Hit Points
Vaardigheden
Binder
| Niveau | Proficiency Bonus | Eigenschappen | Vestige Level | Vestiges Bound |
|---|---|---|---|---|
| 1 | + 2 | Soul Binding | {@filter 1st|optionalfeatures|source=MageHandPressCompleteBinder|feature type=VST-L1} | 1 |
| 2 | + 2 | Soul Binding | {@filter 1st|optionalfeatures|source=MageHandPressCompleteBinder|feature type=VST-L1} | 1 |
| 3 | + 2 | Soul Binding | {@filter 2nd|optionalfeatures|source=MageHandPressCompleteBinder|feature type=VST-L2} | 1 |
| 4 | + 2 | Soul Binding | {@filter 2nd|optionalfeatures|source=MageHandPressCompleteBinder|feature type=VST-L2} | 1 |
| 5 | + 3 | Soul Binding | {@filter 3rd|optionalfeatures|source=MageHandPressCompleteBinder|feature type=VST-L3} | 2 |
| 6 | + 3 | Soul Binding | {@filter 3rd|optionalfeatures|source=MageHandPressCompleteBinder|feature type=VST-L3} | 2 |
| 7 | + 3 | Soul Binding | {@filter 4th|optionalfeatures|source=MageHandPressCompleteBinder|feature type=VST-L4} | 2 |
| 8 | + 3 | Soul Binding | {@filter 4th|optionalfeatures|source=MageHandPressCompleteBinder|feature type=VST-L4} | 2 |
| 9 | + 4 | Soul Binding | {@filter 5th|optionalfeatures|source=MageHandPressCompleteBinder|feature type=VST-L5} | 2 |
| 10 | + 4 | Soul Binding | {@filter 5th|optionalfeatures|source=MageHandPressCompleteBinder|feature type=VST-L5} | 2 |
| 11 | + 4 | Soul Binding | {@filter 6th|optionalfeatures|source=MageHandPressCompleteBinder|feature type=VST-L6} | 3 |
| 12 | + 4 | Soul Binding | {@filter 6th|optionalfeatures|source=MageHandPressCompleteBinder|feature type=VST-L6} | 3 |
| 13 | + 5 | Soul Binding | {@filter 7th|optionalfeatures|source=MageHandPressCompleteBinder|feature type=VST-L7} | 3 |
| 14 | + 5 | Soul Binding | {@filter 7th|optionalfeatures|source=MageHandPressCompleteBinder|feature type=VST-L7} | 3 |
| 15 | + 5 | Soul Binding | {@filter 8th|optionalfeatures|source=MageHandPressCompleteBinder|feature type=VST-L8} | 3 |
| 16 | + 5 | Soul Binding | {@filter 8th|optionalfeatures|source=MageHandPressCompleteBinder|feature type=VST-L8} | 3 |
| 17 | + 6 | Soul Binding | {@filter 9th|optionalfeatures|source=MageHandPressCompleteBinder|feature type=VST-L9} | 4 |
| 18 | + 6 | Soul Binding | {@filter 9th|optionalfeatures|source=MageHandPressCompleteBinder|feature type=VST-L9} | 4 |
| 19 | + 6 | Soul Binding | {@filter 9th|optionalfeatures|source=MageHandPressCompleteBinder|feature type=VST-L9} | 4 |
| 20 | + 6 | Soul Binding | {@filter 9th|optionalfeatures|source=MageHandPressCompleteBinder|feature type=VST-L9} | 4 |
Klasse-eigenschappen
Niveau 1
Niveau 10
Niveau 12
Niveau 13
Niveau 14
Niveau 15
Niveau 16
Niveau 18
Niveau 19
Niveau 2
Niveau 20
Niveau 3
Niveau 4
Niveau 5
Niveau 6
Niveau 7
Niveau 8
Niveau 9
Vaardigheden
light
medium
simple
Startuitrusting
Klasse-eigenschappen
Soul Binding (Level 1)
In your studies, you have uncovered the means to pierce the veil of the planes and call to what lives beyond. You learn how to summon a vestige and bind it to your soul.
Binding Ritual
You can spend 10 minutes conducting a special binding ritual, which entails drawing the signs of vestiges in chalk, calling each by name, and performing other, more esoteric acts. During this ritual, vestiges manifest tangible signs as they press against the boundaries of reality and find purchase within your soul.
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.
Vestiges remain bound until you finish a long rest. Once you perform a binding ritual, you can't do so again until you finish a long rest.
Spellcasting
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 very soul. 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
Minor Spirits (Level 2)
Beginning at 2nd level, you can use the runoff energy from your binding ritual to enlist two minor spirits to your service, selected from the Minor Spirits list. These spirits manifest faintly around you, though you can cause them to become invisible or return to visibility once on each of your turns (no action required).
You can bind additional spirits to your service as you gain additional levels in this class, as shown on the Binder table. When you gain a level in this class, you can choose to replace a minor spirit you can bind with another.
Rebinding (Level 2)
Starting at 2nd level, you can use your action to perform a modified version of the binding ritual, allowing you to expel a bound vestige early and bind another vestige of equal or lower level in its place. Any effects created by a dismissed vestige immediately end. Once you use this ability, you can't use it again until you finish a long rest.
Starting at 15th level, you can rebind two vestiges instead of one when you use this ability.
Esoteric Cult (Level 3)
Starting at 3rd level, you align yourself with an esoteric cult, a secretive organization of binders bound together by similar motives and shared mystic knowledge. Choose one of the cults presented at the end of the class description. Your choice in cult grants you features at 3rd level, and again at 7th, 10th, and 14th level.
Suppress Sign (Level 3)
Also at 3rd level, you can use your action to conceal all Trait features offered by your bound vestiges. All physical signs created by these Traits vanish, but you can't use any Trait features until you use your action to reveal your vestiges' Traits.
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.
Minor Spirits(3) (Level 5)
Starting at 5th level you can bind 3 minor spirits at one time
Ability Score Improvement (Level 6)
When you reach 6th 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.
Esoteric Cult Feature (Level 7)
Your choice in cult grants you features at 7th level
Ability Score Improvement (Level 8)
When you reach 8th 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.
Adamant Mind (Level 9)
At 9th level, your experience in sharing your soul 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, frightened, or possessed, 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 caused by a creature, the creature which created the effect takes psychic damage equal to your binder level + your Charisma modifier.
Esoteric Cult Feature (Level 10)
Your choice in cult grants you features at 10th level
Ability Score Improvement (Level 12)
When you reach 12th 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.
Minor Spirits(4) (Level 13)
Starting at 13th level you can bind 4 minor spirits at one time
Esoteric Cult Feature (Level 14)
Your choice in cult grants you features at 14th level
Rebinding Improvement (Level 15)
Starting at 15th level, you can rebind two vestiges instead of one when you use this ability.
Ability Score Improvement (Level 16)
When you reach 16th 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.
Minor Spirits(5) (Level 18)
Starting at 18th level you can bind 5 minor spirits at one time
Ability Score Improvement (Level 19)
When you reach 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.
Voidsoul (Level 20)
By 20th level, your soul is so cracked from its inhabiting vestiges that you can surrender the last sliver of your soul to the Void for a time. As a bonus action, you can bind an additional vestige of your choice of 3rd level or lower for 1 minute. This vestige doesn't count against the total number or level of vestiges you can bind.
Once you use this ability, you can't use it again until you finish a long rest.
Subklasses
Subklasse-eigenschappen
Brotherhood of Ascetics
Brotherhood of Ascetics (Level 3)
Quite to the contrary of other binders, the Brotherhood of Ascetics believe that self-discipline is the only path to enlightenment. Binding vestiges isn't enough: one must have perfect control of their own soul to truly accept the gifts of wandering spirits. Thus, Ascetics deprive themselves of worldly pleasures and the very power of their bound vestiges in order to assert their will perfectly and achieve transcendental wisdom.
Suppress Vestige
Starting when you choose this cult at 3rd level, you can use your action to suppress one of your bound vestiges to focus your body and mind. You can resume normal use of this vestige as a bonus action on your turn. While this vestige is suppressed, none of its features affect you, and you gain the following benefits:
While you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Charisma modifier.
You can use Charisma instead of Strength for the attack and damage rolls of your unarmed strikes.
Your unarmed strikes use a d4 for damage. This die changes as you gain binder levels, as shown in the Ascetic Unarmed Strikes table.
You can use your bonus action to make a ranged spell attack with a range of 30 feet. You are proficient with this attack, and you add your Charisma modifier to its attack and damage rolls. It uses your unarmed strike damage die and deals psychic damage.
Starting at 7th level, your unarmed strikes count as magical for the purposes of overcoming damage resistance and immunity.
| Binder Level | Unarmed Strike |
|---|---|
3rd | 1d4 |
7th | 1d6 |
10th | 1d8 |
14th | 1d10 |
Thousand Fists (Level 7)
Starting at 7th level, while you are suppressing a vestige, you can use your action to manifest a wave of psychic fists to strike your foes. You can make up to four unarmed strikes against creatures which are within 5 feet of you. You can't attack a creature more than twice using this ability.
Once you use this ability, you can't use it again until you finish a short or long rest.
Ritual of the Third Eye (Level 10)
Starting at 10th level, you can perform a special ritual over the course of 10 minutes, granting you blindsight with a range of 15 feet. You maintain concentration on this ability as you would a spell.
Transcendent Control (Level 14)
By 14th level, you can achieve total focus by suppressing all your vestiges as a bonus action. For up to 1 minute, you gain the following benefits:
Your Armor Class is 20, if it would be lower.
Whenever you make an attack roll and the result is less than 15, you can treat the result as 15.
Your unarmed strikes use a d12 for damage.
Once you use this ability, you can't use it again until you finish a long rest.
Church of Gyx
Church of Gyx (Level 3)
Gyx was the first binder known to history, and the first to establish an Esoteric Cult. In those early days, the nature of vestiges, the Void, and the effects of binding magic on the soul were not well understood; therefore, Gyx's fanatical followers believed that they were at the forefront of a new religion, not a cult. Multiple inquisitions have since seen the church driven into the shadows, their message and practices stifled, but not eradicated.
Members of the Church of Gyx seem almost cleric-like, but brandish different holy symbols and tell entirely different tales. Their scriptures are the legends of various vestiges, woven into a sort of pantheon, with the enigmatic Erebus at its head. For her part in this mythology, Gyx plays the role of messenger of the gods, delivering to mortals the art of binding, and opening the Void for the divine vestiges.
Bonus Proficiency
Starting when you choose this cult at 3rd level, you gain proficiency with the Religion skill, if you don't have it already.
Heretical Divinity
Also at 3rd level, you can emulate divine magic through your vestigial heresy. You can cast the spells command, cure wounds, healing word, and sanctuary once each without expending a spell slot. Charisma is your spellcasting modifier for these spells. You regain all expended uses when you finish a long rest.
Blessing of the Vestigial Pantheon (Level 7)
By 7th level, you receive the blessings of all the forgotten gods through your vestiges. As a reaction when you make a saving throw, you can add half your binder level (rounded down) to the roll. Once you use this ability, you can't use it again until you finish a long rest.
Ritual of Turning (Level 10)
Starting at 10th level, you can perform a special ritual over the course of 10 minutes, warding yourself against undead threats. For the next hour, whenever an undead targets you directly with an attack or harmful spell, that creature must make a Wisdom saving throw. On a failed save, that creature is turned for one minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from you as it can, and can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action. If a creature's saving throw is successful, it is immune to this ability for the next 24 hours.
Sacrifice to the Void (Level 14)
At 14th level, you can cast your bound Vestiges into the Void to bring forth miracles. On your turn, you can expel a vestige you have bound to cast a spell from the cleric spell list without using a spell slot. This spell must be of a level no greater than the level of the vestige expelled. Once you use this ability, you can't do so again until you finish a long rest.
Ishtar's Faithful
Ishtar's Faithful (Level 3)
Nearly all binders learn that Ishtar, the vestige of love and sexuality, is forbidden, for once she is summoned, she can never be dismissed. Driven by jealousy and obsession, the once-goddess seizes the soul of her binder and embraces it tightly. Her love is like a grasping weed, and it strangles all it touches. Yet those who reciprocate her love and placate the envious goddess might join the ranks of Ishtar's Faithful, a cult of binders who prize Ishtar above all others.
If the binders of Ishtar's Faithful devote themselves wholly to the goddess, they are slowly bequeathed with her gifts in return. However, they can never neglect the goddess or question their devotion for even a moment, as Ishtar the Envious is fickle and prone to rage at the slightest perceived infidelity.
Bonus Proficiency
Beginning when you join this cult at 3rd level, you gain proficiency in the Insight and Persuasion skills, if you don't have them already.
Ishtar's Embrace
Starting at 3rd level, you are bound to Ishtar, the Envious, and can't be unbound from her. Ishtar does not count as a bound vestige, and does not count against your total number or level of vestiges bound. You only gain her Embrace and Ishtar's Mark features.
Ishtar's Embrace - Enamor (Level 7)
At 7th level, you gain the use of Ishtar's Enamor feature.
Ritual of Idolatry (Level 10)
Starting at 10th level, you can perform a special ritual over the course of 10 minutes, enrobing you in a 30-foot radius aura that infects the minds of others. When a creature enters aura for the first time on a turn or starts its turn there, it must make a Charisma saving throw against your spell save DC. On a failure, if the creature regards you as of a species and gender to which it is normally romantically attracted, it is charmed by you while it remains in the aura, up to a maximum of 1 minute. Once this effect ends for a creature, it is immune to the effects of the aura for 24 hours. This aura lasts for one hour, and its effects end early for a creature that takes damage or succeeds on an opposed ability check made to socially interact with you.
Ishtar's Embrace - Trait: Arms of Embrace (Level 14)
At 14th level, you gain the use of Ishtar's "Trait: Arms of Embrace" feature.
Heartbreak (Level 14)
By 14th level, Ishtar's love can drive mad those who you expose to it. As an action, you can end the charmed condition on each creature charmed by you that you can see within 120 feet. A creature affected takes 4d8 psychic damage.
Legion's Lodge
Legion's Lodge (Level 3)
The binders of Legion's Lodge fill their souls with an abundance of spirits, becoming hives of wandering ghosts and whispered voices from beyond the pale. With each new spirit they bind, they develop even greater power, as the whole of their collection is mightier than the sum of its parts. At the peak of their strength, these binders speak with the voice of dozens in uncanny unison and sling attacks for a swarm of minor spirits which linger around them.
We Are Many
Beginning when you join this cult at 3rd level, you gain an additional minor spirit, which doesn't count against your total number of minor spirits.
Additionally, you can add your Charisma modifier to damage you deal with your minor spirits.
Spirit Arcana
Also by 3rd level, you have unlocked the hidden potential of the myriad spirits residing within you. Each minor spirit you have bound grants you the ability to cast a cantrip, as shown on the Spirit Arcana table to the right.
Extinguish Soul (Level 7)
Beginning at 7th level, you can burn the totality of a minor spirit's essence for a flash of great power. When you hit with a minor spirit's spell attack or a creature fails its saving throw against your minor spirit's ability, you can choose to deal four dice of damage, instead of only one. Once you do this with a minor spirit, the spirit is dismissed until you finish a long rest. While a minor spirit is dismissed, you can't use any of its abilities or the cantrip the minor spirit allows you to use.
Ritual of Fellowship (Level 10)
Starting at 10th level, you can perform a special ritual over the course of 10 minutes, manifesting a minor spirit you have bound in a physical form. This minor spirit becomes a familiar, as per the find familiar spell, and remains in this form until you take a long rest. Additionally, on your turn, you can command your familiar to use any of its abilities it offers as a minor spirit (using your action or bonus action, as appropriate), which originate from it.
We Are Many - Improvement (Level 10)
At 10th level, you gain another additional minor spirit.
Spirit Horde (Level 14)
Beginning at 14th level you can bring your army of minor spirits to bear all at once. When you use your bonus action to make a spell attack with a minor spirit or use a minor spirit to cause a target to make a saving throw, you can use this ability twice, or use the bonus action of another minor spirit, targeting the same or different creatures.
Order of Crimson Binding
Order of Crimson Binding (Level 3)
The Order of the Crimson Binding sees the nature of the soul as not unlike that of the Void itself: unknowable, fractal, and ultimately hollow. With their special ritual implements and ink made of lodestone, they can form special red seals with which to entrap vestiges deeper into their souls, capturing more of the vestige's essence and allowing them greater control of the binding process.
Flexible Rebinding
Starting when you join this cult at 3rd level, you can use your Rebinding feature twice, instead of once, between long rests.
Vestigial Skill
At 3rd level, when a vestige's Trait allows you to replace a skill roll with a 10 or your binder level plus your Charisma modifier, you can choose to gain advantage on the roll. You can choose to use this ability after seeing the result of the check. Once you use this ability, you must finish a long rest before using it again.
Soul Transfer (Level 7)
Beginning at 7th level, you can transfer some of the damage you take to your vestiges. As a reaction when you take damage, you can halve the damage taken.
Once you use this ability, you can't use it again until you finish a short or long rest.
Ritual of the Crimson Brand (Level 10)
Starting at 10th level, you can perform a special ritual over the course of 10 minutes, allowing you to partially bind an additional vestige. You can only bind one vestige at a time using this ability, and this vestige doesn't count against the number of vestiges you can bind nor toward the number of vestiges you have bound. While it is bound, you gain only the vestige's Bonus Proficiencies feature, if it has one, or one of its Traits, if it offers the ability to replace a skill roll with a 10 or your binder level plus your Charisma modifier. You remain partially bound to this vestige until you finish a long rest.
Deep Binding (Level 14)
Starting at 14th level, the total level of vestiges you can have bound increases by 3.
Society of the Stygian Seal
Society of the Stygian Seal (Level 3)
Initiates to the Society of the Stygian Seal learn the story of Erebus, The Shadow Interminable, a vestige of singular age, profound implication, and terrible portent. She is a vestige inextricably linked to the creation and destruction of the multiverse, the latter of which is prophesied to be heralded by her sign, the Stygian Seal, being fixed in the sky for forty days and nights before the multiverse is to be unraveled. Initiates of the Society seek Erebus's sign and the ritual means to draw her true form from the Void to hasten the end of the multiverse, and by extension, the coming of a new, more perfect world, uncorrupted by the shortfalls and compromises made by the primeval gods of our multiverse. By drawing parts of the Stygian Seal, binders of the Society can pull forth voidstuff, a manifest absence in space, and shape it to their whims.
Voidsight
At 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet.
Tenebrous Initiate
Starting at 3rd level, you can bend the walls of the universe, creating small rifts into the Void. Once on each of your turns when you hit a hostile creature with a melee attack, you can teleport 5 feet to a location you can see.
Oblivion Exile (Level 7)
At 7th level, you can use your action to cause a creature you can see within 60 feet to make a Wisdom saving throw against your Vestige save DC. On a failed save, the creature is banished into an endless sable demiplane adjacent to the Void. While there, the target is incapacitated. At the beginning of your next turn, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. You can also target yourself with this ability, requiring no saving throw.
Once you use this ability, you can't use it again until you finish a short or long rest.
Ritual of the Aegis (Level 10)
Starting at 10th level, you can perform a special ritual over the course of 10 minutes, shrouding yourself in plates of voidstuff which act as ablative armor. You gain temporary hit points equal to your binder level plus your Charisma modifier. While these hit points remain, your AC equals 10 + your Dexterity modifier + your Charisma modifier. These temporary hit points remain until you finish a long rest.
Stygian Sanctuary (Level 14)
Beginning at 14th level, Erebus whisks you away to the Void, rather than subjecting you to death. As a reaction when you take damage, but are not reduced to 0 hit points or killed outright, you can use your reaction to teleport yourself to an endless demiplane adjacent to the Void. You remain in this plane as long as you wish, and can use your action to return to the space you left or in the nearest unoccupied space if that space is occupied.
The Avatarists
The Avatarists (Level 3)
All binders call to their vestiges from the howling Void, but only the Avatarists bring them into physical form, outside their very bodies. Doing so is an ancient discipline, harnessing the very magic which conjures fiends from the underworld—as with all the other great secrets of binding, conjuring an avatar is heresy of the highest magnitude. Those that manage this feat may join the ranks of the avatarists, a selective legion of binders who combat others using only manifestations of their spirits. Such combat is a battle of the ego as much as a physical brawl, for a fraction of any injury bestowed upon an avatar is in turn laid on the binder.
Summon Avatar
Beginning when you join this cult at 3rd level, you can use your bonus action to manifest an avatar of your vestiges, a tangible spirit that appears within 5 feet of you, tethered to you by a ghostly cord. The avatar is a Medium undead with ability scores equal to your own and an Armor Class equal to 10 + your Charisma modifier + your Dexterity modifier. It appears as an amalgamation of all your bound vestiges.
The avatar does not have hit points, but you take the damage it would take as if it had resistance to all damage. It vanishes if you fall unconscious or if you dismiss it as a bonus action. It instantly appears at your side if you would ever be more than 60 feet from it.
On your turn, you can command the avatar to fly up to 30 feet. You can make one or more of your attacks through the avatar when you take the Attack action on your turn. The avatar conjures a spectral duplicate of any weapon you're holding and uses your attack bonus and the damage or your weapon. You can use your reaction to make an opportunity attack through your avatar when a creature moves out of its reach.
Your avatar benefits from all your vestige abilities as if it had them bound. When you cast a spell or use a vestige ability, you can choose to deliver it through your avatar, as if it was the origin of the effect.
Spirit Transposition (Level 7)
By 7th level, you can use your bonus action to exchange places with your avatar. Once you use this ability, you can't use it again until you finish a short or long rest.
Ritual of the Titan (Level 10)
Starting at 10th level, you can perform a special ritual over the course of 10 minutes, empowering your avatar into a towering spirit. When you summon your avatar, its size is Large, it can move only 20 feet on each of your turns, and it can add half your binder level to its damage rolls. These changes persist until you finish a long rest or you dismiss them as an action.
True Avatar (Level 14)
Beginning at 14th level, as an action, you can trade roles with your avatar, becoming spirit, while it becomes more tangible in your place. For the next minute, you fade to the ethereal plane, as per the spell etherealness, from whence you can command your avatar in your place. At the end of this duration, or when you end this ability as an action, you return to the space you left or the nearest unoccupied space, if that space is occupied.