Belac93
2015-05-27, 09:06 PM
Binder
Binders are students of an ancient and secret lore that allows them to call to entities that live beyond the known planes, in the spaces between the worlds. Through a combination of forgotten magics and complex bargains, they persuade or compel these beings to serve them - though not always without price.
Beyond Reality
A binder learns to cast their mind into the void between the planes, and to search the fractal wilderness there for beings that will answer their call. These beings are born from the chaos outside of reality, from the last echoes of the world's creation, and from energies that leak out of the planes. Their personalities, abilities and motivations vary wildly depending on their origin, ranging from reasonable and relatable to deeply inscrutable.
A Bargain Sealed
In order to obtain the services of a vestige, a binder must strike a deal with that vestige, and use their magic to make the terms of the agreement totally binding. Knowing this, the vestiges will often seek to outwit the binder, adding loopholes and ambiguity into the terms of the bargain, making every deal a grave risk for the binder.
Expanded Spell List
Spell Level Spells
1st Detect evil and good, Identify
2nd Augury, Detect thoughts
3rd Clairvoyance, Magic Circle
4th Divination, Banishment
5th Legend Lore, Contact Other Plane
Vestige Binding
Starting at level 1 you can bind creatures called vestiges. each vestige has a seal that you must learn before you can bind that particular vestige, you have a book that has all your vestige seals in it, identical to a spell book. You learn a new vestige automatically at level 10. You can copy vestige seals into you book with 1 hour of work
To bind a vestige, you require the following
The vestiges seal
A spell slot or mystic arcanum of the power level of the pact you are intending to forge
and 10 minutes to bind and negotiate with the vestige
When you attempt to bind a vestige, you must make a binding check, the binding check is a Charisma check equal to 10+the power level of the pact you are attempting to forge. If you do not succeed you are influenced my the vestige. A pact last for 24 hours unless you make another binding check in the last hour to sustain it for another 24 hours. For the pact strength, you also gain all of the ability’s of the strengths below
Patron Vestige
Starting at level 6, choose a vestige that you can summon. That vestige becomes your patron vestige, summoning your patron vestige takes half the amount of time it normally would, and you have advantage on rolls to bind your patron vestige
Soul Protection
Starting at level 10, your vestige protects your mind from effects that would harm it. You gain resistance to psychic damage, and you are immune to the frightened condition. in addition, you have become so used to vestiges that you may bind a second vestige at the lowest pact strength level
Vestige Master
Starting at level 14, you are always bound to your patron vestige, and the second vestige you may bind can be up to pact strength 2
List of vestiges
Ipos, Prince of Fools
Special. You must have proficiency in Intelligence (arcana) to summon Ipos with a good pact
Sign. You grow long black nails
Influence. If any creature requests that you inform them on a subject that you have knowledge of, you must inform them to your greatest ability
Powers.
Pact Strength Power
1 You can harden your nails as a bonus action, when you do they become light slashing weapons that deal 1d6 damage
2 You can cast see invisibility once without using a spell slot. You regain the use of this ability after a short or long rest
3 You do not need to breath, and gain swim speed equal to your land speed
4 You can cast protection from energy at will without using a spell slot
5 Your claws now have a +1 bonus to attack and damage rolls, deal 1d8 damage, and are counted as magic weapons
6 You have proficiency with three of the following skills as long as you have Ipos bound: Arcana, history, investigation, nature, religion, or medicine
Elgior, the Dragons Slayer
Special. None
Sign. One of your hand becomes covered in dragon scales
Influence. You feel pity for outcasts, and must attack humans, elves, or dragons in combat before any other creature
Powers.
Pact Strength Power
1 You are proficient in martial weapons and medium armour. In addition, you deal an extra 1d4 damage on all attacks while mounted
2 You have resistance to one of the following damage types: acid, cold, lighting, or fire
3 Your melee attacks deal an extra 1d6 damage of the type you are resistant to.
4 You can cast find steed at will without using a spell slot, except the steeds type is dragon. The steed only lasts as long as you are bound.
5 You gain a +1 bonus to your armour class
6 You gain immunity to the damage type you are resistant to
Orthos, Sovereign of the Howling Dark
Special. You must summon Orthos in bright illumination
Sign. You are buffeted by a wind that no one else can feel, even when you are indoors
Influence. You hate dark areas of darkness or loud noises, you must always have a light source that is at least as bright as a candle. In addition, you must always speak in a whisper.
Powers.
Pact Strength Power
1 You can use the message cantrip at will, in addition, you can cast detect magic once without using a spell slot, you regain this ability after a short or long rest
2 You can cast the gust of wind spell once without using a spell slot, you regain this ability after a short or long rest
3 You can cast the mirror image spell once without using a spell slot, you regain this ability after a short or long rest
4 You have blindsight out to 60 ft.
5 You can cast conjure elemental or control winds* once without using a spell slot, you regain this ability after a short or long rest
6 You can cast investiture of wind* once without using a spell slot, you regain this ability after a short or long rest
Paimon, the Dancer
Special. None
Sign. One side of your mouth becomes wider than the other, as though stretched
Influence. You are lascivious and bold, you must always dance whenever you hear music(move at half speed)
Powers.
Pact Strength Power
1 You gain proficiency with the rapier and the shortsword and the Charisma (performance) skill
2 While you are wearing light or no armour and wielding a one handed weapon and nothing in your other hand, your armour class equals 10+your dexterity modifier + your charisma modifier
3 You can move up to half your speed and make a melee weapon attack as an action, you must take a short or long rest before you can use this ability again
4 On your turn you can make a bonus action to attack with a melee weapon you are holding, or to take the disengage action
5 Your speed increases by 15ft. while you are wearing light or no armour.
6 You double your proficiency bonus on Charisma (performance) checks, in addition, you may deal an extra 1d6 damage on attacks with finesse weapons once per round
Savnok, the Instigator
Special. You must have stolen something and made neither reparations nor apology for the act
Sign. A piece of arrow appears somewhere under your skin on your body
Influence. You refuse to take off any armour or let go of any shield you are wearing
Powers.
Pact Strength Power
1 You are proficient in medium and heavy armour, shields, and one martial weapon of your choice
2 You can summon a suit of heavy or medium armour as an action on your turn, the type of armour is determined by your pact strength. The minimum strength requirement is reduced by 1. At pact strength 2 you can summon a chain shirt or chain mail.
3 You gain the benefits of the martial adept feat, except you learn only 1 maneuver. In addition, you can now summon scale mail armour
4 You choose and gain one fighting style from the fighter list. In addition you can now summon splint armour or breastplate.
5 Whenever you summon your armour, it counts as +1 armour, and you can also summon a shield in the same action. You can now summon half plate armour
6 Whenever you summon your armour, you gain twice your level temporary hit points. You must take a short or long rest before using this ability again. You can now summon plate armour
Andromalius, the Repentant Rogue
Special. You must obtain two different non-magical items worth at least 1 sp to give to Andromalius, these vanish when he takes them
Sign. You gain an extra digit on each limb
Influence. Your alignment changes to the closest chaotic alignment (e.g. lawful good becomes chaotic good, neutral becomes chaotic neutral). However, you cannot take possession of anything stolen or steal anything
Powers.
Pact Strength Power
1 You can use the friends cantrip at will, in addition, you can cast Tasha’s hideous laughter once without using a spell slot, you regain this ability after a short or long rest
2 You can cast the see invisibility spell once without using a spell slot, you regain this ability after a short or long rest
3 You can cast the locate object spell once without using a spell slot, you regain this ability after a short or long rest
4 You gain the Sneak Attack ability as a 3rd level rogue
5 You can cast the mislead spell once without using a spell slot, you regain this ability after a short or long rest
6 You can create any non-magical item at will, this item disappears if you try to create another non-magical item. If you spend a spell slot, you can create any common magical item, and if you expend two spell slots, you can create any uncommon item. These items disappear after a long rest
Shax, Sea Sister
Special. You must be within sight of a body of water when you summon Shax
Sign. You gain a scar around your neck, as if your head been been chopped off
Influence. You become possessive of your stuff and territory, and must demand compensation for favours
Powers.
Pact Strength Power
1 You gain swim speed equal to your land speed
2 you can breath underwater
3 You have resistance to lightning damage
4 Your melee attacks deal an extra 1d6 lightning damage and an extra 1d6 thunder damage
5 You gain immunity to lightning damage
6 Every creature you designate within 30 ft of you is resistant to lightning damage and can breath underwater and gains swim speed equal to their land speed
Tenebrous, the Shadow That Was
Special. You must draw Tenbrouses seal in a area of dim light or darkness
Sign. You appear to be standing in shadow even on the brightest day
Influence. You are filled with a sense of loss, and must never act first in combat
Powers.
Pact Strength Power
1 You can use the chill touch cantrip at will, in addition, you can cast silent image once without using a spell slot, you regain this ability after a short or long rest
2 You can cast the darkness spell once without using a spell slot, you regain this ability after a short or long rest
3 You can cast the vampiric touch spell once without using a spell slot, you regain this ability after a short or long rest
4 You can see in darkness, magical or non-magical, there is no limit on how far you can see
5 You can cast the cone of cold spell once without using a spell slot, you regain this ability after a short or long rest
6 As a bonus action, you can negate all light in up to a 30 ft sphere around you, the area becomes magical darkness. You can shut this on or off as a bonus action, or you can decide how big it is (out to a maximum of 30 ft) or change it to dim light.
Marchosias, King of Killers
Special. You must have committed an evil act and not made amends or reparations for it.
Sign. Your eyes glow with an orangey red light
Influence. You become sly and more nasty than you are right now, however, this is not enough to cause alignment change
Powers.
Pact Strength Power
1 You gain proficiency in Stealth checks. In addition, you can cast the command spell once without using a spell slot. You must complete a short or long rat before you can use this ability again
2 You gain proficiency in Deception and Persuasion checks
3 You can cast disguise self at will without using a spell slot. In addition, you can cast alter self once without using a spell slot. You must complete a short or long rat before you can use this ability again
4 You gain the Sneak Attack ability as a 3rd level rogue. (2d6 damage)
5 You can cast dominate person once without using a spell slot. You must complete a short or long rat before you can use this ability again
6 Your Sneak Attack improves to 5d6 damage
*elemental evil players companion
Binders are students of an ancient and secret lore that allows them to call to entities that live beyond the known planes, in the spaces between the worlds. Through a combination of forgotten magics and complex bargains, they persuade or compel these beings to serve them - though not always without price.
Beyond Reality
A binder learns to cast their mind into the void between the planes, and to search the fractal wilderness there for beings that will answer their call. These beings are born from the chaos outside of reality, from the last echoes of the world's creation, and from energies that leak out of the planes. Their personalities, abilities and motivations vary wildly depending on their origin, ranging from reasonable and relatable to deeply inscrutable.
A Bargain Sealed
In order to obtain the services of a vestige, a binder must strike a deal with that vestige, and use their magic to make the terms of the agreement totally binding. Knowing this, the vestiges will often seek to outwit the binder, adding loopholes and ambiguity into the terms of the bargain, making every deal a grave risk for the binder.
Expanded Spell List
Spell Level Spells
1st Detect evil and good, Identify
2nd Augury, Detect thoughts
3rd Clairvoyance, Magic Circle
4th Divination, Banishment
5th Legend Lore, Contact Other Plane
Vestige Binding
Starting at level 1 you can bind creatures called vestiges. each vestige has a seal that you must learn before you can bind that particular vestige, you have a book that has all your vestige seals in it, identical to a spell book. You learn a new vestige automatically at level 10. You can copy vestige seals into you book with 1 hour of work
To bind a vestige, you require the following
The vestiges seal
A spell slot or mystic arcanum of the power level of the pact you are intending to forge
and 10 minutes to bind and negotiate with the vestige
When you attempt to bind a vestige, you must make a binding check, the binding check is a Charisma check equal to 10+the power level of the pact you are attempting to forge. If you do not succeed you are influenced my the vestige. A pact last for 24 hours unless you make another binding check in the last hour to sustain it for another 24 hours. For the pact strength, you also gain all of the ability’s of the strengths below
Patron Vestige
Starting at level 6, choose a vestige that you can summon. That vestige becomes your patron vestige, summoning your patron vestige takes half the amount of time it normally would, and you have advantage on rolls to bind your patron vestige
Soul Protection
Starting at level 10, your vestige protects your mind from effects that would harm it. You gain resistance to psychic damage, and you are immune to the frightened condition. in addition, you have become so used to vestiges that you may bind a second vestige at the lowest pact strength level
Vestige Master
Starting at level 14, you are always bound to your patron vestige, and the second vestige you may bind can be up to pact strength 2
List of vestiges
Ipos, Prince of Fools
Special. You must have proficiency in Intelligence (arcana) to summon Ipos with a good pact
Sign. You grow long black nails
Influence. If any creature requests that you inform them on a subject that you have knowledge of, you must inform them to your greatest ability
Powers.
Pact Strength Power
1 You can harden your nails as a bonus action, when you do they become light slashing weapons that deal 1d6 damage
2 You can cast see invisibility once without using a spell slot. You regain the use of this ability after a short or long rest
3 You do not need to breath, and gain swim speed equal to your land speed
4 You can cast protection from energy at will without using a spell slot
5 Your claws now have a +1 bonus to attack and damage rolls, deal 1d8 damage, and are counted as magic weapons
6 You have proficiency with three of the following skills as long as you have Ipos bound: Arcana, history, investigation, nature, religion, or medicine
Elgior, the Dragons Slayer
Special. None
Sign. One of your hand becomes covered in dragon scales
Influence. You feel pity for outcasts, and must attack humans, elves, or dragons in combat before any other creature
Powers.
Pact Strength Power
1 You are proficient in martial weapons and medium armour. In addition, you deal an extra 1d4 damage on all attacks while mounted
2 You have resistance to one of the following damage types: acid, cold, lighting, or fire
3 Your melee attacks deal an extra 1d6 damage of the type you are resistant to.
4 You can cast find steed at will without using a spell slot, except the steeds type is dragon. The steed only lasts as long as you are bound.
5 You gain a +1 bonus to your armour class
6 You gain immunity to the damage type you are resistant to
Orthos, Sovereign of the Howling Dark
Special. You must summon Orthos in bright illumination
Sign. You are buffeted by a wind that no one else can feel, even when you are indoors
Influence. You hate dark areas of darkness or loud noises, you must always have a light source that is at least as bright as a candle. In addition, you must always speak in a whisper.
Powers.
Pact Strength Power
1 You can use the message cantrip at will, in addition, you can cast detect magic once without using a spell slot, you regain this ability after a short or long rest
2 You can cast the gust of wind spell once without using a spell slot, you regain this ability after a short or long rest
3 You can cast the mirror image spell once without using a spell slot, you regain this ability after a short or long rest
4 You have blindsight out to 60 ft.
5 You can cast conjure elemental or control winds* once without using a spell slot, you regain this ability after a short or long rest
6 You can cast investiture of wind* once without using a spell slot, you regain this ability after a short or long rest
Paimon, the Dancer
Special. None
Sign. One side of your mouth becomes wider than the other, as though stretched
Influence. You are lascivious and bold, you must always dance whenever you hear music(move at half speed)
Powers.
Pact Strength Power
1 You gain proficiency with the rapier and the shortsword and the Charisma (performance) skill
2 While you are wearing light or no armour and wielding a one handed weapon and nothing in your other hand, your armour class equals 10+your dexterity modifier + your charisma modifier
3 You can move up to half your speed and make a melee weapon attack as an action, you must take a short or long rest before you can use this ability again
4 On your turn you can make a bonus action to attack with a melee weapon you are holding, or to take the disengage action
5 Your speed increases by 15ft. while you are wearing light or no armour.
6 You double your proficiency bonus on Charisma (performance) checks, in addition, you may deal an extra 1d6 damage on attacks with finesse weapons once per round
Savnok, the Instigator
Special. You must have stolen something and made neither reparations nor apology for the act
Sign. A piece of arrow appears somewhere under your skin on your body
Influence. You refuse to take off any armour or let go of any shield you are wearing
Powers.
Pact Strength Power
1 You are proficient in medium and heavy armour, shields, and one martial weapon of your choice
2 You can summon a suit of heavy or medium armour as an action on your turn, the type of armour is determined by your pact strength. The minimum strength requirement is reduced by 1. At pact strength 2 you can summon a chain shirt or chain mail.
3 You gain the benefits of the martial adept feat, except you learn only 1 maneuver. In addition, you can now summon scale mail armour
4 You choose and gain one fighting style from the fighter list. In addition you can now summon splint armour or breastplate.
5 Whenever you summon your armour, it counts as +1 armour, and you can also summon a shield in the same action. You can now summon half plate armour
6 Whenever you summon your armour, you gain twice your level temporary hit points. You must take a short or long rest before using this ability again. You can now summon plate armour
Andromalius, the Repentant Rogue
Special. You must obtain two different non-magical items worth at least 1 sp to give to Andromalius, these vanish when he takes them
Sign. You gain an extra digit on each limb
Influence. Your alignment changes to the closest chaotic alignment (e.g. lawful good becomes chaotic good, neutral becomes chaotic neutral). However, you cannot take possession of anything stolen or steal anything
Powers.
Pact Strength Power
1 You can use the friends cantrip at will, in addition, you can cast Tasha’s hideous laughter once without using a spell slot, you regain this ability after a short or long rest
2 You can cast the see invisibility spell once without using a spell slot, you regain this ability after a short or long rest
3 You can cast the locate object spell once without using a spell slot, you regain this ability after a short or long rest
4 You gain the Sneak Attack ability as a 3rd level rogue
5 You can cast the mislead spell once without using a spell slot, you regain this ability after a short or long rest
6 You can create any non-magical item at will, this item disappears if you try to create another non-magical item. If you spend a spell slot, you can create any common magical item, and if you expend two spell slots, you can create any uncommon item. These items disappear after a long rest
Shax, Sea Sister
Special. You must be within sight of a body of water when you summon Shax
Sign. You gain a scar around your neck, as if your head been been chopped off
Influence. You become possessive of your stuff and territory, and must demand compensation for favours
Powers.
Pact Strength Power
1 You gain swim speed equal to your land speed
2 you can breath underwater
3 You have resistance to lightning damage
4 Your melee attacks deal an extra 1d6 lightning damage and an extra 1d6 thunder damage
5 You gain immunity to lightning damage
6 Every creature you designate within 30 ft of you is resistant to lightning damage and can breath underwater and gains swim speed equal to their land speed
Tenebrous, the Shadow That Was
Special. You must draw Tenbrouses seal in a area of dim light or darkness
Sign. You appear to be standing in shadow even on the brightest day
Influence. You are filled with a sense of loss, and must never act first in combat
Powers.
Pact Strength Power
1 You can use the chill touch cantrip at will, in addition, you can cast silent image once without using a spell slot, you regain this ability after a short or long rest
2 You can cast the darkness spell once without using a spell slot, you regain this ability after a short or long rest
3 You can cast the vampiric touch spell once without using a spell slot, you regain this ability after a short or long rest
4 You can see in darkness, magical or non-magical, there is no limit on how far you can see
5 You can cast the cone of cold spell once without using a spell slot, you regain this ability after a short or long rest
6 As a bonus action, you can negate all light in up to a 30 ft sphere around you, the area becomes magical darkness. You can shut this on or off as a bonus action, or you can decide how big it is (out to a maximum of 30 ft) or change it to dim light.
Marchosias, King of Killers
Special. You must have committed an evil act and not made amends or reparations for it.
Sign. Your eyes glow with an orangey red light
Influence. You become sly and more nasty than you are right now, however, this is not enough to cause alignment change
Powers.
Pact Strength Power
1 You gain proficiency in Stealth checks. In addition, you can cast the command spell once without using a spell slot. You must complete a short or long rat before you can use this ability again
2 You gain proficiency in Deception and Persuasion checks
3 You can cast disguise self at will without using a spell slot. In addition, you can cast alter self once without using a spell slot. You must complete a short or long rat before you can use this ability again
4 You gain the Sneak Attack ability as a 3rd level rogue. (2d6 damage)
5 You can cast dominate person once without using a spell slot. You must complete a short or long rat before you can use this ability again
6 Your Sneak Attack improves to 5d6 damage
*elemental evil players companion