Binder (5e Class)
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- Between mortality and godhood, beyond life and undeath, souls exist in a place both forgotten and inaccessible.
- Mortals too strong-willed to pass into the afterlife, dead outsiders too powerful to be absorbed into their planes,
- the dreams of slain deities put to rest eons before the current age - these are the beings called vestiges.
- A seal forms the door between these beings and reality, and knowledge is the key to opening it.
- Only the binder possesses that key, because only she knows the vestiges' special seals and the rituals by which
- they can be called from the void beyond reality. By rendering their seals and speaking words of power,
- she summons these strange entities, bargains with them, and binds them to her service.
The Binder[edit]
Sagittarius, created by APetruk, https://www.pinterest.ca/pin/145944844155605258/ |
With an ethereal bow in hand, an invisible half-elf steadies his aim, ready to let loose a volley of arrows on enemies unfortunate enough to stumble upon him.
Holding a greatsword emblazoned with a seal, a tiefling in full plate teleports deep into enemy lines before breathing forth a gout of flame.
With a gnarled staff raised to the sky and spirits at her side, a changeling channels the power of nature to entangle the mob chasing her with roots and vines.
Binders are strong-willed, cunning adventurers driven by their desires. By hosting vestiges - twisted and amoral beings that exist in the void beyond reality - the binder is granted some of the powers that vestige possessed in life. Their potent powers are always useful in combat, but what those powers are and what strategies they employ when using them depends on the vestiges they bind. By drawing on the knowledge of their vestiges and the experience gained from their pacts, the binder develops a power entirely their own.
- Host of Power
A binder is defined by the vestiges they bind, and as such, the binder can redefine themselves on a daily basis. A fragment of the vestige is bound to the binder's soul by the pact they form, serving both as the conduit for the powers they receive, and as a means for the vestige to share their senses. As the binder grows in power, they gain the ability to forge and maintain pacts with multiple vestiges, granting access to potent combinations of powers. The powers granted by vestiges vary widely, from physical alterations, to access to or mastery over skills, and even the ability to speak effects into being.
With every pact a binder forms, their soul is imbued with a small portion of a vestige's latent magical power. By drawing on this growing power, the binder is able to call spirits to their aid, and in time, cast spells of their own. What spells these are, however, are just as varied as the vestiges they bind. Some binders discover they have developed a knack for the arcane, while others rely on vestiges or spirits to provide them with divine power. Whatever path the binder walks, they do so while maintaining their body, as well as their mind; they employ simple and dexterous weapons in combat, and prefer to wear light or medium armor.
- Destined for More
Most binders were once commoners, peasants, slaves - the ostracized, and the downtrodden - the powerless who had no affinity or talent to pursue a different path. Through one event or another, they stumble upon the occult rituals needed to summon a vestige. As a world of possibilities opens up before them, many are driven into the life of a binder, unable to resist the allure of the powers they now host. This is a road not often traveled, and it is usually a lonely journey as many religions and cultures shun the practice of soul binding. In part due to their lack of acceptance, the binder is naturally drawn to adventure as they wander from one location to another. Moreover, though, the binder is driven by their desire to do better, to be stronger; and there is no better way to foster strength than by testing it.
Binders may have more complex origins as well; some come from long lines of binders that have devoted themselves to a single vestige, while others may be nobles seeking to make a name for themselves before attempting to rise in rank. Rarely, those that already hold power may walk the path of the binder, such as the occasional sorcerer or warlock. Regardless of their origins or the desires that drive them, the binder proves to be an invaluable member of any party. Their wide breadth of powers and abilities allow them to change their role on a daily basis, picking up slack wherever they may find it.
- Creating a Binder
When making your binder character, consider the origins that led to you forming pacts with vestiges. Were you a beggar that stole a book of seals from a wealthy merchant, or perhaps a minstrel that performed a song describing a vestige, only to accidentally summon them? Maybe you were a farmer whose ailing spouse was cured by a wandering binder, and you decided to follow in their footsteps.
What desire drove you to become a binder? Were you a commoner of meager means who wanted more out of life, or an archivist intent on cataloguing the known vestiges? Was your interest entirely self serving, or was it for the benefit of another? Maybe you were a soldier, but after failing to protect your general from a grievous injury, you delved into the occult when other avenues of growth eluded you.
Work with your DM to determine how big of a part your vestiges will play in your adventuring career. As a vestige is bound to your soul, you are free to communicate with it as often as you like, or not at all. Do you freely talk to your vestige, or is it a silent guardian that has no interest in idle prattle? Maybe the vestige can only speak through you, using your voice. Or, perhaps the vestige's messages are more akin to a voice in the back of your head; a thought or emotion felt through the connection you share.
Whatever role the vestiges play, you should also consider how their influence affects you. This influence is a Flaw you gain for the duration of the pact, which you must act in accordance with. If you are unable or unwilling to adhere to its influence, work with your DM to determine what your penalty should be. The vestige may require you to cede control to them in a future pact, perform some task to the vestige's liking, or some other appropriate service. These penalties also often serve as a catalyst for adventure, sending binders off on quests to make amends with a vestige they have wronged.
It's also worth considering how you create seals. Do you draw seals in loose soil so you can brush it away once the binding is complete, or do you carve your seals into the trunks of fallen trees? For many binders, their seals are a reflection of the life they once lived; were you a woodcarver that uses modular wooden shapes to construct different seals, or were you weaver that carries an array of cloaks bearing seals? Perhaps you were an especially creative jeweler that etches their seals into gemstones, which create dazzling seals when light passes through them.
- Quick Build
You can make a Binder quickly by following these suggestions. First, Charisma should be your highest ability score, followed by your Constitution, and then Dexterity. Then, select the Faceless or Sage background. Next, choose Half-Elf, Tiefling, or Changeling for your race. Now, for your starting equipment, choose two daggers, a light crossbow and 20 bolts, and scale mail.
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 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Binder level after 1st
- Proficiencies
Armor: Light armor, medium armor
Weapons: Simple weapons, hand crossbows, rapiers, scimitars, shortswords, whips
Tools: Disguise Kit, one type of artisan's tool of your choice
Saving Throws: Charisma, Constitution
Skills: Choose three from Arcana, Deception, History, Insight, Intimidation, Investigation, Performance, Persuasion
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) two daggers or (b) any simple weapon
- (a) a light crossbow and 20 bolts or (b) a shortbow and 20 arrows
- (a) studded leather armor or (b) scale mail
- an entertainer's pack and one artisan's tool of your choice
- If you are using starting wealth, you have 5d4 × 10 gp in funds.
Level | Proficiency Bonus |
Features | Bound Vestiges | Seals Known | Cantrips Known | Spells Known | —Spell Slots per Spell Level— | |||
---|---|---|---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | |||||||
1st | +2 | Soul Binding, Soul Guardian (Iron Will) | 1 | 1st | — | — | — | — | — | — |
2nd | +2 | Expel Vestige, Minor Spirits | 1 | 1st | — | — | — | — | — | — |
3rd | +2 | Binder's Sect | 1 | 2nd | 2 | 3 | 2 | — | — | — |
4th | +2 | Ability Score Improvement | 1 | 2nd | 2 | 4 | 3 | — | — | — |
5th | +3 | Extra Attack, Soul Guardian (Countercharm) | 2 | 3rd | 2 | 4 | 3 | — | — | — |
6th | +3 | Binder's Sect Feature | 2 | 3rd | 2 | 5 | 3 | — | — | — |
7th | +3 | Seal of Zeal | 2 | 4th | 2 | 5 | 4 | 2 | — | — |
8th | +3 | Ability Score Improvement | 2 | 4th | 2 | 6 | 4 | 2 | — | — |
9th | +4 | Pact Mastery | 2 | 5th | 2 | 6 | 4 | 2 | — | — |
10th | +4 | Binder's Sect Feature | 2 | 5th | 3 | 7 | 4 | 3 | — | — |
11th | +4 | Soul Guardian (Psychic Block) | 3 | 6th | 3 | 7 | 4 | 3 | — | — |
12th | +4 | Ability Score Improvement | 3 | 6th | 3 | 8 | 4 | 3 | — | — |
13th | +5 | Forbidden Knowledge | 3 | 7th | 3 | 8 | 4 | 3 | 2 | — |
14th | +5 | Binder's Sect Feature | 3 | 7th | 3 | 9 | 4 | 3 | 2 | — |
15th | +5 | Supernal Essence | 3 | 8th | 3 | 9 | 4 | 3 | 2 | — |
16th | +5 | Ability Score Improvement | 3 | 8th | 3 | 10 | 4 | 3 | 3 | — |
17th | +6 | Soul Guardian (Hive Mind) | 4 | 9th | 3 | 10 | 4 | 3 | 3 | — |
18th | +6 | Binder's Sect Feature | 4 | 9th | 3 | 11 | 4 | 3 | 3 | — |
19th | +6 | Ability Score Improvement | 4 | 9th | 3 | 11 | 4 | 3 | 3 | 1 |
20th | +6 | Boundless Binding | 4 | 9th | 3 | 12 | 4 | 3 | 3 | 1 |
Soul Binding[edit]
Through special methods known only to binders, you can summon a vestige and forge a pact with it, binding it to you. The process for binding vestiges, and the effects of the pacts you form, is detailed below. Vestiges are bound to your soul by the pact, and cannot be targeted or damaged in any way.
- Bound Vestiges
Starting at 1st level, you can bind one vestige selected from the Vestiges List. At higher levels, you can bind multiple vestiges simultaneously, as shown in the Bound Vestiges column of the Binder Table. You can bind any combination of vestiges whose level is no greater than your binder level. For example, at 5th level, you can bind one 2nd level vestige, and one 3rd level vestige.
- Seals Known
At first, you know the seals and rituals needed to summon 1st level vestiges. As your binder level increases, you learn the seals and rituals of higher level vestiges, as shown in the Seals Known column of the Binder table. A vestige may have special requirements for binding, detailed in its entry.
- Summoning Vestiges
Vestiges may only be summoned through their seals, which must be at least 5 feet wide. Creating a seal requires the ability to mark a surface, and one minute of concentration (as if concentrating on a spell). The seal is no more durable than its components, and persists so long as it remains intact.
You can use your action to summon a vestige by touching its unique seal and calling out both its name and its title. An illusory image of the vestige appears in the nearest empty space (usually the seal's space). The vestige speaks in the language you used to call it, and ignores everyone but you. Its image vanishes when you bind the vestige, or if you fail to bind it within one minute.
- Binding Vestiges
To bind a summoned vestige, you must make a binding check (1d20 + your proficiency bonus + your Charisma modifier), with a DC equal to 11 + vestige's level. Whether the binding check succeeds or fails, you successfully form a pact with the vestige. You manifest the pact's specific physical sign, and you gain use of the vestige's granted features. The pact ends when you finish a long rest, if you use your Expel Vestige class feature to expel it, or if you die.
If you succeed on your binding check, you are not subject to the vestige's influence, and you can suppress or reveal its sign as a bonus action. If the binding check is a failure, you must act according to its influence to the best of your ability, and you cannot suppress its sign. If you fail more than one binding check, you must act according to the influence of each vestige, and you show each of their signs.
- Granted Features
Many vestiges, and some binder sects, grant features that reproduce the effects of spells. If the spell named in a feature requires concentration, you must maintain concentration on that feature (unless stated otherwise in the feature description). You need not provide any somatic or material components to use a granted feature, although all features require the ability to speak. If you are unable to speak, you cannot use the features granted by vestiges.
These features, and their effects, are still magical in nature; they are susceptible to any effect that interferes with spells or magical effects.
- Binding Ability
Charisma is your spellcasting ability for your binder abilities, since your pacts are based upon a battle of wills. You use your Charisma score whenever a spell, feature, or ability refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a spell, feature, or ability and when making an attack roll with one.
- Saving Throw DC = 8 + your Proficiency bonus + your Charisma modifier
- Spell Attack Modifier = your proficiency bonus + your Charisma modifier
Soul Guardian (Iron Will)[edit]
When you start at 1st level, you can steel your will by drawing on the experience of your vestige. While you are bound to at least one vestige, you can use your action to end the Frightened condition on yourself.
Expel Vestige[edit]
Starting at 2nd level, you have discovered how to allow vestiges to come and go as you please, albeit much to the displeasure of the vestiges you bind. You can use a bonus action to expel the vestige before it would normally leave you, and you can summon another vestige to replace it if you wish.
Once you have expelled a vestige, you must finish a short or long rest before expelling one again. However, vestiges react very poorly to your use of this ability; you have disadvantage on all binding checks until you finish a long rest.
Minor Spirits[edit]
At 2nd level, you have learned how to use the runoff magical energy from Soul Binding to bind weaker spirits into your service, serving you as familiars, bodyguards, weapons, armor, or even entertainment. You learn how to perform a ritual that binds two minor spirits to your service, selected from the Minor Spirits List. You can bind one additional minor spirit to your service at 6th, 9th, 14th, and 18th level. You can perform this ritual again as part of a short or long rest to replace one minor spirit in your service with another from the Minor Spirits list.
You can use a bonus action to manifest or dismiss a minor spirit in your service. You can also use a bonus action to dismiss a minor spirit and manifest another simultaneously. When you manifest a spirit, its visible form appears and hovers about your person, and when you dismiss a spirit, it disappears. You can manifest one spirit at a time at first, and you can manifest an additional spirit at 10th (2 manifested) and 20th level (3 manifested). You gain use of the powers and abilities a spirit grants only while it is manifested.
Binder's Sect[edit]
Upon reaching 3rd level, you gain entry into one of a number of secretive, secluded sects of binders. Choose from the Binder Sects. You gain features from your choice at 3rd level, and you gain additional Binder's Sect features at 6th, 10th, 14th, and 18th level. Each of these sects grants the ability to cast spells, which will be described in further detail in each binder sect.
Ability Score Improvement[edit]
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Extra Attack[edit]
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Soul Guardian (Countercharm)[edit]
At 5th level, your second vestige allows you to wriggle free from magical effects that would otherwise control or compel you. While you are bound to at least two vestiges and you fail a saving throw against an enchantment spell or effect, you can make a saving throw against the same DC at the start of your next turn, ending its effects on you on a success.
Seal of Zeal[edit]
At 7th level, you have learned a special seal that allows you to channel your will through the weapons you wield. Creating this seal requires a weapon you are proficient with and the ability to mark the weapon. The weapon must remain within reach during this process, which takes one hour and can be completed as part of a short or long rest. You can create seals on up to two weapons. If you attempt to create a seal on a third weapon, the seal on one of the other two vanishes. The seals also vanish if the weapon bearing them is destroyed, or if you die.
While a weapon bears this seal, you use your Charisma, instead of Strength or Dexterity, for the attack and damage rolls, and you can use it as a spellcasting focus for spells you learned from this class. If you have the Blade or Bow Spirits, this benefit extends to weapons those spirits take the form of.
Pact Mastery[edit]
Upon reaching 9th level, you have become trusted and respected among the vestiges you bind. Whenever you finish a long rest, you can choose a number of vestiges equal to your Charisma modifier. Until you take a long rest, you gain the following benefits:
- You can ignore the special requirements associated with contacting the chosen vestiges.
- You can summon the chosen vestiges at will, without creating or touching their seals.
- You are never subject to disadvantage on your binding check with the chosen vestiges.
- You can suppress the chosen vestiges' pact signs, even if you fail your binding check.
Soul Guardian (Psychic Block)[edit]
Starting at 11th level, your third vestige guards your mind against attack and inquiry. While you are bound to at least three vestiges, you have resistance to psychic damage, and you are immune to spells or effects that can read your thoughts, detect your lies, or reveal your alignment or creature type.
Forbidden Knowledge[edit]
Beginning at 13th level, your vestiges have begun to respond in kind to your inquiries. You can use your action to receive an omen from one of your bound vestiges, as the augury spell, except the reading is never random.
Once you have received an omen from a specific vestige, you must finish a long rest before doing so again. Thus, you may receive one omen from each vestige you bind during a day.
Supernal Essence[edit]
At 15th level, your time spent hosting vestiges has permanently altered your mind and body. You can accurately recall anything you see or hear, and for every 5 years that pass, your body ages only one year.
Soul Guardian (Hive Mind)[edit]
When you reach 17th level, your fourth vestige protects you from all mind-affecting spells and effects. While you are bound to four vestiges, you have advantage on all Intelligence, Wisdom, and Charisma saving throws against spells and effects. If you fail one of these saving throws, you can choose to succeed instead, although you must finish a long rest before doing so again.
Boundless Binding[edit]
When you attain 20th level, the vestiges' seals are etched into your mind, a conduit for contact that allows you to bind vestiges at will. You can utter the name and title of a vestige (no action required), instantly summoning the chosen vestige and forging a pact with it. You automatically fail the binding check, and you can't expel the vestige by any means. For the duration of the pact, you gain the following benefits:
- The saving throw DC of the chosen vestiges' granted features increases by 1.
- You gain a +1 bonus to your attack and damage rolls for each vestige you have bound with this feature.
- Any attack you make is considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Binder Sects[edit]
There are numerous sects of binders with their own unique methods of binding, each of which grant access to distinct forms of magic. A sect is rarely a singular group, or located in a centralized location; rather, it's a network of many individuals or small groups.
As binders are so few in number, these sects tend to be secretive and secluded. Though their methods are varied, there is a sense of comradery amongst them, and binders from different sects often assist each other in both professional and personal matters.
Anima Magi[edit]
Anima Magi see vestiges as mere tools, no different from spell component pouches or a wand of fireball. The anima magi closely guard their unique rituals at disparate, hidden locations; bizarre and twisted methods to bend a vestige to their will. By siphoning off some of the latent arcane energy residing within a vestige, the magi are able to alter how a spell behaves, and seemingly will the effects of a spell into existence. Ostracized by the other sects of binders, and reviled by the vestiges they bind, the magi rely only on themselves. Despite their methods, they are no more likely to be evil than good, seeing their actions as a means to an end. What that end is, however, is a secret known only to an Anima Magi.
- Spellcasting
Upon joining this sect at 3rd level, by tapping into the magical power of your vestiges, you gain the ability to cast sorcerer spells.
- Cantrips
You learn two cantrips of your choice from the sorcerer spell list. You learn an additional sorcerer cantrip of your choice at 10th level.
- Spell Slots
The Binder table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
- Spells Known of 1st Level and Higher
You know three 1st-level sorcerer spells of your choice, two of which you must choose from the evocation and illusion spells on the sorcerer spell list. The Spells Known column of the Binder table shows when you learn more sorcerer spells of 1st level or higher. Each of these spells must be an evocation or illusion spell of your choice, and must be of a level for which you have spell slots.
The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
- Versatile Casting
When you complete a long rest, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list. The new spell must must be of a level for which you have spell slots, and it must be an evocation or illusion spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.
- Spellcasting Ability
Charisma is your spellcasting ability for your sorcerer spells. You use your Charisma whenever a sorcerer spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer 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 + Charisma modifier
- Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your sorcerer spells.
- Font of Magic
Starting at 3rd level, you can persuade a bound vestige into letting you tap into a wellspring of magic within them. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects.
- Sorcery Points
You have 1 sorcery point, and you gain 1 additional point at 6th, 9th, 12th, 15th, 18th, and 20th levels, to a maximum of 7 at 20th level. You regain all spent sorcery points when you finish a long rest.
- Metamagic
At 3rd Level, you gain the ability to twist your spells to suit your needs. You gain one of the following metamagic options of your choice. You gain another one at 10th level.
Additionally, when you gain a level in this class, you can choose one of the metamagic options you know and replace it with another metamagic option from this list.
You can use only one metamagic option on a spell when you cast it, unless otherwise noted.
- Careful Spell
When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.
- Distant Spell
When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.
When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.
- Extended Spell
When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.
- Heightened Spell
When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.
- Quickened Spell
When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.
- Subtle Spell
When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.
- Exploit Vestige
When you reach 6th level, you learn how to use a bound vestige to enhance your spellcasting. When you form a pact with a vestige, you can siphon a small amount of latent arcane energy within them, granting you one additional spell slot of any level, up to the highest you can cast. In doing so, you lose access to one feature of your choice granted by the chosen vestige.
You can forego only one ability per day in this manner, even if you bind multiple vestiges. However, vestiges react poorly to your use of this ability; the next time you summon the chosen vestige, you suffer disadvantage on your binding check to bind them.
- Vestige Metamagic
At 10th level, you can augment your spells by sapping your vestige's power. As a reaction when you cast a spell, you choose one your bound vestiges, and you apply the effects of one metamagic option to the triggering spell without expending sorcery points. The chosen metamagic option need not be one that you know, but it must be an option listed in the Metamagic class feature of the Anima Magi subclass.
You can use this feature only once per combat. You lose access to all features granted by the chosen vestige when you use this feature, and do not regain them until you leave combat. You can also use this feature outside of combat, although you are unable to do so again until you finish a short or long rest.
- Vestige Casting
At 14th level, you can tap into the font of magic within a vestige to cast a spell outside the normal limits of time. You can use a bonus action to cast one spell you know without expending a spell slot, and without any somatic or verbal components. When you cast a spell in this way, it is treated as if you expended a 5th level spell slot for determining its effects and damage.
If the spell has a casting time greater than a bonus action, its casting time is treated as a bonus action for this feature. You can still use your action to cast another spell during the same turn, and that spell need not be a cantrip with a casting time of 1 action. You regain use of this feature when you finish a long rest.
- Dominate Vestige
Upon reaching 18th level, you have mastered the use of your vestiges. Once you have expelled a vestige, you need not complete a short or long rest before expelling another. You may expel vestiges any number of times per day.
Knights of the Sacred Seal[edit]
A knight of the sacred seal is never alone because they have formed a true partnership with a single vestige. Their oath requires them to champion and protect their patron vestige, take its seal as their symbol, and to advance its goals in the world. As their relationship with their patron vestige deepens, a knight of the sacred seal taps a well of abilities unavailable to other binders, becoming more than they once were. Though they can bind other vestiges, they choose not to because the connection they share with their companion offers strange new powers.
- Table: Knights of the Sacred Seal
Binder Level |
Spell Slots |
Slot Level |
---|---|---|
3rd | 1 | 1st |
4th | 1 | 1st |
5th | 2 | 1st |
6th | 2 | 1st |
7th | 2 | 2nd |
8th | 2 | 2nd |
9th | 2 | 2nd |
10th | 2 | 2nd |
11th | 2 | 2nd |
12th | 2 | 2nd |
13th | 2 | 3rd |
14th | 2 | 3rd |
15th | 2 | 3rd |
16th | 2 | 3rd |
17th | 2 | 3rd |
18th | 2 | 3rd |
19th | 2 | 4th |
20th | 2 | 4th |
- Pact Magic
When you reach 3rd level, you strike a bargain with your patron vestige. As part of your pact, you gain the ability to cast warlock spells.
- Cantrips
You learn two cantrips of your choice from the warlock spell list. You learn an additional warlock cantrip of your choice at 10th level.
- Spell Slots
The Knights of the Sacred Seal table shows how many spell slots you have to cast your warlock spells of 1st through 4th level. 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 warlock spells of 1st level or higher, you must expend a slot. You regain all expended spell slots when you finish a short or long rest.
For example, when you are 7th level, you have two 2nd level spell slots. To cast the 1st-level spell charm person, you must expend one of those slots, and you cast it as a 2nd-level spell.
- Spells Known of 1st Level and Higher
At 3rd level, you know three 1st-level warlock spells of your choice, two of which you must choose from the conjuration and enchantment spells on the warlock spell list. The Spells Known column of the Binder table shows when you learn more warlock spells of 1st level or higher. Each of these spells must be an conjuration or enchantment spell of your choice, and be of a level no higher than what’s shown in the Slot Level column of the Knights of the Sacred Seal table. When you reach 16th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.
The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
- Spell Versatility
Whenever you finish a long rest, you can replace one spell you learned from this Pact Magic feature with another spell from the warlock spell list. The new spell must be of a level for which you have spell slots, and it must be a conjuration or enchantment spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.
- Spellcasting Ability
Charisma is your spellcasting ability for your warlock spells, so 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 warlock 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 an arcane focus as a spellcasting focus for your warlock spells.
- Patron Vestige
When you become a knight of the sacred seal at 3rd level, you must select one vestige that you can bind as your patron. You develop a stronger than normal relationship with this vestige that grants you several benefits. You gain use of this subclass's features only while you are bound to your patron vestige, except Pact Magic, which you always possess. You can choose whether you succeed or fail on the binding check to bind your patron vestige.
When you gain a level in this class, you can replace your patron vestige with another vestige that you could bind at that level.
- Knight's Zeal
At 3rd level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with heavy armor, shields, and martial weapons.
- Vestige's Protection
Starting at 6th level, your relationship with your patron vestige deepens, prompting it to take steps to ensure your protection. When you or an ally within 5 feet of you is targeted by an attack or subjected to an effect requiring a Dexterity saving throw, you can use your reaction to grant the target a bonus to their Armor Class and Dexterity saving throws equal to your Charisma modifier until the start of your next turn, including against the triggering attack or saving throw.
You can use this feature only once per combat. You can also use this feature outside of combat, although you are unable to do so again until you finish a short or long rest.
- Vestige's Power
Also at 6th level, you can use a bonus action to grant you a +1 bonus to attack and damage rolls, a +10-foot bonus to your movement speed, advantage on Wisdom saving throws, and a number of temporary hit points equal to your binder level. You retain all of these benefits until the start of your next turn.
You can use this feature only once per combat. You can also use this feature outside of combat, although you are unable to do so again until you finish a short or long rest.
- Apotheosis
At 10th level, you can take on your vestige's appearance, and gain some of its protections. You can take on the form of your patron vestige as an action, which subjects you to its influence and shows its sign. For one minute, you have resistance to non-magical damage, and you gain darkvision out to a range of 60 feet.
- Vestige's Surge
At 14th level, when you use one of your patron vestige's features, or your Vestige's Protection or Vestige's Power class feature, you can choose to regain use of that feature immediately (no action required). You must finish a short or long rest before using this feature again.
- Sacred Seal
Upon reaching 18th level, your patron places less of a strain on you through the pacts you form. You ignore your patron vestige's level when determining the combination of vestiges you can bind.
Occultists of the Arcane[edit]
While other binders seek the power of vestiges or spirits, the occultist follows a different path; with an insatiable sense of curiosity, he wanders the land in search of arcane secrets, ancient mysteries, and relics lost to time. Seeing vestiges as a valuable source of knowledge and counsel, the occultist engages with them as peers in his never-ending research into both the occult and arcane. By using his quick wit, strong will, and silver tongue, the occultist uncovers these secrets in hopes of discovering some long lost magic, or identifying a new vestige.
- Spellcasting
Upon joining this sect at 3rd level, you bind a Book of Binding as a student of arcane magic, gaining the ability to cast wizard spells. You use this minor spirit as a special spellbook adapted for use by binders, referred to as a binding tome.
- Cantrips
You learn two cantrips of your choice from the wizard spell list, which are fixed in your mind. You learn an additional wizard cantrip of your choice at 10th level.
- Cantrip Versatility
When you finish a long rest, you can replace one cantrip you learned from this Spellcasting feature and with another cantrip from the wizard spell list.
- Binding Tome
At 3rd level, you have a binding tome containing three 1st-level wizard spells of your choice, two of which you must choose from the abjuration and illusion spells on the wizard spell list. Your binding tome is the repository of the wizard spells you know.
- Preparing and Casting Spells
The Binder table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of wizard spells that are available for you to cast. The Spells Known column of the Binder Table is used to determine the number of wizard spells you can prepare from your binding tome. The spells must be of a level for which you have spell slots.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your binding tome and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.
- Learning Spells of 1st Level and Higher
At 4th level and every even binder level thereafter, you can add one wizard spell of your choice to your binding tome for free. Each of these spells must be an abjuration and illusion spell of your choice, and must be of a level for which you have spell slots. On your adventures, you might find other spells that you can add to your binding tome (see the “Your Binding Tome” section below).
The spells you add to your binding tome for free at 8th, 14th, and 20th level can come from any school of magic.
- Spellcasting Ability
Charisma is your spellcasting ability for your wizard spells. You use your Charisma whenever a wizard spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a wizard 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 + Charisma modifier
- Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your wizard spells.
- Your Binding Tome
The spells that you add to your binding tome as you gain levels reflect the knowledge you have unlocked through persuasion and force of will. You might find other spells during your adventures, which you can copy into your binding tome if you have the time and gold to do so.
- Copying a Spell into the Book.
When you find a wizard spell of 1st level or higher, you can add it to your binding tome. You may only add a spell to your binding tome if it is an abjuration or illusion spell on the wizard spell list, and it is of a level for which you have spell slots. For each level of the spell, the process takes 2 hours and costs 50 gp. Once you have spent this time and money, you can prepare the spell just like your other spells.
- Replacing the Book.
You cannot lose your binding tome, as it is a minor spirit bound to your service (detailed in the "Book of Binding" section below). However, you can still copy a spell from your binding tome into another book. This process takes 1 hour and 10 gp for each level of the copied spell.
- The Book’s Appearance.
Your binding tome is a unique compilation of seals and spells, a reflection of the binder who summons it. It might be an ethereal, but plain and functional volume imbued with the soul of your mentor, a tattered, cursed book that was once alive but suffered an untimely death, or even the spirit of a treant trapped within the pages of a bark-bound tome.
- Book of Binding
When you join this sect at 3rd level you gain the service of a special minor spirit, a Book of Binding, which serves as the repository of your wizard spells. This spirit doesn't count against the number of minor spirits in your service, although you can manifest and dismiss it normally.
- Book of Binding: Commonly found exploring libraries and ancient ruins, books of binding are beings of curiosity and pure will, shaped into the form of an ethereal, floating book or tome. While active, you gain the following abilities:
- You gain a +1 bonus to spell attack rolls and and the saving throw DCs of your wizard spells.
- You can cast the spell find familiar without expending a spell slot. Once you use this ability, you cannot do so again until you take a short or long rest.
- As a bonus action, you can transform your book of binding into your binding tome. If your hands are full, or if you release your grasp on the tome, it hovers about your person. This tome is magical and you can use it as a spellcasting focus for your wizard spells. You can revert your binding tome to its true form as a bonus action. It also reverts to its true form if you dismiss it.
- Binding Grimoire
Starting at 6th level, your potent combination of occult and arcane has enhanced the spells you cast. When you cast a wizard spell while holding your binding tome, roll a d8, and you gain a bonus to one of the spell's damage rolls equal to the number rolled.
- Ritualist
Upon reaching 6th level, you have successfully bargained your way to knowledge granting you mastery over rituals. When you gain this feature, you can choose two first level wizard spells that have the ritual tag, and add those spells to your binding tome for free. The chosen spells can come from any school of magic.
In addition, you can copy any wizard spell with the ritual tag into your binding tome, instead of only abjuration or illusion spells, and the gold and time you must spend to copy a ritual spell into your binding tome is halved.
Finally, you can cast a spell that has the ritual tag in your binding tome. You use the spell's normal casting time, and you cast the spell without expending a spell slot. Once you have cast a spell in this way, you must finish a short or long rest before doing so again.
- Occult Recovery
Beginning at 10th level, your grit and guile has gifted you with an affinity for the arcane rivaling that of an archmagi. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than a third of your binder level (rounded down), and none of the slots can be 3rd level or higher.
For example, if you're a 10th-level binder, you can recover up to three levels worth of spell slots. You can recover either a 2nd-level spell slot and a 1st-level spell slot, or three 1st-level spell slots.
- The Black Arts
Upon reaching 14th level, your binding tome has begun to overflow with magic, and it begs for release. You can cast a spell that you don't know by expending a spell slot of the spell's level or higher. The spell must be on the wizard spell list, and it must be of a level for which you have spell slots. Once you have cast a spell in this way, you must finish a short or long rest before doing so again.
- Arcanist of the Occult
When you attain 18th level, you have achieved such mastery over spells that you can cast them at will. Choose a 1st-level wizard spell that is in your binding tome. You can cast that spell at its lowest level without expending a spell slot when you have it prepared. If you want to cast the spell at a higher level, you must expend a spell slot as normal.
By spending 8 hours in study, you can exchange the spell you chose for a different 1st-level wizard spell.
Scions of Dantalion[edit]
Scions of Dantalion trace their lineage to an ancient, long-forgotten human empire - a civilization in which justice, love, and art reigned supreme. They maintain that the rulers of this realm led their people to such a height of beauty and righteousness that they rivaled the stars of the heavens in the awe they could inspire. The gods saw their accomplishments and grew envious. In their jealous rage, they destroyed the empire and cursed its nobility, decreeing that no one from that line could ever join them in the afterlife.
Scions of Dantalion believe themselves to be part of this line cursed by the gods but blessed by association with Dantalion, the vestige that is the conglomeration of all their ancestors' souls. The scions believe that their destiny is to one day take up the crown, bear the scepter of rulership, and rebuild the empire that could rival the stars.
- Spellcasting
Upon joining this sect at 3rd level, by drawing inspiration from your connection to Dantalion, you gain the ability to cast bard spells.
- Cantrips
You learn two cantrips of your choice from the bard spell list. You learn an additional bard cantrip of your choice at 10th level.
- Spell Slots
The Binder table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
- Spells Known of 1st Level and Higher
You know three 1st-level bard spells of your choice, two of which you must choose from the enchantment and divination spells on the bard spell list. The Spells Known column of the Binder table shows when you learn more bard spells of 1st level or higher. Each of these spells must be an enchantment or divination spell of your choice, and must be of a level for which you have spell slots.
The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
- Versatile Casting
When you complete a long rest, you can choose one of the bard spells you know and replace it with another spell from the bard spell list. The new spell must must be of a level for which you have spell slots, and it must be an enchantment or divination spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.
- Spellcasting Ability
Charisma is your spellcasting ability for your bard spells. You use your Charisma whenever a bard spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a bard 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 + Charisma modifier
- Spellcasting Focus
You can use a musical instrument as a spellcasting focus for your bard spells.
- Scholarship of Dantalion
When you enter this sect at 3rd level, you become an acolyte of Dantalion. You learn the seals and rituals to summon Dantalion without meeting the level requirement to learn them, and you automatically succeed on your binding check to make a pact with him. Dantalion is treated as a 2nd level vestige for determining the combination of vestiges you can bind.
Additionally, your connection to Dantalion gives you a gift for the creative arts. You gain proficiency with one musical instrument of your choice, and the Performance skill if you don't already have it. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.
- Swift Awe of Dantalion
Beginning at 3rd level, you can activate your Awe of Dantalion feature by will alone (no action required), rather than as a bonus action.
- Overwhelming Thoughts
Upon reaching 6th level, you can choose to overwhelm the thoughts of any creature you target with the read thoughts ability granted by Dantalion. As an action, you send your thoughts out to a single creature whose thoughts you are reading, forcing it to succeed on a Wisdom saving throw or be stunned until the start of your next turn.
- Improved Thought Travel
Beginning at 6th level, you can use the thought travel ability granted by Dantalion as a bonus action.
- Dantalion's Glare
From 10th level on, you can use your action to intensify Dantalion's sign and glare through its eyes. The starry voids in the eyes of Dantalion's sign blaze forth with the brightness of an exploding star, affecting all creatures in a 30-foot cone. Every creature within this area must succeed on a Dexterity saving throw against your spell save DC or be blinded for 1d4 + 1 rounds.
You can use this feature only once per combat. You must be showing at least one face of Dantalion's sign to use this feature.
- Read Multiple Thoughts
When you attain 14th level, the increased strength of your connection with Dantalion allows you to simultaneously target a number of creatures equal to your Charisma modifier with the read thoughts feature granted by Dantalion. Each of the targets must be within range (5 feet per binder level). You can use this ability in combination with your Overwhelming Thoughts feature, forcing each creature of your choice to make a saving throw.
- Dantalion, Reborn
Upon reaching 18th level, you can use Dantalion's abilities as if they were your own. You can use Dantalion's granted features any number of times per day, or per combat, instead of waiting to regain use of them.
Shamans of the Third Eye[edit]
While most binders seek to embolden the powers of the vestiges they bind, there are a select few who devote themselves to the spirits still bound to the material. Shamans draw upon the will of the spirits, and work to make that will a reality. Often acting as a bridge between the material and ethereal planes, many shamans wander the land in search of souls to put to rest, or spirits in need of aide.
- Spellcasting
Upon joining this sect at 3rd level, with the spirits as your conduit for divine power, you gain the ability to cast druid spells.
- Cantrips
You learn two cantrips of your choice from the druid spell list. You learn an additional druid cantrip of your choice at 10th level.
- Spell Slots
The Binder table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
- Spells Known of 1st Level and Higher
At 3rd level, you know three 1st-level druid spells of your choice, two of which you must choose from the conjuration and divination spells on the druid spell list. The Spells Known column of the Binder table shows when you learn more druid spells of 1st level or higher. Each of these spells must be a conjuration or divination spell of your choice, and must be of a level for which you have spell slots.
The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
- Spell Versatility
Whenever you finish a long rest, you can replace one spell you learned from this Spellcasting feature with another spell from the druid spell list. The new spell must be of a level for which you have spell slots, and it must be a conjuration or divination spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.
- Spellcasting Ability
Charisma is your spellcasting ability for your druid spells. You use your Charisma whenever a druid spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a druid 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 + Charisma modifier
- Spellcasting Focus
You can use a druidic focus as a spellcasting focus for your druid spells.
- Greater Spirit
When you join this sect at 3rd level, you gain the service of a greater spirit to fight alongside you. Select the type of spirit you summon to your service-one of Flight, Fright, Might. Its in game statistics are detailed below, which uses your proficiency bonus (PB) in several places.
You determine the spirit's appearance; this choice doesn't affect its game statistics. Even though your spirit possesses a physical form, it does not need to eat, sleep, or breathe. You and your spirit can communicate telepathically with one another while you are both on the same plane.
As an action, you can temporarily dismiss your greater spirit, or summon it within 30 feet of you. Alternatively, when your greater spirit is targeted by an attack, you can use your reaction to temporarily dismiss your greater spirit. The triggering attack automatically misses, and the spirit reappears within 30 feet of you at the start of your next turn.
In combat, the spirit shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the spirit can take any action of its choice.
If your greater spirit dies, it vanishes, and you can use your action to perform a short ritual and expend a spell slot of 1st level or higher to bind it to your service once again. The spirit reappears after 1 minute with all its hit points restored.
When you finish a long rest, you can summon a new greater spirit. If you already have a spirit from this feature, the first one vanishes. Your greater spirit also vanishes if you die.
- Pierce the Veil
When you join this sect at 3rd level, you have begun to move in tune with the spirits in your service. When you use a bonus action to manifest a minor spirit, you can also use one ability the spirit grants as part of the same action. The chosen ability must require a bonus action to use, and it cannot be a spell of 1st level or higher. This benefit extends to any spirits you manifest with your Spiritual Connection feature.
For example, when you use a bonus action to manifest a blade spirit, you can transform the spirit into a rapier as part of the same action.
- Wandering Spirits
Starting at 6th level, your dedication to the spirits has earned you a reputation on the ethereal plane, leading to lost spirits finding their way to you. Select two spirits from the Minor Spirits list. These spirits don't count against the number of spirits you can have in your service, although they can be manifested and dismissed normally.
When you manifest a wandering spirit, it doesn't count against the number of spirits you can manifest. If you already manifested a wandering spirit and try to manifest the other, the first wandering spirit is immediately dismissed.
- Will-o'-the-Spirits
Also at 6th level, your affinity for spirits has strengthened your bond with them. Your spirits have a visible form while they're dismissed; they appear as wisps of light, which shed light as a torch. Invisible creatures and objects are visible as long as they are in the wisps' bright light. This benefit extends to your Wandering Spirits, or any spirits you gain the service of from other features. You can suppress or activate this feature as an action.
Additionally, you can use a bonus action to direct your wisps of light. You can move each wisp under your control up to 60 feet as part of the same action, although no wisp may move more than 120 feet from you at any time. Alternatively, you can designate allies you can see within 60 feet and direct your wisps to follow them, causing the wisps to hover about your allies and move as they move. The wisps follow your allies until you use a bonus action to direct them again, you use an action to suppress this feature, or if your ally is more than 120 feet from you.
- Spiritual Connection
When you reach 10th level, you have begun to work in perfect harmony with the spirits that surround you. Whenever you use a bonus action to command to a spirit, you command two spirits instead. When you issue one of these commands, choose another command to issue:
- You manifest or dismiss a minor spirit in your service.
- You use an ability granted by a minor spirit (so long as it requires a bonus action to use, and isn't a spell).
- You command your greater spirit to take an action other than the Dodge action.
- You direct the wisps of light under your control.
You cannot issue more than one command to any given spirit. For example, you could manifest a minor spirit and command your greater spirit, but you couldn't command your greater spirit to attack twice.
- Spirit Vision
Upon reaching 14th level, your affinity for spirits has granted you sight that reveals all. You can see in normal and magical darkness out to a range of 60 feet. You can also see invisible creatures and objects, and see into the Ethereal Plane within the same range.
In addition, you have advantage on ability checks to detect illusions and on saving throws against them. You also have advantage on ability checks to discern the original form of a creature that is transformed by magic.
- Transcendence
Upon reaching 18th level, you can use your action to invest yourself with the elemental essence of a spirit, as one of the following spells: investiture of flame, ice, stone, or wind (your choice). At the start of each turn while this effect is active, you can change which investiture is currently affecting you.
You can use this feature only once per combat. You can also use this feature outside of combat, although you are unable to do so again until you finish a short or long rest.
- Greater Spirit
Small undead, neutral Armor Class 12 + PB (Natural Armor)
Damage Resistances Acid, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks Ethereal Sight. Your spirit can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa. Incorporeal Movement. Your spirit can move through other creatures and objects as if they were difficult terrain. It takes 1d10 force damage if it ends its turn inside an object. Flyby (Flight Only). The spirit doesn't provoke opportunity attacks when it flies out of an enemy's reach. Spirit Bond. Your spirit's proficiency bonus is equal to your proficiency bonus. Also, you can add your proficiency bonus to any ability check or saving throw the spirit makes.
Spirit Strike. Melee Spell Attack: your spell attack modifier to hit, range 5 ft., one target. Hit: 1d8 + 3 + PB necrotic damage Etherealness. Your spirit enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane. Mask of Fear (Fright Only). Each hostile non-undead creature within 60 feet of your spirit that can see it must succeed on a Wisdom saving throw against your spell save DC or be frightened for 1 minute. Once your spirit has used this feature, you must complete a short or long rest before it can do so again. Possession (Might Only). One humanoid that your spirit can see within 5 feet of it must succeed on a Charisma saving throw against your spell save DC or be possessed by the spirit; the spirit then disappears, and the target is incapacitated and loses control of its body. Your spirit now controls the body but doesn't deprive the target of awareness. The spirit can't be targeted by any attack, spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies. The possession lasts until the body drops to 0 hit points, you end it as a bonus action, or the spirit is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, the spirit reappears in an unoccupied space within 5 feet of the body. Once your spirit has used this feature, you must complete a short or long rest before it can do so again.
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Tenebrous Apostates[edit]
The remnant of divinity once possessed by Orcus, Tenebrous is perhaps the only vestige still worshiped in some places as a god. Some followers, however, believe that Tenebrous is a separate deity, so these Tenebrous Apostates revere him as such. Dedicated to his will, all apostates are permanently bound to Tenebrous, carrying out his desires on the mortal plane.
- Spellcasting
Upon joining this sect at 3rd level, with Tenebrous as your conduit for divine power, you gain the ability to cast cleric spells.
- Cantrips
You learn two cantrips of your choice from the cleric spell list. You learn an additional cleric cantrip of your choice at 10th level.
- Spell Slots
The Binder table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
- Spells Known of 1st Level and Higher
You know three 1st-level cleric spells of your choice, two of which you must choose from the evocation and necromancy spells on the cleric spell list. The Spells Known column of the Binder table shows when you learn more cleric spells of 1st level or higher. Each of these spells must be an evocation or necromancy spell of your choice, and must be of a level for which you have spell slots.
The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
- Versatile Casting
When you complete a long rest, you can choose one of the cleric spells you know and replace it with another spell from the cleric spell list. The new spell must must be of a level for which you have spell slots, and it must be an evocation or necromancy spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.
- Spellcasting Ability
Charisma is your spellcasting ability for your cleric spells. You use your Charisma whenever a cleric spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a cleric 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 + Charisma modifier
- Spellcasting Focus
You can use a holy symbol as a spellcasting focus for your cleric spells.
- Eternal Bondage
When you join this sect at 3rd level, you are permanently bound to Tenebrous. Each day when you finish a long rest, you can attempt a binding check to negate his influence for that day.
You cannot choose to bind a different vestige in his place, and he cannot be expelled by any means. However, you can still bind additional vestiges as you gain levels in this class, as shown in the Bound Vestiges column of the Binder table. Tenebrous is treated as a 2nd level vestige for determining the combination of vestiges you can bind.
- The Shadows That Are
Starting at 3rd level, Tenebrous gives you the ability to grant your allies vision in darkness. As an action, choose one or more creatures you can see, up to a number of creatures equal to your Charisma modifier. The chosen creatures can see perfectly in mundane and magical darkness to a distance of 60 feet for 1 hour.
For every five binder levels you possess, this feature's duration increases by 1 hour (up to 5 hours at 20th level). Once you have used this feature, you must take a short or long rest before you can do so again.
- Tenebrous's Rebuke
Starting at 6th level, when you use the turn undead ability granted by Tenebrous, your connection to your dark master allows you to channel the energy in unique ways. You can expend one use of turn undead to produce one of the following effects:
- Every undead creature within 30 feet takes 1d8 force damage for every two binder levels you possess (round up).
- Every undead creature within 30 feet with an intelligence of 3 or lower takes 1d8 force damage per binder level.
In either case, each creature within range must make a Wisdom saving throw, taking half damage on a success.
- Visage of the Dead
Upon reaching 6th level, your body begins to resemble that of an undead creature. Your skin darkens, appearing dusky in dim light and corpse-gray in bright light, and you lose roughly half your body weight. Because of these changes, you have advantage on Dexterity (Sleight of Hand) and Charisma (Intimidate) checks, and you gain a +1 bonus to your Armor Class.
Furthermore, mindless undead believe you to be one of them and do not attack you except in self-defense, or when ordered to do so by their creator.
- Umbral Body
Beginning at 10th level, you can use a bonus action to transform yourself into pure darkness. This feature functions like the etherealness spell, except creatures can still perceive your shadowy form. You can remain in this form up to one minute, and you may revert to your true form early as a bonus action.
You can use this feature only once per combat. You can also use this feature outside of combat, although you are unable to do so again until you finish a short or long rest.
- Blast of the Void
When you attain 14th level, you can use your action and expend one use of turn undead to deal 1d8 necrotic damage per binder level to every living creature in a 30-foot cone. Each creature within range must make a Dexterity saving throw, taking half damage on a success. You must complete a long rest before using this feature again.
- Avatar of Tenebrous
Upon reaching 18th level, you radiate darkness wherever you go. You can use Tenebrous' Deeper Darkness feature any number of times per day, and you need not maintain concentration on its effect.
In addition, the normal range of the sphere increases by 30 feet, and you can shift the range of its emanation at will (no action required), instead of as a bonus action.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Binder class, you must meet these prerequisites: Charisma 13
Proficiencies. When you multiclass into the Binder class, you gain the following proficiencies: Light armor, medium armor, simple weapons, one skill from the class's skill list, painter's supplies.
Binder Multiclassing with Spellcasting Classes. As normal, you determine what spells you know and can cast for each class individually.
Spellcasting Spell Slots. You determine your available spell slots by adding together all your levels in the bard, cleric, druid, sorcerer, and wizard classes, half your levels (rounded down) in the paladin and ranger classes, and a third of your binder levels (rounded down) if you don't have the Knights of the Sacred Seal sect. Use this total to determine your spell slots by consulting the Multiclass Spellcaster table.
Pact Magic Spell Slots. You determine the level of your available spell slots by adding together your levels in the warlock class and a third of your binder levels (rounded down) if you have the Knights of the Sacred Seal sect. Use this total to determine the level of your spell slots by consulting the Warlock table.
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