Dimensional Binder (3.5e Class)

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Dimensional Binder

A Binder whose ambitions go beyond a single plane. He has learned how to travel through dimensions to accomplish his goals.

Making a Dimensional Binder

A powerful controller spellcaster, the Dimensional Binder focuses on controlling a battlefield with his spells and summoned or bound minions. At higher levels he gains the abilities to allow him to bridge the dimensions and even create his own.

Abilities: Intelligence determines the Binder's Spell limit, while a good Charisma is useful for convincing those you bind to agree to the terms of their varying services to you. A high Wisdom will increase your ability to control your bound followers to greater extents.

Races: Any race with a high Intelligence and/or Wisdom are best for this class.

Alignment: As Dimensional Binder's are often unpredictable and mysterious in their own motives, whether good or evil, a definite alignment is impossible to pinpoint for them.

Starting Gold: 3d4 x 10gp.

Starting Age: Complex

Table: The Dimensional Binder

Hit Die: d4

Level Base
Attack Bonus
Saving Throws Special Spells per Day
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st + 0 +0 +0 +2 Familiar, Tongues, Planar Vision 3 1
2nd +1 +0 +0 +3 Binding Circle, Binding Pact 4 2
3rd +1 +1 +1 +3 Adaptation, Banish 4 2 1
4th +2 +1 +1 +4 Bonus Feat 4 3 2
5th +2 +1 +1 +4 Traveler's Step 4 3 2 1
6th +3 +2 +2 +5 4 3 3 2
7th +3 +2 +2 +5 4 4 3 2 1
8th +4 +2 +2 +6 Pocket Dimension, Improved Familiar 4 4 3 3 2
9th +4 +3 +3 +6 Bonus Feat 4 4 4 3 2 1
10th +5 +3 +3 +7 Greater Teleport 4 4 4 3 3 2
11th +5 +3 +3 +7 4 4 4 4 3 2 1
12th +6/+1 +4 +4 +8 Teleportation Circle 4 4 4 4 3 3 2
13th +6/+1 +4 +4 +8 4 4 4 4 4 3 2 1
14th +7/+2 +4 +4 +9 Bonus Feat 4 4 4 4 4 3 3 2
15th +7/+2 +5 +5 +9 Gateway 4 4 4 4 4 4 3 2 1
16th +8/+3 +5 +5 +10 4 4 4 4 4 4 3 3 2
17th +8/+3 +5 +5 +10 4 4 4 4 4 4 4 3 2 1
18th +9/+4 +6 +6 +11 Banish, Mass 4 4 4 4 4 4 4 3 3 2
19th +9/+4 +6 +6 +11 Bonus Feat 4 4 4 4 4 4 4 4 3 3
20th +10/+5 +6 +6 +12 Ritual of Creation 4 4 4 4 4 4 4 4 4 4

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Bluff (Cha), Concentration (Con), Decipher Script (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (Planes), Knowledge (Religion), Spellcraft (Int).

Class Features

All of the following are class features of the Dimensional Binder.

Weapon and Armor Proficiency: Simple Weapons. No Shields or armor of any kind however, as they interfere with spells and abilities.

Familiar: A Dimensional Binder may have a familiar as a Wizard.

Spells: Dimensional Binders cast spells from a specific list, however they are capable, as any Wizard Class is, of learning spells beyond their base scope. The spells they focus on are focused on control and manipulation of enemies and allies alike. Some even focus on torture and gathering of information from bound subjects.

0— Arcane Mark, Message, Detect Magic, Planar Intuition, Daze.

1st— Alarm, Call Weapon, Charm Person, Command, Ghost Sound, Hold Person, Hypnotism, Sense Life, Summon Monster 1

2nd— Arcane Lock, Bone Fiddle, Detect Thoughts, Silence, Suggestion, Summon Monster 2

3rd— Animate Dead, Blink, Dispel Magic, Gentle Repose, Helping Hand, Hold Person, Summon Monster 3

4th— Air Walk, Arcane Eye, Charm Monster, Confusion, Devil's Pact, Dimensional Anchor, Scrying, Summon Monster 4

5th— Contact Other Plane, Dominate Person, Hold Monster, Imbue with Spell Ability, Permanency, Telepathic Bond, Summon Monster 5

6th— Call of the Reaper, Create Undead, Geas, Guards and Wards, Probe Thoughts, True Seeing, Repulsion, Summon Monster 6

7th— Banishment, Control Undead, Ethereal Jaunt, Hold Person, Mass, Phase Door, Plane Shift, Teleport Object, Summon Monster 7

8th— Clone, Create Greater Undead, Dimensional Lock, Discern Location, Temporal Stasis, Trap the Soul, Summon Monster 8

9th— Astral Projection, Etherealness, Freedom, Implosion, Imprisonment, Soul Bind, Summon Monster 9

Tongues: Understands and can speak all languages.

Planar Vision: Can see any portals to other worlds, no matter how well hidden they are.

Binding Circle: A Binder of 2nd level or above can create a binding circle. This is an non-mobile ring which a Binder can create as a full-round action. A binder can only create one Binding Circle per day. A Binding Circle is invisible to all except for the Binder who created it, until activated. If a creature that the Binder can enter a pact with enters a Binding Circle it activates. Once activated the creature can't exit the circle by normal means. A Binding Circle can be dispelled at anytime be the Binder that created it, or by a third party casting Dispel Magic or similar spells. A Binder can only have a number of binding circles equal to his Binder level in existence at one time. A creature can try and escape the circle once every hour. To escape it must succeed on a Will Save (DC=10 + Effective Binder Level + Wisdom Modifier). If it succeeds on the escape it returns to its home plane of existence. - Directly from Binder Class.

Binder's Pact: A Binder of 2nd level of above can enter a Pact with creatures trapped inside a Binding Circle. The Binder can only make a pact with creature he can bind. A Binder can only Bind up to his Binder Level + his Will Save in Hit Dice at at time.

The Binder is then free to talk with the trapped creature. He can then try to convince a trapped creature to do the Binding willingly. This generally results in a bargin between the creature and the binder. The cost can be gold, souls, a deed in return, experience and more. The exact details depend on the trapped creature and the pact so the specifics are determined by the DM.

To make a Binder's Pact with a trapped creature; a Binder can either force the creature into submission or try and persuade it. The Binder can then make a Wisdom Check + half his Effective Binder Level (round down) to the check (DC is Base DC of the Deed + 1/2 Trapped Creatures Spell Resistance + Trapped Creatures Will Save).

If the trapped creature is willing then the checks DC is only the Base DC.

What soul's a Binder can manipulate do depends of the Binder's level. At 1st level, a Binder can only bind a soul to a single deed (Potential Deeds).

Once bound to an act the creature then must then do the deed. Once the deed is complete the soul is free.

To determine how powerful you can make the effects your binding is dependent on your EBL (Effective Binder Level), your Effective Binder Level is equal to your Binder Level plus any additional modifiers. - Directly from Binder Class.

All Binding restrictions that the Binder Class established applies to the Dimensional Binder Class as well. The difference is that the Dimensional Binder may bind anything to any purpose at any level.

Adaptation: A Dimensional Binder may adapt his body to whichever environment he is in. He will take on the class type of whichever he chooses, but will not change in appearance beyond skin color and texture.

Banish: At 3rd level, sends a target to another plane or dimension. The location and plane is completely random. At 10th level the caster gain's control of where the target is sent. May be used once a day per caster level (Max of 20). (spell DC = 2 + Binder-level + Effective Binder level. Example level 2 binder is banishing, Save throw is 2 + Effective binder (2) + Binder (2) = 6)

Traveler's Step: At 5th level, he may “step” from one reality to another. Example: From the Primary Plane to the Shadow Plane. This ability may be used once a day per half the caster level.

Pocket Dimension: At 8th level he may create his very own small dimension. The size is equivalent to a small moon. It is life sustainable and is entirely composed of rock. Nothing else exists in this dimension. The Binder may use it for any means he requires it for. It may be accessed at any time by opening a hole in reality of any size or at any location near his person.

Greater Teleportation: At 10th level, the Dimensional Binder gain's the ability to teleport to anywhere he desires at will within his current plane.

Teleportation Circle: At 12th level he can create a portal from one area on a plane to another on the same plane. Must be maintained by a supply of magic or will dissipate after 24 hours. The amount of magic required is determined by the DM.

Gateway: At 15th level, he gains the ability to open a dimensional gateway to any other plane. This Gateway may be maintained with a constant magic flow, which may be provided by any means the Dimensional Binder has available, such as living beings. If not properly maintained, it will last for 24 hours maximum before closing. The Gateway's size is proportionate to the amount of magic required to sustain it along with how long it lasts. Small: 24 hours. Medium: 12 Hours. Large: 6 Hours. Huge: 1 Hour.

Banish, Mass: At 18th level gain the power to banish up to 20 individuals to another dimension or plane of the caster's choosing. May be used once per day.

Ritual of Creation: At 20th level, the Dimensional Binder is capable of performing a Ritual of Creation. The Ritual creates a new dimension, or plane, and allows the Binder to create whatever he wants in this dimension. The Ritual requires the binder to take the life essences of 500 very powerful beings, and combine them in a 50 meter binding circle. An alternative method is to capture a powerful Deity, and bind them to the circle. Once captured and bound, he must concentrate on it for one month, shaping it and molding it into a new dimension. During this time he will choose what the dimension is composed of, what will live in it, and what will sustain it. He decides everything that it will be and everything that will inhabit it. Once it is complete, the dimension acts as any other, and must be traveled to by the normal means. After it's birth, the Binder can no longer create within this dimension, unless it was created in such a way as to allow him to.

Campaign Information

Playing a Dimensional Binder

Religion: As free spirits of their own accord, Dimensional Binder's may worship any deity or power they desire to. All Binder's must pay at least some homage to the Moons of Magic, from which they are granted their powers of binding. - Binder Class religion reference.

Other Classes: Due to the mysterious and elusive nature of Dimensional Binders, the majority of other classes are, in the very least, wary of them and their powers. Several classes fear their ability to simply vanish, taking their victims to unknown realities and locales. Those who experiment with darker magic often seek their planar knowledge for their own purposes.

Combat: Dimensional Binder's often do their best to avoid an open conflict. Often they prefer to work behind the scenes of a battle, manipulating allies and enemies alike to tip the scales in favor of their own direction. Often unpredictable, it is uncertain which side they truly wish to win, as they often view their bound warriors as expendable and replaceable.

Advancement: While multi-classing Dimensional Binder's isn't either good or bad keep in mind that, as with any Wizard Class, any armor will hinder their magical abilities and you'll lose out on later, more potent spells and abilities with multi-classing that compliment the earlier ones.

Dimensional Binders in the World

"One could not hold me, two could not sate me, three could not resist me.... We are bound only by the limits we place on ourselves, or others."

Dimensional Binder's are often elusive, never staying in one place for too long.

Daily Life: Dimensional Binder's don't often associate with public places or any moderately to highly populated areas. Often reclusive, studying the planes or working on their own schemes, they normally send servants to perform menial to important tasks for them. They tend to grow tired of staying in one spot for too long, as such they move from location to location at varying intervals.

Notables: Arval Orias was a great Binder, amongst the most powerful and inventive with his abilities. He was the first to learn of inter-dimensional travel through his many dealings with powerful and knowledgeable beings. Once he had obtained enough planar knowledge, he began experimenting with dimensional travel and creation, until he finally discovered what he sought after so diligently. Some say he's still alive, living as a God in his own Dimension.

Organizations: No known gatherings have ever occurred between Dimensional Binders. Their numbers are few and if ever they stumble upon one another, the initial reaction is to stop the other from following them and discovering their secrets.

NPC Reactions: If an NPC learns what a Dimensional Binder is, they tend to distrust them, or fear them. If the NPC is a magic user with a lust for power or knowledge, they tend to crave what secrets Dimensional Binder's often have.

Dimensional Binder Lore

Characters with ranks in Lore or Knowledge (Planar) can research Dimensional Binders to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Lore/Planar
DC Result
5 Never agree to an offer made by a Dimensional Binder.
10 Dimensional Binder's can travel through the planes at will.
15 The best way to stop a Dimensional Binder and keep it in one place, is to bar it from Dimensional Travel.
20 Dimensional Binder's can create their own Dimensions with a ritual whose practices are unknown.

Dimensional Binders in the Game

For a Player, the Dimensional Binder is well suited as an informational spellcaster. They excel at learning secrets and exploiting them to aid their allies and themselves. They also make very good summoner characters.

For an NPC and DM, the Dimensional Binder makes a good plot asset. He can either assist or hinder the players at any interval desired. In the event of him being a primary enemy, they make good manipulators and hidden rulers with their very own world the heroes must go to in order to stop them.

Sample Encounter: Always curious about the identity of the mysterious figure who has been aiding them lately, Ereborn has set up wards and traps for when he appears next.

Later that night...

The figure escaped, but the planar trace he left behind was invaluable. He resides in the Elemental Plane of Fire, he must be powerful, or crazy. Now they only need find knowledge of how to cross planes, and some potent fire protection magicks.



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