Puntos de Golpe
Competencias
Binder
| Nivel | Bonificador de Competencia | Características | Vestiges Bound | Vestige Level |
|---|---|---|---|---|
| 1 | + 2 | Soul Binding | 1 | 1 |
| 2 | + 2 | Soul Binding | 1 | 1 |
| 3 | + 2 | Soul Binding | 1 | 2 |
| 4 | + 2 | Soul Binding | 1 | 2 |
| 5 | + 3 | Soul Binding | 2 | 3 |
| 6 | + 3 | Soul Binding | 2 | 3 |
| 7 | + 3 | Soul Binding | 2 | 4 |
| 8 | + 3 | Soul Binding | 2 | 4 |
| 9 | + 4 | Soul Binding | 2 | 5 |
| 10 | + 4 | Soul Binding | 3 | 5 |
| 11 | + 4 | Soul Binding | 3 | 6 |
| 12 | + 4 | Soul Binding | 3 | 6 |
| 13 | + 5 | Soul Binding | 3 | 7 |
| 14 | + 5 | Soul Binding | 4 | 7 |
| 15 | + 5 | Soul Binding | 4 | 8 |
| 16 | + 5 | Soul Binding | 4 | 8 |
| 17 | + 6 | Soul Binding | 4 | 9 |
| 18 | + 6 | Soul Binding | 5 | 9 |
| 19 | + 6 | Soul Binding | 5 | 9 |
| 20 | + 6 | Soul Binding | 5 | 9 |
Características de Clase
Nivel 1
Nivel 10
Nivel 12
Nivel 13
Nivel 14
Nivel 16
Nivel 17
Nivel 18
Nivel 19
Nivel 2
Nivel 20
Nivel 3
Nivel 4
Nivel 5
Nivel 6
Nivel 8
Nivel 9
Competencias
light
simple
Equipo Inicial
Características de Clase
Soul Binding (Level 1)
In your studies, you have uncovered the means to pierce the very fabric of the planes and call to what lives beyond. You learn how to contact a vestige and bind it to a magical agreement. By doing so, you allow a vestige to reside in your soul, and adopt its physical sign on your body. For a list of vestiges and their abilities, see the Vestige Codex.
Pact Negotiation
Following a long rest, you can perform a binding ritual. This process, which takes 1 minute for each vestige you are attempting to bind, requires calling the vestige by name and title, rendering the intended vestige's seal, and potentially other more esoteric acts. During this ritual, the vestige you contact appears as a hazy phantom, hovering over the seal, and slowly becomes more tangible as the ritual continues.
At the completion of each ritual, you make a Charisma check against the Vestige's Pact DC. On a success, you make a Good Pact and the vestige inhabits your body and soul. It leaves you with a physical Sign of its presence, and grants you its associated powers and abilities. If you fail this check, you forge a Poor Pact. You still gain the powers and abilities granted by the vestige, but it fully imposes its will on your psyche, influencing you to act in a fashion that the vestige finds appropriate.
At 1st level you can bind one vestige, and can bind more vestiges at higher levels, as shown in the Vestiges Bound column of the Binder table. Unless otherwise specified, you can only bind vestiges whose combined level is no greater than your binder level.
Renegotiation
Once per day when you finish a short rest, you can choose to perform the ritual of binding again to renegotiate any of the bargains you have made earlier in the day. This allows you to expel a bound vestige early and bind another in its place. When you choose to renegotiate your pacts, you can expel as many vestiges as you wish, and bind a number of vestiges whose combined level is no more than half your binder level (rounded up).
Spellcasting Ability
Charisma is your spellcasting ability for all spells and powers granted to you by your vestiges, since you command the power of your vestiges though your force of personality. Use your Charisma score whenever a spell refers to your spellcasting ability. In addition, use your Charisma modifier when setting the saving throw DC for a spell or ability granted to you by one of your vestiges.
Vestige
Spell
Suppress Sign
When you make a good pact with a vestige, you can use a bonus action to suppress or display the physical sign of that vestige.
Minor Spirits (Level 2)
Binding a vestige is the culmination of years of study and practice in both summoning magic and possession. As such, a binder can use the runoff magical energy from his Pact Magic to bind weaker spirits and beings into his service with little to no risk. These spirits serve many uses for the binder, acting as familiars, bodyguards, weapons, and armor.
At 2nd level, you perform a ritual which binds a minor spirit to your service, selected from the Minor Spirits list. The spirit manifests itself, hovering around you (though never impeding you). Though it has a visible form, it is not a creature and cannot be targeted or damaged in any way. While that spirit is active, you gain use of any powers or abilities it grants. You can use a bonus action to dismiss or summon your minor spirit, causing its visible from to vanish, but you can only access its powers while it is manifested.
You can bind one additional minor spirit your service at 5th level, 10th level, 14th level, and 18th level. You can have one active spirit at a time, and you can use your bonus action to switch between them. At 10th level, you can have two spirits active at once. When you gain a level in this class, you can choose to replace a minor spirit you can bind with another.
Trusted Vestige (Level 2)
Starting at 2nd level, you begin to form a stronger relationship with a particular vestige. This vestige will respond more readily to your summons, and is more likely to obey without attempting to subvert the bargain. Choose one vestige that you have previously summoned and remained bound to for a continuous period of no less than 24 hours. You always make a good pact with this vestige.
When you gain a level in this class, you can choose to replace a trusted vestige with another vestige that you can bind at that level.
Binder's Fate (Level 3)
Starting at 3rd level, your soul begins to show the marks of constant possession by the forces from outside reality. You must choose a destiny to embrace as part of your practice. Select a Binder Fate from the options available.
Your choice grants you features at 3rd level, and again at 6th level, 13th level, and 17th level.
Ability Score Improvement (Level 4)
When you reach 4th 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.
If your DM allows the use of feats, you may instead take a feat.
Minor Spirits (2) (Level 5)
You may pick a second minor spirit
Binder's Fate feature (Level 6)
You gain another binder's fate feature
Ability Score Improvement (Level 8)
When you reach 4th 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.
If your DM allows the use of feats, you may instead take a feat.
Adamant Mind (Level 9)
At 9th level, your experience in sharing your mind with otherworldly entities has taught you how to guard your thoughts, and punish those that dare to influence them. You have advantage on saving throws against being charmed or frightened, and on saving throws against any effect that would sense your emotions or read your thoughts.
Additionally, when you succeed on a save against such an effect, the creature that used that ability on you takes psychic damage equal to your binder level + your Charisma modifier.
Minor Spirits (3) (Level 10)
You can choose another minor spirit to know. Additionally, you can have two minor spirits active at a time
Ability Score Improvement (Level 12)
When you reach 4th 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.
If your DM allows the use of feats, you may instead take a feat.
Binder's Fate feature (Level 13)
You gain another binder's fate feature
Minor Spirits (4) (Level 14)
You may pick another minor spirit
Ability Score Improvement (Level 16)
When you reach 4th 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.
If your DM allows the use of feats, you may instead take a feat.
Binder's Fate feature (Level 17)
You gain another binder's fate feature
Minor Spirits (5) (Level 18)
You may pick another minor spirit
Ability Score Improvement (Level 19)
When you reach 4th 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.
If your DM allows the use of feats, you may instead take a feat.
Everlasting Pact (Level 20)
When you reach 20th level, you can form an everlasting pact with a vestige. When you bind a vestige of 2nd level or lower or a trusted vestige, it remains bound to you until you choose to expel it, and it does not count against your total levels of vestiges bound. You can only have 1 vestige bound in this fashion at a time.
Multiclase
Requisitos de Multiclase
{"cha":13}
Competencias Obtenidas
Subclases
Características de Subclase
Eldritch Fate
Eldritch Fate (Level 3)
Though Binding is not spellcasting in the usual sense, it is not altogether different. Binders who follow the Eldritch Fate learn to take that skill and apply it to magic of the proper sort. As well, they learn to exploit their connection to the vestiges they bind, which they refer to as Anima, taking the power they give and channeling it directly into magical might.
Pact Magic
When you reach 3rd level, you have learned to channel the power of your pacts to cast 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 Eldritch Fate Spellcasting table shows how many spell slots you have. The table also shows what the level those of those spell slots; all of your spell slots are the same level. To cast one of your Eldritch Fate spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.
Spells Known of 1st-Level and Higher
You know three 1st-level warlock spells of your choice. The Spells Known column of the Eldritch Fate Spellcasting table shows when you learn more warlock spells of 1st level or higher.
Whenever you gain a level in this class, you can replace one of the warlock spells you know with another spell of your choice from the warlock spell list. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level.
Spellcasting Ability
Charisma is your spellcasting ability for your Eldritch Fate 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 an Eldritch Fate spell you cast and when making an attack roll with one.
Anima Casting
At 3rd level, you learn to exploit your bound vestiges for magical power. As a bonus action, you can convert a vestige you currently have bound into a single spell slot. The spell slot level is equal to the level of the vestige used, but can be no higher than what's shown in the table's Slot Level column for your level. Once you have done so, you lose access to that vestige's powers until you finish a long rest, and you cannot renegotiate your pact with it.
Anima Shield (Level 6)
At 6th level, you force a bound vestige into being your personal watchdog. While you are bound to a vestige, you add your proficiency bonus to your initiative rolls.
Anima Mark (Level 13)
At 13th level, you learn to mix your arcane power with your skills at vestige seal-crafting. During a one minute-long ritual, you inscribe a personal mark on a willing creature you can touch. The mark lasts until dismissed, after which it fades away; it cannot be erased or dispelled by magic short of a wish spell. The mark disappears if you die, or if the creature bearing it dies. Once you mark a creature in this fashion, you cannot do so again until you finish a long rest, and you cannot have more than one marked creature at a time.
A marked creature is bonded to you, much the same way you are bonded to your vestiges. This grants a number of benefits to the bonded creature:
While you are within 1 mile of your bonded creature, you can communicate telepathically with it, even if you do not share a language.
As long as the creature bearing your mark is on the same plane as you, you know which direction the creature is in. If the creature dies, you are instantly aware of it.
You can choose to cause any spells you cast with a range of Self to affect your bonded creature as well, and you can cast spells with a range of Touch on your bonded creature as long as it is within 60 feet.
As a reaction, you can cause your mark to surge with power. Doing so allows your bonded creature to re-roll a failed attack roll, saving throw, or skill check. You cannot do so again until you finish a short or long rest.
Otherworldly Form (Level 17)
At 17th level, you can use your vestige's bonds as a conduit to the Far Realm, gaining powerful insights at a possibly deadly cost. You can expel a vestige you have bound to cast any warlock or sorcerer spell of the same level as the vestige you sacrificed. After expelling a vestige in this way, you cannot renegotiate its pact until you finish a long rest.
You can use this ability to cast spells of a higher level than your pact magic would allow. When using this ability to cast a spell of 5th level or higher, you must make a concentration check with a DC equal to 11 + the spell level: failure causes you to take 1d10 points of unavoidable and irreducible psychic damage for each level of the spell.
Once you use this ability, you must finish a long rest before you can do so again.
Occult Fate
Occult Fate (Level 3)
Vestiges are deeply enigmatic things, and binding them is a volatile practice. Binders that are ordained in the Occult Fate seek to unravel the deepest mysteries of Pact Magic through ritual and study, focusing their skill on the art and skill of binding above all else.
Trusted Vestiges
When you select this fate at 3rd level, you can select 2 additional trusted vestiges, which must be of a level less than your highest vestige level.
You can select two additional trusted vestiges at 7th, 13th, and 17th level.
Extra Vestige
At 3rd level, as an action, you can bind one of your trusted vestiges with a poor pact without it counting against your daily limit of vestige levels, or number of vestiges bound. You can expel this vestige normally, but you cannot renegotiate a new vestige in its place. At 13th level, you always bind this vestige with a good pact.
This vestige is expelled after 1 minute. At 7th level, this duration increases: the vestige is expelled after 10 minutes. At 13th level the vestige is expelled when you take a short or long rest, and at 17th level only when you take a long rest. Once you use this ability, you must finish a long rest to do so again.
Share Vestige (Level 6)
Starting at 6th level, as an action, you can expend the use of your Extra Vestige feature and bind it to another willing host (that is not a binder) which you can see within 30 feet. This host uses your binder level, spell attack bonus, and vestige save DC for any abilities granted by this vestige. A host that is not a binder always forges a poor pact with a vestige. If you are already bound to your Extra Vestige, you can transfer the vestige to a willing host or back to yourself as an action.
Empty Vessel (Level 13)
Starting at 13th level,you can expend the use of your Extra Vestige feature by binding it to a corpse or skeleton as a 10 minute ritual, animating the body as per the spell animate dead, but with the following differences:
The undead gains all the features as it would being bound to the chosen vestige.
The undead can ignore your mental commands if doing so would prevent it from acting in accordance with both influences of its bound vestige.
Medium (Level 13)
At 13th level, you learn to channel vestiges with much greater efficiency and fluidity. When renegotiating your pacts during a short rest, you can expel any or all of your current vestiges, and make new pacts as if it was following a long rest. You still cannot exceed your maximum number of vestiges bound at one time.
Master Summoner (Level 17)
By 17th level, you learn to expedite the binding process to the point that you can swap vestiges in the blink of an eye. As an action, you can expel a bound vestige and bind a new vestige, following the standard rules for renegotiation. You cannot use this feature again until you finish a long rest.
Sealed Fate
Sealed Fate (Level 3)
A binder of the Sealed Fate forms a true partnership with a specific vestige. You become that vestige's champion, taking its seal as your symbol and actively advancing your patron's desires and goals. In return, your patron grants her powers beyond that of other binders, enhancing your ability to fight on its behalf.
Patron Vestige
Starting when you choose this fate at 3rd level, you venerate your trusted vestige as your patron, your bulwark against those that might harm you. While bound to your trusted vestige, you gain a fighting style from among: Dueling, Great Weapon Fighting, Protection, and Two-Weapon Fighting, and, while not wearing armor, your AC is equal to 13 + your Dexterity modifier.
When you change your trusted vestige, this new vestige becomes you patron vestige.
Bonus Proficiencies
At 3rd level, you gain proficiency in martial weapons and shields.
Extra Attack (Level 6)
At 6th level, while bound to your trusted vestige, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Patron Strike (Level 13)
At 13th level, your melee and ranged weapon attacks deal additional psychic damage equal to your Charisma modifier.
Patron's Aegis (Level 17)
At 17th level, your patron shields your form from harm, turning lethal blows and denying your death. When you bind to your trusted vestige, you gain a pool of temporary HP equal to 5 + your binder level. Once per turn, when you strike a creature with a melee weapon attack, you can add a number of temporary HP to this pool equal to half the damage dealt. This pool has a maximum size of twice your Charisma score.
These temporary HP are lost upon breaking your bond with your trusted vestige, and the pool size resets to 5 + your Charisma score when you finish a long rest.
Twisted Fate
Twisted Fate (Level 3)
Binders are usually feared and hunted as heretics, or as monsters. As a result of whispered rumors of corruption and heresy, most binders take great pains to keep their craft hidden. Through great practice and great courage do those who take upon themselves the Twisted Fate claim unnatural powers of their own. They embrace the monster that grows in their souls with each pact they form.
Bonus Proficiencies
Starting at 3rd Level, you gain proficiency in your choice of Intimidation or Perception.
Unnatural Weapon
Starting at 3rd level, you learn to tap into the form-altering abilities of your vestiges and use them to shape your body to your whim. You can grow or shape varying natural weapons from your body, such as horns, fangs, claws, tentacles, etc. Your unarmed strikes deal 1d4 bludgeoning, piercing, or slashing damage (your choice), which is considered magical for the purposes of bypassing damage resistance and immunity. Also, when you use the Attack action on your turn to make an unarmed strike, you can use a bonus action to make an additional unarmed strike.
At 7th level, your unarmed strike damage increases to 1d6, and at 13th level, it increases to 1d8.
If you are bound to a vestige which augments your unarmed strike in some way, you can use the vestige's unarmed damage (if it is higher than your own) and your unarmed strikes gain a magical +1 bonus to attack and damage.
Alter Skin (Level 6)
At 6th level, you can change the hue and structure of your skin, providing an abnormal benefit. You gain one of the following features of your choice. You can activate and suppress this feature as an action.
Enhanced Unnatural Attack (Level 13)
At 13th level, you enhance your unarmed strikes with a strange deformity, chosen from the following list:
Otherworldly Form (Level 17)
Beginning at 17th Level, you can, as an action, manifest the eldritch beast within you and can take its image. For up to 1 minute, you become an aberration. During this time, you are Large sized if you were smaller, gain advantage on Strength checks and Strength saving throws, and deal an additional 1d4 damage on melee weapon attacks. You also gain one of the following benefits of your choice. Once you have chosen, this benefit cannot be changed. After using this ability to become an aberration, you cannot use it again until you complete a long rest.