binding. You may only have one primary vestige, but during a ritual may change which bond is the primary one.

At 1st level, you can bind only one vestige to yourself at a same time. You can bind multiple vestiges when you gain levels in this class, as stated on the Vestiges Bound column from the Binder table.

The vestige is bound to you for a number of hours equal to half your binder level, to a minimum of 30 minutes. After the duration, the vestige is dismissed from you.

While the vestige is bound to you, you can perform the ritual again to dismiss any number of vestiges currently bound to you, and bind other vestiges to yourself.

Vestigal Influence

A vestige has an influence that defines its principle of action and behavior. While the vestige is bound to you, you are required to adhere to its influence to the best of your ability. You can willingly act against the vestige's influence, but with consequences (see "Acting Against the Vestige" below).

Vestigal Manifestation

When a vestige is bound to you, the vestige manifests its notable traits to your body. Each vestige has a distinctive manifestation, as stated on its description. By observing the manifested traits to your appearance, one can deduce which vestige is bound to you.

Vestigal Gift

When you bind a vestige to yourself, it grants you its gift, which is manifested in a special weapon, armor, or tool that you can use for your benefits.

When you first bind a vestige to yourself, and again as a bonus action on your turn while the vestige is bound to you, you can summon the vestigal gift in one of your empty hands. When the vestige is dismissed from you, the vestigal gift granted by the vestige is also dismissed from you, and disappears into thin air. A vestigal gift is also dismissed if it is more than 5 feet away from you for 1 minute or more.

When you bind more than one vestige to yourself, you gain access to the gifts granted by each vestige bound to you.

Acting Against the Vestige

Vestiges are normally friendly to you, but when you actively act against the vestige's will, the vestige may enforce your actions by refusing to lend its power, attempt to override your behaviors, or simply dismissing itself from you. Small indiscretions may go unnoticed, but larger ones may result in the vestige giving you disadvantage on all acts against the vestige's will. On the DM's discretion, you might also be forced to abandon some features granted by the vestige, or the vestige might forcibly unbind itself from you (no action required from you).

Losing and Regaining Vestige's Favors

If you make a severe violation against a vestige's influence, it may refuse to grant its favor to you until you ask for its pardon. Such vestige cannot be bound to you again. For example, burning down a village would be a severe violation to a vestige who wishes to solve everything non-violently.

Some class features require you to dismiss one of the vestiges bound to you. A vestige dismissed this way also refuses to give its favor to you until you ask for its pardon as you have spurned it by dismissing it so quickly.

To ask for a vestige's pardon, you must perform an 8-hour ritual that entreats it. The ritual can be performed during a long rest. After the ritual, the vestige pardons your misbehaviors and allows itself to be bound to you again. If it is performed during a long rest, you must prepare that vestige for the coming day.

Vestigal Favor

As a part of the bond, the vestige grants some fragments of its divine power. While it is bound to you, you gain a number of features, as described on its description. You lose all features granted by a vestige when it is dismissed from you.

A vestige grants you features at 1st level, and again at 2nd, 6th, 10th, and 18th level.

You only gain the highest level feature from your primary vestige. For example, if you are 10th level and bound to Aradia and Atropal, and you designate Aradia as your primary bond, you get Protection From Magic, but not Negative Energy Affinity.

Vestigal Magic

At 2nd level, you can channel the power of your vestiges through spells.

Vestigal Spell Lists

Each vestige has a list of spells, known as the vestigal spell list. While the vestige is bound to you, you gain access to the spells listed on its vestigal spell list.

When you are concentrating on a Binder spell and the vestige that grants that spell is dismissed from you, you automatically lose concentration on the spell.

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 Binder spells of 1st level or higher, you must expend a spell slot. You regain all expended spells slots when you finish a short rest or long rest.

Spellcasting Ability

Charisma is your spellcasting ability for your Binder spells, since you must entreat the vestiges for their power. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Binder spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus +

your Charisma modifier

Spell attack modifier = your proficiency bonus +

your Charisma modifier

Spellcasting Focus

You can use a holy symbol as a spellcasting focus for your Binder spells.

Unleash Vestige

Starting at 3rd level, when you fail on an ability check, attack roll, or saving throw, you can dismiss one of the vestiges bound to you to re-roll the d20. You must use the new roll. Once you use this feature, you must complete a short or long rest before using it again.

Warded Soul

At 7th level, at the start of your turn, you can dismiss one of the vestiges bound to you to end all effects that causes you to be charmed or frightened.

When you reach 14th level, while you have at least one vestige bound to you, you have advantage on saving throws against being charmed or frightened.


Vestigal Safeguard

By 11th level, when you would drop to 0 hit points, you can dismiss one of the vestiges bound to you to drop to 1 hit points instead. Once you use this feature, you must complete a short or long rest before using it again.

Spiritual Longevity

When you reach 15th level, your attunement to vestiges grant you supernatural vitality. You no longer suffer the frailty of old age, you cannot be aged magically, and your hit point maximum cannot be reduced. You can still die of old age, however.

Champion of the Vestiges

At 20th level, you are the paragon of all Binders, and you are one of the most favored of vestiges. You can use an action to bind any (up to your max) number of vestiges to yourself, or dismiss any number of vestiges currently bound to you.

Additionally, for each vestige that is currently bound to you, you gain a +1 bonus to all saving throws.

Vestiges

Once amongst the rank of divinity, the vestiges now exist only as a shade of themselves, stripped of the powers they once held. As such, a vestige has many properties that are almost, but not quite, entirely unlike deities.

Aradia

The Witch-Goddess, the Hostess of the Sabbath

The name Aradia used to belong to other deity, or possibly shared among many deities, but now is exclusively used for one particular vestige. Aradia boasts herself as a former goddess of magical wonders and miracles, but that is highly questionable, especially regarding the claim that she was ever a goddess in the first place.

Aradia is still sometimes called forth by witches, hags, and other occult practitioners of obscure and ominous forms of rites and ceremonies. Although Aradia's power is limited to fulfill her summoner's wishes, she still has enough magical tricks to impress them before they dismiss her with great disappointment.

Manifestation of Aradia

When you bind Aradia to yourself, she manifests into your body as follows:

  • Your hair turns pitch black and greatly grows in length, often down to the your waist.
  • Spectral shapes and patterns appear on your hands. Typical patterns include a skull and skeletal hands, ink blots, and runic scribbles.

Influence

Aradia was once a coven leader, and loved and was loved by her coven.

  • Suffer Not the Witch to Die. Before her descent as a vestige, Aradia was revered as the patron for witches and pagan occultists, or at least she claims she used to be. As such, Aradia would not harm a witch, unless her life was on the line.
Table: List of Vestiges
Vestige Alignment Symbol
Aradia, the Witch-Goddess NE A circle and a reversed pentagram
Atropal, the Stillborn God LE A severed head from a rotting corpse
Chichimec, It With Countless Wings N A fan decorated with feathers
Dracenetrixa, Matron Mother of Scales CG An egg and a burning scale
Eligor, the Dragonslayer LG A banner in shades of chromatic colors
Fenris, Wolf of the North N A wolf's head lined with frost
Kagan, King of Trolls LN A crowned troll's head
Kernos, the Horned Hunter CN A deer's skull and three moons
Leontoeides, the False Almighty LE A lion's head with flaming mane
Phaethon, the Primordial Blaze CN A bucketful of molten iron
Saqlas, the Laughing Cutthroat CE A four-pointed jester's cap
Sybil, Oracle of the Stars CN Twin crescent moons
Uriel, Prophet of Life LG A healer's staff glowing gold
Wymond, the Iron Wall NG A cracked shield

Vestigal Gift: The Pagan Grimoire

When bound, Aradia grants you a magical tome called the Pagan Grimoire. When you first gain the Grimoire, choose two cantrips from any class' spell list (the two need not be from the same list). While the Grimoire is on your person, you can cast those cantrips at will. These cantrips count as binder cantrips for you.

When you first gain the Grimoire, it also holds two 1st-level spells that have the ritual tag from any class' spell list (the two need not be from the same list). While the Grimoire is on your person, you can cast any of the spells as ritual. You cannot cast these spells except as rituals, unless you have learned them by some other means. You can also cast a binder spell you know as a ritual if it has the ritual tag.

On your adventures, you can add other ritual spells to your Grimoire. When you find such a spell, you can add it to the Grimoire if the spell's level is equal to or less than your binder level divided by four (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, herbs, and incenses needed to inscribe the spell and practice its ritual. As long as you do not interrupt the transcription process, Aradia will stay bound to you until you are finished if the bond would otherwise end before the inscription is done.

Vestigal Spells

While Aradia is bound to you, she grants you a list of spells for your Vestigal Magic feature, as follows:

Table: Aradia Vestigal Spells
Spell Level Spells
1st Hex
2nd Mind Spike
3rd Dispel Magic
4th Compulsion
5th Contact Other Plane

Vestigal Favors

While Aradia is bound to you, the following features are granted to you.

Eye of the Witch-Goddess

At 1st level, as an action on your turn, you can allow Aradia to perceive any magical anomalies around you through your eyes. Until the end of your next turn, you know the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell, within 60 feet of you that is not behind total cover.

Additionally, as an action on your turn, you can touch an object or a willing creature to end one cantrip that affects it.

Rebuke Magic

Starting at 2nd level, when you see a creature within 30 feet of you casting a spell while your Pagan Grimoire is on your person, you can expend one binder spell slot as a reaction to attempt to hinder the spellcasting process.

If the creature was casting a cantrip or a spell of a level equal to or lower than that of your binder spell slot, the spell automatically fails and has no effect. If the level of the creature's spell was higher, you must make a Charisma check against the creature's spell save DC. On a successful check, the spell fails and has no effect.

This feature has no effect if the creature was casting a spell of 6th level and higher.

Curse of the Witch-Goddess

Beginning at 6th level, while your Pagan Grimoire is on your person, you can cast Crown of Madness once without using a spell slot. Once you do so, you must finish a long rest before you can do so again.

Additionally, when you see a creature affected by one of your binder spells attempt to cast a spell, you can use a reaction to force it to make a saving throw using its spellcasting ability against your binder spell save DC. On a failed save, the creature can't cast spells this turn.

Protection from Magic

At 10th level, you gain advantage on saving throws against spells and other magical effects.

When you dismiss Aradia to use a binder class feature, you retain the benefits of this feature until the end of your next turn.

Pagan Arcana

When you reach 18th level, choose one 1st-level spell and one 2nd-level spell from the wizard spell list. The chosen spells are always binder spells for you.

While you have the Pagan Grimoire on your person, you can cast the chosen spells at their lowest level, without expending a spell slot.

Whenever you finish a long rest while you have the Pagan Grimoire on your person, you can change one or both of the spells you chose for different spells of the same levels.

Atropal

The Stillborn God, the Fetal Undead

Very little is known of the vestige called Atropal, but its origin is surprisingly well-known among archmages and liches. Before the dawn of time, Atropal was supposed to be born as the newborn god, but for a reason still unknown to anyone, even to Atropal itself, it was instead stillborn and abandoned by its parents. After the reanimation that followed, Atropal was truly born as the stillborn god, with great hatred toward the living and especially against the deities that abandoned it.

Spite and grudge are the definitive traits of Atropal. It never speaks but screams, in a hoarse and ghastly wail, of how it was fated to be dead from the beginning of its existence, and how it despises the very idea of life that it never had. Despite its hatred against the living, it would not resist binding itself to a binder; probably it gives the impression of life and warmth it so sought since its unbirth.

Manifestation of Atropal

When you bind Atropal to yourself, it manifests into your body as follows:

  • Your heartbeat slows down, and your skin turns pale and cold, although it does not affect your vitality.

Influence

Atropal's motivation stems from its undeathly origin and its abandonment from divinity.

  • Seek Killings. Consumed by its maddened grudge, Atropal has short temper and violent nature. Atropal would not hesitate to kill a living being, even if it makes no difference from nonlethal methods in resolving the problem.

Vestigal Gift: The Dead Pointer

When bound, Atropal grants you a wand made out of a skeletal hand, called the Dead Pointer. You can use the Dead Pointer as a spellcasting focus for your binder spells.

While holding the Dead Pointer, you can use an action to point to a creature you can see within 30 feet of you with the Dead Pointer, cursing it with Atropal's deathly grasp. The creature must make a Constitution saving throw against your binder spell save DC. On a failed save, the creature takes 1d8 necrotic damage. The damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Additionally. When you cast a binder spell of 1st level or higher that has a range of touch while holding the Dead Pointer, you can make the range of the spell 30 feet.

Vestigal Spells

While Atropal is bound to you, he grants you a list of spells for your Vestigal Magic feature, as follows:

Table: Atropal Vestigal Spells
Spell Level Spells
1st Inflict Wounds
2nd Blindness/Deafness
3rd Vampiric Touch
4th Phantasmal Killer
5th Negative Energy Flood

Vestigal Favors

While Atropal is bound to you, the following features are granted to you.

Rise and Serve

At 1st level, whenever you kill a humanoid with a binder spell or the Dead Pointer, it rises at the start of your turn as a zombie that is under control for 1 hour, after which it is destroyed and crumbles to dust. The zombie risen this way follows your verbal commands to the best of its ability.

At 1st level, you can control up to one zombie at a time. You can control one additional zombie with this feature for each feture besides this one that Atropal grants you. When you raise a new zombie while you already control the maximum number of zombies, a zombie designated by the DM is instantly destroyed.

Rebuke Undead

Starting at 2nd level, while you are holding the Dead Pointer, you can expend one binder spell slot as an action to rebuke undead into submission. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw against your binder spell save DC. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

When a creature fails its saving throw against your Rebuke Undead feature, you can instead take control of the creature for 1 hour if its Challenge Rating is at or below a certain threshold, as shown in the table below.

Binder Slot Level Challenge Rating
1st 1/4
2nd 1/2
3rd 1
4th 2
5th 3
The Dead Walk

Beginning at 6th level, when a humanoid creature dies while under the effect of your binder spell, you can cause it to rise at the start of your turn as a zombie that is under control for 1 minute, after which it is destroyed and crumbles to dust. The zombie risen this way follows your verbal commands to the best of its ability. The zombie risen with this feature counts against the number of zombies you can control with Rise and Serve feature.

Additionally, whenever you create an undead with a binder class feature, it gains the following benefits:

  • Its hit point maximum is increased by an amount equal to your binder level.
  • It adds your proficiency bonus to its weapon damage rolls.
Negative Energy Affinity

When you reach 10th level, you gain resistance against necrotic damage, and you cannot be paralyzed or petrified. If you are already paralyzed or petrified when you bind Atropal to you, the effect is suspended for the duration.

When you dismiss Atropal to use a binder class feature, you retain the benefits of this feature until the end of your next turn.

Till Death Do Us Part

By 18th level, when you see a humanoid within 30 feet of you drops to 0 hit points while you are holding the Dead Pointer, you can use a reaction to imbue the creature with a surge of negative energy, reanimating it as a thrall under your command. Creatures that are immune against necrotic damage or cannot be charmed are unaffected by this feature.

The creature reanimated with this feature is not knocked unconscious, but it still must make death saving throws, and it suffers the normal effect of taking damage while at 0 hit points. It is also charmed by you, and obeys your verbal command to the best of its ability.

The effect of this feature lasts for 1 minute or until your concentration is broken (as if concentrating on a spell), after which the reanimated creature falls unconscious. The effect ends early when the creature regains at least 1 hit point.

If the reanimated creature dies while under the effect of this feature, it rises at the start of your next turn as a zombie that is under control for 1 hour, after which it is destroyed and crumbles to dust. The zombie risen with this feature counts against the number of zombies you can control with Rise and Serve feature.

Chichimec

It With Countless Wings, the Feathered Abomination

Born as a bastard child of deities associated with sky, air, and storm, Chichimec takes on a shape of a amalgamation of numerous wings, restlessly flapping, fluttering, and scrabbling, with a single, long tail emerging from the center. Although it speaks only in a rare occasion, those who seek the Feathered Abomination often describes its singing voice as a clear ring of bells.

Despite its divine origin, Chichimec lacks the qualities that would otherwise codify itself as a true deity, hence it was quickly rendered into a vestige immediately after its unfortunate origin. It is safe to know that It With Many Wings care less of its lesser status, and quite enjoys the journey through the storms, unchained, unfettered, and unseen.

Manifestation of Chichimec

When you bind Chichimec to yourself, it manifests into your body as follows:

  • Your voice grows high-pitched and develops a distinctive, chiming undertone.
  • Chichimec may occasionally interrupt and borrow your voice to sing to a tune you hear, in a serene yet loud singing voice, regardless of the timing and occasion.

Influence

Chichimec is, in essence, carefree and socially active, always seeking new sights to see and new people to meet.

  • New Day, New Adventure. Chichimec is highly adventurous and seeks new experience every single moment. It is not uncommon for Chichimec to actively nudge its binder to travel into wildest adventures, meet many unfamiliar faces, and overcome deadly threats on the path.
  • Seek Freedom. Just like the breeze and gale it adores, Chichimec prefers to be unchained by any rules or authority. Attempts to bind the Feathered Abomination with any restrictions will easily cause its disgust.

Vestigal Gift: The Windsinger

When bound, Chichimec grants you a magical flute called the Windsinger. You can use the Windsinger as a spellcasting focus for your binder spells.

When a creature spends at least 1 minute listening to you playing tunes with the Windsinger, you have advantage on all Charisma checks against that creature, and it has disadvantage on Wisdom (Insight) checks against you. Creatures that cannot be charmed are unaffected by this effect.

While the Windsinger is on your person, you can cast the Vicious Mockery cantrip. This cantrip is a binder spell for you. When you cast Vicious Mockery this way, you must play a short tune with the Windsinger for its verbal component.

Vestigal Spells

While Chichimec is bound to you, it grants you a list of spells for your Vestigal Magic feature, as follows:

Table: Chichimec Vestigal Spells
Spell Level Spells
1st Dissonant Whispers
2nd Gust of Wind
3rd Fly
4th Storm Sphere
5th Control Winds

Vestigal Favors

While Chichimec is bound to you, the following features are granted to you.

Breeze Tunes

At 1st level, as an action, you can start a musical performance with the Windsinger until the end of your next turn. On subsequent turns, you can use an action to extend the duration of your performance until the end of your next turn. The performance ends early when your concentration is broken (as if concentrating on a spell).

While you are concentrating on a binder spell or the performance from this feature, your walking speed increases by 15 feet.

Flyby Steps

Starting at 2nd level, you can expend one binder spell slot to gain the ability to take the Disengage action as a bonus action for 1 minute. If you do so, your walking speed is also increased for that minute.

The increased speed equals 10 feet for a 1st-level spell slot, plus 5 feet per each spell slot level above 1st, to a maximum of 30 feet.

Wind-Whipped Visage

When you reach 6th level, you can cast Blur once without using a spell slot. Once you cast a spell this way, you cannot do so again until you finish a long rest.

Additionally, while you are concentrating on a binder spell or feature or the performance from Breeze Tunes, a creature that attempts to hit you with a melee attack must make a strength saving throw vs your binder spell save DC or get pushed 10 feet away from you.

Gale Steps

Beginning at 10th level, all opportunity attack rolls against you have disadvantage, and you cannot be charmed. If you are already charmed when you bind Chichimec, the effect is suspended for the duration.

When you dismiss Chichimec to use a binder class feature, you retain the benefits of this feature until the end of your next turn.

Ascendant Tunes

By 18th level, while you are concentrating on a binder spell or feature or the performance from Breeze Tunes, you gain flying speed equal to twice your walking speed.

Dracenetrixa

Matron Mother of Scales

Seen as a monster by some dragons of her clan, Dracenetrixa absorbed her siblings in the womb. This gave her the ability to change her color at will, and led to her being left behind by the others. When she finally found a mate, her brood was her whole world.

A group of hunters heard about the legendary color-changing dragon, and came in force. Dracenetrixa's children were killed or captured while she was out hunting. None had thought possible the fury of an angered mother, and every last hunter was obliterated by a storm of elements.

Manifestation of Dracenetrixa

When you bind Dracenetrixa to yourself, she manifests into your body as follows:

  • Much of your skin is covered in scales. If you concentrate you can change their color over 10 minutes.

Influence

Dracenetrixa is a mother and a fierce defender of her brood.

  • Broodmother. Dracenetrixa loved her younglings more than she did herself. She would never harm a child of any race, and would go out of her way to protect them.
  • Hunter's Foe The fear and hatred of hunters was with Dracenetrixa forever after the day her brood was hurt. Dracenetrixa refuses to hunt any animals for sport, and is quick to anger against those who do.

Vestigal Gift: The Scale of the Mother

When bound, Dracenetrixa grants you one of her scales. Etched on the scale are magical runes of many different varieties. You may you the scale as a spellcasting focus for your binder spells.

While you have the scale on your person, you know the cantrips Fire Bolt, Ray of Frost, and Shocking Grasp. These are binder cantrips for you.

Additionally, you learn Draconic, and have advantage on Charisma checks and saves vs dragons if you are openly holding the scale.

Vestigal Spells

While Dracenetrixa is bound to you, she grants you a list of spells for your Vestigal Magic feature, as follows:

Table: Dracenetrixa Vestigal Spells
Spell Level Spells
1st Thunderwave
2nd Snilloc's Snowball Swarm
3rd Lightning Bolt
4th Wall of Fire
5th Cone of Cold

Vestigal Favors

While Dracenetrixa is bound to you, the following features are granted to you.

Draconic Knowledge

At 1st level, you have advantage on any history and arcana checks about dragons or dragonkin.

Rebuking Breath

Starting at 2nd level, when you are hit by an attack, as your reaction you can breathe a deadly element back at your attacker. The attacker must make a Dexterity saving throw and takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 10th level, and 5d6 at 18th level. This damage can be your choice of Acid, Lightning, Fire, Cold, or Poison. Once you use this ability, you cannot use it again until you take a short or long rest.

Elemental Mastery

By 6th level, you can cast Fireball once using a binder spell slot. Once you do so, you must finish a long rest before you can do so again.

Additionally, any number of creatures you choose automatically succeed on their saving throws against your damaging Binder spells, and they take no damage if they would normally take half damage on a successful save.

Terrifying Presence

When you reach 10th level, once per short rest, you can release a terrifying roar. Each creature of your choice within 30 feet must succeed on a Wisdom saving throw of your binder DC or become Frightened of you for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this ability for the next 24 hours.

Spellscale Hide

Starting at 18th level, you have advantage on saving throws against spells and you have resistance against the damage of spells.

Additionally, damaging binder spells you cast ignore resistances and treat immunities as resistances for the purposes of damage reduction.

Eligor

The Dragonslayer, the Pathfinder for the Lost

One of the most famous tragedy among half-elf minstrels is the tale of Eligor, the legendary half-elf hero, his conquest against evil chromatic dragons, and his double demise. The tale starts all the same before a handful of variations follow: after his demise, the Dragonqueen herself has made a bargain against other deities, claiming his soul to her, and raised him into a mindless servant. One nameless deity stood up against her, and after thousand nights of fight, Eligor was freed from the Avaricious Matron's grasp.

On rare occasion — one in a million, like many other myths — would a minstrel's tale sing the truth. Eligor would polite refuse to recall what exactly has happened afterward, but apparently the clash of two divinity has granted him a limited power of his own, however frail and subtle, and to this date the great Dragonslayer would roam the multiverse, in search for those in need.

Manifestation of Eligor

When you bind Eligor to yourself, he manifests into your body as follows:

  • Your eyes glow with a healthy blue light.
  • You gain a large tattoo of a blue dragon stretching from your neck to cover your entire back.

Influence

Despite all harms he went through, Eligor is still noble in his heart.

  • Seek Aid and Support. Eligor is a vestige that can be best described as the textbook knight errant. He would never refuse to help the helpless.
  • Stand Up To Threats. A noble and steadfast knight, Eligor would never dare stand aside from the harm's way. If there is an obstacle that must be overcome, Eligor will, no matter what it takes, or how long it would take.

Vestigal Gift: The Knightclad Armor

When bound, Eligor grants you a set of magical chain mail called the Knightclad Armor. When you summon the Knightclad Armor, you can make it automatically don itself to you, if you are not wearing any armor.

You are always proficient in the Knightclad armor while you are wearing it. The Knightclad Armor is notably lighter than a normal suit of armor; it weighs only 28 pounds, instead of the normal 55 pounds, and for you, it does not has a Strength requirement that a normal chain mail would normally have.

While Eligor is bound to you, you can offer one suit of magical medium or heavy armor to him, transforming it into the Knightclad Armor. To do this, you perform a special ritual over the course of 1 hour, which can be done during a short rest or long rest. The armor must be within your reach throughout the ritual, at the conclusion of which you touch the armor and offer it to Eligor. You cannot affect an artifact or a sentient armor in this way.

After the ritual, the armor appears whenever you summon the Knightclad Armor thereafter. The armor's weight is halved (rounded up), and it loses the Strength requirement for you, if it has any.

You can have only one armor offered to Eligor as the Knightclad Armor. If you attempt to offer a new armor, you must first retrieve the first armor from Eligor's possession.

Vestigal Spells

While Eligor is bound to you, he grants you a list of spells for your Vestigal Magic feature, as follows:

Table: Eligor Vestigal Spells
Spell Level Spells
1st Chromatic Orb
2nd Dragon's Breath
3rd Crusader's Mantle
4th Guardian of Faith
5th Dispel Evil and Good

Vestigal Favors

While Eligor is bound to you, the following features are granted to you.

Knightclad Stance

At 1st level, you are considered one size larger for the purpose of avoiding or resisting being shoved or grappled.

Additionally, when you are shoved or otherwise forcibly moved by an outer force, the distance by which you are moved is decreased by 10 feet.

Dragonslayer's Will

Starting at 2nd level, when you take damage while you are wearing the Knightclad Armor, you can expend one binder spell slot as a reaction to gain temporary hit points, which takes as much of the triggering damage as possible.

The amount of temporary hit points equals 2d6 for a 1st-level spell slot, plus 1d6 per each spell slot level above 1st, to a maximum of 6d6. You lose all temporary hit points gained this way when Eligor is dismissed from you.

The Golden Steed

When you reach 6th level, you can cast Find Steed at will, without expending a spell slot.

When you cast Find Steed with this feature, your steed summoned this way always takes on the form of a warhorse, is always a celestial, and disappears when Eligor is dismissed from you.

Additionally, you gain the following benefits, but only for the steed you summoned with this feature:

  • While you are mounting your steed, you have advantage on saving throws made to avoid falling off the steed.
  • If you fall off your steed and descend no more than 10 feet, you can land on your feet if you are not incapacitated.
  • Mounting or dismounting your steed costs you only 5 feet of movement, instead of half your speed.
Knightclad Fortitude

By 10th level, when you bind Eligor, choose one of the following damage types: bludgeoning, piercing, slashing. While Eligor is bound to you, you gain resistance against damage of the chosen type from nonmagical weapons that are not silvered. You can change which one you chose when you next bind Eligor.

When you dismiss Eligor to use a binder class feature, you retain the benefits of this feature until the end of your next turn.

Knightclad Presence

When you reach 18th level, while you are wearing the Knightclad Armor, the area within 5 feet of you counts as difficult terrain for enemies, and other creatures provoke opportunity attacks from you when they enter your melee weapon's reach.

If you are mounted on the steed summoned from The Golden Steed feature, the radius of difficult terrain increases to 10 feet, and any melee weapon that you are proficient in adds 5 feet to your reach when you Attack with it, as well as when determining your reach for Opportunity Attacks with it.

Fenris

Wolf of the North

Prophecies were told of the wolf, Fenris, that predicted he would bring trouble to the gods. Fenris was the son of a god and a frost wolf, and he grew and grew, faster than any wolf before him. Because of this, the gods feared for themselves, and chained him up, removing his freedom. In order to trick him into being chained, the god Yalthis put out his hand as a sign of good faith. When Fenris was chained, he bit Yalthis' hand clean off.

Fenris was left there, chained. His power dwindled, and though he is but a shadow of his former self, any binder able to bind Fenris must be very strong.

Manifestation of Fenris

When you bind Fenris to yourself, he manifests into your body as follows:

  • Your face becomes much more wolfish in appearance.
  • You manifest claws as well, as detailed below.

Influence

Fenris is a savage beast who can not and will not be contained.

  • Unchained Beast. None may bar your path. Fenris will attack any who get in his way or restrict him.

Vestigal Gift: Hvass Jokull

When bound to Fenris, you grow vicious claws rimmed with frost that stays cold even on the hottest of days. Hvass Jokull are the manifestation of Fenris' ancient claws.

Hvass Jokull are natural weapons, which you can use to make unarmed strikes as long as you have nothing else in your hand. You are always proficient with Hvass Jokull while you wield them. If you hit with them, you deal cold damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. Their damage die increases as you gain levels in this class, to 1d6 at level 5, 1d8 at level 11, and 1d10 at level 17.

Vestigal Spells

While Fenris is bound to you, he grants you no spells. His savagery needs no magical aid and he gives none to you.

Vestigal Favors

While Fenris is bound to you, the following features are granted to you.

Run Free

Beginning at 1st level, you are immune to magical effects that would reduce your speed.

Wolf Form

Starting at 2nd level, you can cast Polymorph on yourself but you must transform into a Dire Wolf. Once you reach 5th level, your wolf form turns you into a Winter Wolf. Once you use this ability, you must complete a short or long rest before you can do so again.

Bestial Savagery

At 6th level, you can attack with Hvass Jokull twice, instead of once, whenever you take the Attack action on your turn.

Additionally, Hvass Jokull count as magical for the purposes of overcoming resistances and immunities.

Rip and Tear

When you reach 10th level, as an action you can let the avatar of Fenris loose for a brief moment to use the jaws of the wolf. A spectral wolf's head emerges from yours, and its massive jaws clamp down on the limb of a creature within 5 feet of you. The creature must make a constitution saving throw. If the creature fails the saving throw, the limb you targeted gets severed from their body, and until it is healed they cannot do anything with that limb. If it succeeds, the spectral jaws get resisted by the creature's flesh and nothing happens. Once you use this ability, you cannot use it again until you complete a long rest and sacrifice a haunch of meat to the great wolf.

Additionally, Hvass Jokull are treated as +1 magic weapons.

Vicious Speed

By 18th level, you can channel Fenris' primal spirit. When you take the Attack action on your turn, you can attack with Hvass Jokull three times, instead of twice.

Additionally, Hvass Jokull are treated as +2 magic weapons.

Kagan

King of Trolls, Master Tactician

When Kagan's father died, rule of the tribe passed to Kagan's uncle Garthock as Kagan was too young. When Kagan grew old enough to rule, Garthock didn't want to give up the throne, so he challenged Kagan to a duel. Kagan was not a duellist, and he lost handily.

A few years later, Gurtag's tribe and Uthor's tribe united to try to take out Garthock's tribe. When Garthock saw the armies of the other tribes, he ran. But Kagan didn't. Kagan always had a mind for strategy. Even outnumbered, Kagan's commands saw the decimation of the enemy. When the rival tribes were broken, all trolls bowed to Kagan. Garthock was exiled, and Kagan ruled for many years, a perfect tactician.

Manifestation of Kagan

When you bind Kagan to yourself, he manifests into your body as follows:

  • You grow large tusks from the corners of your mouth, they cannot be used as weapons and do not impede speech.

Influence

Kagan never moved when an enemy would benefit.

  • Tactician's Code. No enemy should be underestimated. If he can Kagan will always try to set up a battlefield and get enemies to come to him, rather than the other way around.

Vestigal Gift: Tactician's Pendant

When bound, Kagan grants you use of the pendant he wore whenever in battle or strategizing. While wearing the Tactician's Pendant, you can use your action to swap the locations of two target creatures that are within sight of you and within 120 feet of each other. If any creature is not willing, they must make a Dexterity saving throw against your Binder spell save DC.

Vestigal Spells

While Kagan is bound to you, he grants you a list of spells for your Vestigal Magic feature, as follows:

Table: Kagan Vestigal Spells
Spell Level Spells
1st Compelled Duel
2nd Levitate
3rd Slow
4th Hallucinatory Terrain
5th Bigby's Hand

Vestigal Favors

While Kagan is bound to you, the following features are granted to you.

Superior Tactics

At 1st level, you know how battlefield tactics works well enough that you can easily counter others. If a creature would gain a benefit on an attack against you due to having its ally within 5 feet of you, it instead gains no benefit.

Rewarding Orders

Beginning at 2nd level, you know how to make the most out of every resource at your disposal, including allies. As a bonus action, you can call out an order to a creature. If they follow that order on their next turn, you gain temporary hit points equal to your proficiency modifier that last until you take a short or long rest or become unbound from Kagan.

Body of the King

When you reach 6th level, your maximum hit points increase by an amount equal to your binder level. When Kagan is no longer bound to you, your hit point maximum goes back to normal.

Arms of the King

Starting at 10th level, the sheer strength of Kagan flows through you more easily. You can add your proficiency bonus to the damage of all melee attacks using Strength.

Weight Advantage

By 18th level, you know how to catch enemies off-guard and move your weight around to great effect. Enemies always have disadvantage on checks to grapple you, shove you, move you or defend against you doing the same to them.

Kernos

The Horned Hunter, the Forerunner to the Wild Hunt

Kernos was one of the inhabitants of the Feywild, the realm of fey, before his ascension to divinity. For many years he reigned as a lesser deity of forest, hunters, predators, and other minor elements of wilderness. But that was long ago, and after centuries of abandonment, Kernos is now a mere shadow of his glorious past.

Even as vestige, Kernos still has good connections with fey and other wildlife of the woods. Always eager for a great hunt, Kernos would occasionally guide the fey hunters through the woods, in search for any creatures they come across to hunt.

Manifestation of Kernos

When you bind Kernos to yourself, he manifests into your body as follows:

  • A pair of spectral antlers grow from your head. The antlers are intangible and serve no benefits or penalties.

Influence

Kernos is a born hunter, always seeking new games and hunts.

  • Lead the Pack. Back in his divine days, Kernos was one of the well-known vanguard of deities and fey in the great hunt. Even after his descent as a vestige, Kernos still prefers to take a step ahead of the allies and confidants as a scout.
  • Venture to the Wilderness. Forest and woods are where Kernos is born, worshiped, and forgotten. As such, the Horned God would prefer wilderness to civilized towns and cities, and would nudge his binder to stick to the wilderness, and sleep outdoors.

Vestigal Gift: The Force of Nature

When bound, Kernos grants you a magical longbow called the Force of Nature. You are always proficient with the Force of Nature while you wield it.

When you make an attack with the Force of Nature, you can conjure a magical arrow from thin air for the attack. If you do so, the attack deals poison damage instead of its original damage type, and the arrow disappears after the attack, regardless of whether it hits or misses the target.

While Kernos is bound to you, you can offer one magical shortbow or longbow to him, transforming it into the Force of Nature. To do this, you perform a special ritual over the course of 1 hour, which can be done during a short rest or long rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and offer it to Kernos. You cannot affect an artifact or a sentient weapon in this way. After the ritual, the weapon appears whenever you summon the Force of Nature thereafter.

You can have only one weapon offered to Kernos as the Force of Nature. If you attempt to offer a new weapon, you must first retrieve the first weapon from Kernos' possession.

Vestigal Spells

While Kernos is bound to you, he grants you a list of spells for your Vestigal Magic feature, as follows:

Table: Kernos Vestigal Spells
Spell Level Spells
1st Hunter's Mark
2nd Spike Growth
3rd Pass Without Trace
4th Conjure Woodland Beings
5th Wrath of Nature

Vestigal Favors

While Kernos is bound to you, the following features are granted to you.

Lay of the Land

At 1st level, you can spend 1 minute to survey the surrounding area. You learn the location of all traps within 60 feet, and you learn how they work if they are made from natural materials and mechanisms. You also learn the location of any beasts in that area.

Grasp of Nature

Starting at 2nd level, whenever you hit a creature with the Force of Nature who is affected by one of your binder spells (including those in an affected area), you may cause a 15-foot diameter square centered on them to become difficult terrain.

Hunting Spree

Beginning at 6th level, you can attack with the Force of Nature twice, instead of once, whenever you take the Attack action on your turn.

Tree-Strider

By 10th level, your walking speed increases by 10 feet, and moving through any difficult terrain no longer costs you extra movement.

Additionally, you have advantage to attack any enemy affected by and standing in difficult terrain that you have created.

Hunter's Prey

When you reach 18th level, upon using Force of Nature to make a ranged attack, you can, as a command phrase, say, "Swift death to my quarry." The target of your attack becomes your quarry until it dies or until dawn seven days later. You can have only one such quarry at a time. When your quarry dies, you can choose a new one after the next dawn.

When you make a ranged attack roll with Force of Nature against your quarry, you have advantage on the roll. In addition, your target gains no benefit from cover, other than total cover, and you suffer no disadvantage due to long range. If the attack hits, your quarry takes an extra 3d6 piercing damage.

Leontoeides

The False Almighty, the Prideful Sun

Ariel was originally a celestial being created by a deity for the purpose of punishing the wicked. However, for reasons unknown even to himself, a spark of hubris grew within his heart, which caused him to rebel to his former master. After a row of fierce combat, the Divine Lion fell from his grace, mutilated into a hideous shape, and is now known as Leontoeides.

Leontoeides is undoubtedly powerful, but making a contract with him requires patience and tolerance. Arrogant and quick to anger, Leontoeides stubbornly denies his loss, his fall from grace, and even his current name, and would not even bother to listen at all when he does not see fit.

Manifestation of Leontoeides

When you bind Leontoeides to yourself, he manifests into your body as follows:

  • Your hair and pupils turn fiery red, and they shine in the light.

Influence

Even after his fall from the celestial honor, Leontoeides keeps his arrogance and pride above all others.

  • Ambition for Ambition's Sake. The cause of the fall of the Prideful Sun was his hubris to usurp his master's throne, and even after being reduced to a vestige, he has not given up his ultimate goal. In fact, he already acts as if he is the almighty, and always demands the authority appropriate for his self-claimed position. Leontoeides approves of those who will do anything to achieve what they want.

Vestigal Gift: The Luster Edge

When bound, Leontoeides grants you a magical longsword called the Luster Edge. You are always proficient with the Luster Edge while you wield it, and when you hit a creature with it, you can choose to deal radiant damage with it instead of its original damage type.

The blade of the Luster Edge shines bright light in a 10-foot radius and dim light for an additional 10 feet. The light is sunlight. While you are wielding the Luster Edge, you can use a bonus action to toggle its light on or off.

While Leontoeides is bound to you, you can offer one magical scimitar, shortsword, or longsword to him, transforming it into the Luster Edge. To do this, you perform a special ritual over the course of 1 hour, which can be done during a short rest or long rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and offer it to Leontoeides. You cannot affect an artifact or a sentient weapon in this way. After the ritual, the weapon appears whenever you summon the Luster Edge thereafter.

You can have only one weapon offered to Leontoeides as the Luster Edge. If you attempt to offer a new weapon, you must first retrieve the first weapon from Leontoeides' possession.

Vestigal Spells

While Leontoeides is bound to you, he grants you a list of spells for your Vestigal Magic feature, as follows:

Table: Leontoeides Vestigal Spells
Spell Level Spells
1st Command
2nd Hold Person
3rd Fear
4th Sickening Radiance
5th Dawn

Vestigal Favors

While Leontoeides is bound to you, the following features are granted to you.

Cull the Meek

At 1st level, once on each of your turns when you hit a creature with the Luster Edge, you deal an extra radiant damage equal to your Charisma modifier (minimum of 1) with the attack if it has less than half of its maximum hit points left.

Prideful Smite

Starting at 2nd evel, once on each of your turns when you hit a creature with the Luster Edge, you can expend one binder spell slot to deal radiant damage with the attack.

The damage equals 2d6 for a 1st-level spell slot, plus 1d6 per each spell slot level above 1st, to a maximum of 6d6. If the target has less than half its maximum hit points left, the damage is increased by 1d6.

Lustrous Strike

Beginning at 6th level, you can attack with the Luster Edge twice, instead of once, whenever you take the Attack action on your turn.

Zeal of the Divine Lion

When you reach 10th level, you gain resistance against radiant damage, and you cannot be frightened. If you are already frightened when you bind Leontoeides, the effect is suspended for the duration.

When you dismiss Leontoeides to use a binder class feature, you retain the benefits of this feature until the end of your next turn.

Contempt the Weak

At 18th level, when a creature takes damage from your Cull the Meek feature or your Prideful Smite, it must succeed on a Wisdom saving throw against your binder spell save DC or become frightened of you for 1 minute. At the end of each of its turns, the affected creature can repeat the saving throw, ending this effect on it on a successful save. A creature that succeeds on the saving throw becomes immune to this effect for 24 hours.

Additionally, you have advantage on any attack roll with the Luster Edge against a creature that is frightened of you.

Phaethon

The Primordial Blaze, It That Bathes in Fire

A wizard once visited the City of Brass in the Plane of Fire and brought back a small ember that seemingly couldn't be extinguished. The wizard talked to it, feeding the fire, and it grew, and grew, and grew. The wizard's town was consumed by fire.

Thus was Phaethon created, and with him, the volcano Rakthuun, named after the town whose land it consumed. Phaethon worked to honor his dead friend, and created a facsimile of the town through fire and magma. He never intended to destroy, but Phaethon could not avoid his nature when heroes came to slay the living flame. Over time, Phaethon gained a following of flame, but as all do, that flame eventually petered out.

Manifestation of Phaethon

When you bind Phaethon to yourself, he manifests into your body as follows:

  • Every step you take leaves behind a burning footprint. This cannot light anything on fire, does not provide enough light to see by, and disappears after 10 seconds.
  • Your pupils seem to house a magnificent fire inside them to any who look close.

Influence

Phaethon has a great affinity for fire, but can still be wary of his impact.

  • Flame Affinity. Learning from his wizard creator, Phaethon will always stop to talk to a fellow flame. He will also help any sputtering fire to grow stronger, just as he was fed when small.
  • Slow Burn. Phaethon, still upset at what he did to the wizard, refuses to sleep inside any village or wooden building.

Vestigal Gift: The Volcanic Fist

When bound, Phaethon grants you a magical warhammer called the Volcanic Fist. You are always proficient with the Volcanic Fist while you wield it, and when you hit a creature with it, you can choose to deal fire damage with it instead of its original damage type. The Volcanic Fist deals double damage to inanimate objects and structures.

While Phaethon is bound to you, you can offer a magical flail, maul, warhammer to him, transforming it into the Volcanic Fist. To do this, you perform a special ritual over the course of 1 hour, which can be done during a short rest or long rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and offer it to Phaethon. You cannot affect an artifact or a sentient weapon in this way. After the ritual, the weapon appears whenever you summon the Volcanic Fist thereafter.

You can have only one weapon offered to Phaethon as the Volcanic Fist. If you attempt to offer a new weapon, you must first retrieve the first weapon from Phaethon's possession.

Vestigal Spells

While Phaethon is bound to you, he grants you a list of spells for your Vestigal Magic feature, as follows:

Table: Phaethon Vestigal Spells
Spell Level Spells
1st Burning Hands
2nd Aganazzer's scorcher
3rd Fireball
4th Fire Shield
5th Immolation

Vestigal Favors

While Phaethon is bound to you, the following features are granted to you.

Fire Form

At 1st level, as an action, you can turn yourself into a flame form for 1 minute or until you take an action to reform. While in this form, you can move through a space as narrow as 1 inch wide without squeezing, you gain a climbing speed equal to your walking speed, and you can ignite any flammable object within 5 feet of you. In addition, you can take no actions other than moving, and cannot speak.

Volcanic Smelt

Starting at 2nd level, once on each of your turns when you roll dice to deal fire damage you may maximize one of these dice. You must choose before rolling any dice.

Searing Momentum

Beginning at 6th level, you can attack with the Volcanic Fist twice, instead of once, whenever you take the Attack action on your turn.

Call of the Elements

When you reach 10th level, you can summon a Fire Elemental to aid you. This elemental cannot be healed, and cannot be re-summoned until you finish a long rest. When the elemental dies or you dismiss your bond with Phaethon, the elemental dissipates into a puddle of lava.

Molten Body

When you reach 18th level, you gain immunity to fire damage, and whenever you are hit by a melee attack, the attacker takes fire damage equal to half your Binder level.

When you dismiss Phaethon to use a binder class feature, you retain the benefits of this feature until the end of your next turn.

Saqlas

The Laughing Cutthroat, He Who Scorns the Almighty

The origin and nature of a vestige known as Saqlas is cryptic, even to other vestiges. Aradia would prefer not to call him in any occasion, but should she do so, she would refer him simply as the Clown; Kernos may show a faint interest in him, but will still warn the binder of his backstabbing nature; and Leontoeides would not tolerate even mentioning his name at all.

Unlike other vestiges, it is Saqlas who actively seeks the binders, rather than the more orthodox method. Saqlas would manifest himself in front of any mortals he finds amusing, and tempts them into doing misbehaviors that he finds are even more amusing.

Manifestation of Saqlas

When you bind Saqlas to yourself, he manifests into your body as follows:

  • You manifest red teardrop tattoos below your eyes, and skulls on each of your ears.

Influence

Saqlas spent his entire life controlling those around him, and his biggest fear is that others will destroy him by doing what he does, better.

  • Manipulator's Weakness. Knowing how easily people can be manipulated, Saqlas will not fully trust anyone he does not actively control.

Vestigal Gift: The Wit's End

When bound, Saqlas grants you a magical dagger called the Wit's End. You are always proficient with the Wit's End while you wield it.

Once on each of your turns when you it a creature with the Wit's End, if you have advantage on the attack roll, you can deal an extra 1d6 damage. This damage increases by 1d6 for each feature Saqlas is currently giving you besides the 1st level feature. For example, at 10th level is Saqlas is your primary bond, it is 4d6 extra damage.

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While Saqlas is bound to you, you can offer one magical dagger or rapier to it, transforming it into the Wit's End. To do this, you perform a special ritual over the course of 1 hour, which can be done during a short rest or long rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and offer it to Saqlas. You cannot affect an artifact or a sentient weapon in this way. After the ritual, the weapon appears whenever you summon the Wit's End thereafter.

You can have only one weapon offered to Saqlas as the Wit's End. If you attempt to offer a new weapon, you must first retrieve the first weapon from Saqlas' possession.

Vestigal Spells

While Saqlas is bound to you, he grants you a list of spells for your Vestigal Magic feature, as follows:

Table: Saqlas Vestigal Spells
Spell Level Spells
1st Charm Person
2nd Suggestion
3rd Major Image
4th Charm Monster
5th Geas

Vestigal Favors

While Saqlas is bound to you, the following features are granted to you.

Cloak of Shadows

At 1st level, you gain proficiency with the Stealth skill. If you already have proficiency in Stealth, your proficiency bonus is doubled for any Stealth check you make.

Disappearing Act

Beginning at 6th level, while a creature is charmed by you, you may use an action to become invisible as long as you are within 30 feet of that creature. The invisibility ends if you attack, cast a spell, or go more than 30 feet from a creature you have charmed.

Magical Ambush

Starting at 10th level, if you are hidden from a creature when you cast a spell on it, the creature has disadvantage on any saving throw it makes against the spell this turn.

Master Manipulation

By 18th level, you've learned how to hone your trade. When you cast an enchantment spell to charm one or more creatures, you can alter the target’s understanding so that it remains unaware of being charmed.

Additionally, when you cast an enchantment spell of 1st level or higher that targets only one creature, you can have it target a second creature.

Sybil

Oracle of the Stars

Sybil played with her father's tarot cards as a child, and they seemed to imprint on her. In some ways, the cards worked better on pure instinct, which is all Sybil had when she read the fortune. She read the rise and fall of kings in one fell swoop, and in this reading, the deck connected with her.

Nobody would play with the girl with moons on her face, but she didn't care. She could read, and influence, their futures. Those that made fun of her, had accidents, and those that helped her had great fortune. People noticed, and started to worship her. All at once, it stopped, for she read that she must become a vestige to save many later on. When it is meant to be, it is meant to be.

Manifestation of Sybil

When you bind Sybil to yourself, she manifests into your body as follows:

  • Tattoos of large moons appear on each of your cheeks. They appear to follow the cycles of two unknown moons - each day the tattoos change to show the phase of each of the moons.

Influence

Sybil knows so much, but has still not matured.

  • Immature Knowledge. Sybil believes she knows more than anyone else, and is loathe to follow someone she disagrees with. Her pettiness knows no bounds - she once got a man's ship caught in a storm just because he refused to sell her fish.

Vestigal Gift: Deck of Stars

When bound, Sybil grants the binder a special deck of tarot cards called the Deck of Stars. The Deck of Stars allows you to use the cantrips Guidance and True Strike. These count as binder spells for you.

Additionally, as long as the Deck of Stars is in one of your hands, you can cast Identify with one action and without a spell slot or material components a number of times between rests equal to your Charisma modifier (minimum 1).

Vestigal Spells

While Sybil is bound to you, he grants you a list of spells for your Vestigal Magic feature, as follows:

Table: Sybil Vestigal Spells
Spell Level Spells
1st Comprehend Languages
2nd Augury
3rd Clairvoyance
4th Divination
5th Scrying

Vestigal Favors

While Sybil is bound to you, the following features are granted to you.

Gambler's Nightmare

Beginning at 1st level, any game of chance is like an open book to your mind, which means you can manipulate it. When playing any game of chance or betting on a chance outcome, you can choose what the outcome will be.

Danger Sense

Starting at 2nd level, your mind has been honed to sense danger before it happens. You can't be surprised while you are conscious.

Portent

By 6th level, you start to get images of the future every time you rest. When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn. Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.

It's in the Cards

At 10th level, you can control the future in a minor way. You can spend 1 minute reading the Deck of Stars with another creature, and at the conclusion you name one skill or attribute. That creature has advantage on their next check with that skill if you named a skill, or their next saving throw with that attribute if you named an attribute. This lasts until used or until this ability is used again. This ability can be used a number of times equal to your Charisma modifier (minimum 1), then you must complete a long rest to get the uses back.

Visions of Doom

When you reach 18th level, you get brief flashes showing your demise split seconds before it happens. Sometimes it's enough to avoid it altogether. A number of times equal to your Charisma modifier (minimum 1), when you are hit by an attack of which you are the target, you can expend your reaction to turn that hit into a miss. This ability fully recharges at a short rest.

Uriel

Prophet of Life

Uriel was an angel, and she loved to help others. She went on an expedition with other angels to the material plane. The amount of suffering was more than Uriel could have ever imagined. She helped a city of elves, and the king gave her Umbar-Cuil as a reward he insisted she take.

Uriel refused to go back with the other angels, she couldn't stop traveling and helping those hurt and in pain. When she died she was given a choice to go back or to continue to stay, this time just as a spirit. Uriel chose to stay, as even the small chance she would be summoned to heal was worth it to her.

Manifestation of Uriel

When you bind Uriel to yourself, she manifests into your body as follows:

  • You have spectral angel wings emerging from your back. The wings are intangible and serve no benefits or penalties.

Influence

Uriel is an angel who protects any and all life.

  • Preservation of All. Uriel refuses to kill any creature. She will use any resources available to prevent death. She does understand that some creatures must be stopped, but will only do so non-lethally.

Vestigal Gift: Umbar-Cuil

When bound, Uriel grants the binder her golden circlet, Umbar-Cuil. Umbar-Cuil has interwoven golden branches with silver writing in an undecipherable language.

While wearing Umbar-Cuil, you have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your Binder level x 3. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.

Vestigal Spells

While Uriel is bound to you, he grants you a list of spells for your Vestigal Magic feature, as follows:

Table: Uriel Vestigal Spells
Spell Level Spells
1st Cure Wounds
2nd Warding Bond
3rd Mass Healing Word
4th Death Ward
5th Greater Restoration

Vestigal Favors

While Uriel is bound to you, the following features are granted to you.

Angel's Light

At 1st level, you lean the Spare the Dying and Light cantrips. They count as Binder cantrips for you.

Swap Vitality

When you reach 2nd level, you gain the ability to manipulate vitals. As an action, a willing creature that you can see within 60 feet has its current hit points set to your current hit points, and your current hit points are set to what theirs was. If either creature would have more hit points than their maximum, they get temporary hit points equal to the excess, that last until the next short rest or until you are no longer bound to Uriel. Once you use this ability, you must complete a short or long rest before using it again.

Life-Giver

Beginning at 6th level, you can cast Revivify once using a binder spell slot, with no material components needed as long as you wear Umbar-Cuil. Once you do so, you must finish a long rest before you can do so again.

Amplify Healing

By 10th level, you can amplify a creature's energy force to alter how their body heals. As an action you can touch a creature, for 1 minute, all healing they receive is doubled. Once you use this ability, you can't use it again until you complete a long rest.

Healer's Sacrifice

Starting at 18th level, you can cast Resurrection once using a Binder spell slot, requiring no material components as long as you wear Umbar-Cuil. If you do so, your bond with Uriel is immediately broken, and you cannot bind her again for 7 days.

Wymond

The Iron Wall

Wymond was born poor, with six brothers and sisters, all younger. The other village kids bullied them mercilessly, and Wymond hated it. His village had a retired knight, who witnessed Wymond's plight, and handed him a shining shield, with the parting words, "defending friends is the purest form of care".

Wymond never let the shield out of his sight.

Over the years, the shield was battered and bruised, cut and damaged. Nonetheless, it seemed to protect Wymond and his allies better than anything else. It is said Wymond moved like a thundercrack at any hint of danger, and could block even the biggest of blows.

Manifestation of Wymond

When you bind Wymond to yourself, he manifests into your body as follows:

  • The area around your eyes and hands take on a metallic sheen.

Influence

Wymond protects his friends not only physically, but also with his honor.

  • Honorable Ally. Wymond would never watch a fight, verbal or physical. If his allies get insulted or attacked, he will jump in front to defend them without any hesitation or thoughts of his own safety.

Vestigal Gift: The Battered Shield

When bound, Wymond grants you use of his ancient shield. This shield has protected many, and while magical, it is also well-worn. It provides a +1 armor bonus instead of the normal +2. You are proficient with the Battered Shield.

Additionally, you can spend 1 minute to designate a creature as your charge – the one you pledge to protect. You may designate an additional creature for each feature Wymond currently grants you besides the 1st-level feature. With every charge, the strength of your shield grows to be able to defend them. For every active charge you have pledged to and can see, the Battered Shield grants an additional +1 to AC.

While Wymond is bound to you, you can offer one magical shield to him, transforming it into the Battered Shield. To do this, you perform a special ritual over the course of 1 hour, which can be done during a short rest or long rest. The shield must be within your reach throughout the ritual, at the conclusion of which you touch the shield and offer it to Wymond. You cannot affect an artifact or a sentient shield in this way. After the ritual, the shield appears whenever you summon the Battered Shield thereafter. The shield has all its normal magical properties except that you have to choose which AC bonus you are using, the bonus the magical shield normally has or the bonus that the Battered Shield gives you, the bonus for number of charges does not afect you if you use the magical shield's AC bonus.

You can have only one shield offered to Wymond as the Battered Shield. If you attempt to offer a new shield, you must first retrieve the first shield from Wymond's possession.

Vestigal Spells

While Wymond is bound to you, he grants you a list of spells for your Vestigal Magic feature, as follows:

Table: Wymond Vestigal Spells
Spell Level Spells
1st Heroism
2nd Aid
3rd Spirit Guardians
4th Stoneskin
5th Wall of Stone

Vestigal Favors

While Wymond is bound to you, the following features are granted to you.

Guardian’s Strength

At 1st level, you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

You have additional strength solely to carry your charge out of danger. If you are lifting your charge, as long as you were not over-encumbered before picking them up, and they weigh less than your total carrying capacity, you can carry them.

Selfless Shield

By 2nd level, while holding the Battered Shield, if an attacker hits your charge with a melee attack and you are within 5 feet of your charge, you can instead expend your reaction and force the attack to target you. If you do so, you gain resistance to the damage from that attack.

Blessing of Protection

When you reach 6th level, you can cast Life Transference once using a binder spell slot, with no material components needed as long as you hold the Battered Shield. Once you do so, you must finish a long rest before you can do so again.

Rage of the Iron Wall

Starting at 10th level, while holding the Battered Shield, you may use a bonus action to goad a creature within 5 feet to attack you. It has disadvantage to attack anyone but you until your next turn.

Charging Force

Beginning at 18th level, while holding the Battered Shield, if your charge takes damage and is between 10 and 40 feet away from you, you may rush to their aid. If you expend your reaction, you move to a space adjacent to your charge closest to the attacker. Make a spell attack roll contested by the attacker’s Athletics or Acrobatics, if you succeed, the target is pushed back 10 feet and is prone, if not, they are still pushed back 10 feet but are not prone.

Credits

This class was modified and added to by zperlo

Originally based off of the class created by Weirdo Whoever.

Binder. Converted from 3.5rd edition supplement Tome of Magic.

Vestiges. All vestiges available in the class are derived from other sources:

  • Many vestiges are converted from 3.5rd supplement Tome of Magic. These vestiges are as follows: Andras, Eligor, Halphax, Orthos, Savnok, and Shax.
  • Many vestiges are "converted" from epic-level abominations introduced in the 3.5rd supplement Epic Level Handbook. These vestiges are as follows: Anaxim, Atropal, Chichimec, Phaethon, Phane, and Xixecal.
  • Aradia is derived from Aradia, or the Gospel of the Witches by Charles Godfrey Leland, or in this particular case, the videogame Shin Megami Tensei III: Nocturne.
  • Leontoeides and Saqlas (corruption of Saklas) are derived from Yaldabaoth, the false god and the fashioner of the world in Gnostic beliefs.
  • Kernos is a corruption of Cernunnos, the Horned God, one of the major deities in Wiccan practices.
  • Dracenetrixa, Fenris, Mammon, Uriel, Sybil, Kagan, and Wymond are all based off of work by Oran Comas in translating the Binder to a LARP world.

Artworks. Credits for the awesome artworks goes to the following artists:

Watercolor. Credit for the clever watercolor goes to Full Page Watercolor Stains by fellow GM Binder users.

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