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    Default [PEACH]Fifth Edition Binder Class II (Still WIP)

    5E PACT MAGIC


    Table of Contents:
    Spoiler: Table Of Contents
    Show
    1. Foreword
    2. 5e Binder
      • Class Table
      • Class Features
    3. Binder Fates
      • Sealed
      • Released
      • Warped
      • Occult
      • Eldritch
    4. Augmented Pacts
    5. Additional Materials
      • New Equipment
      • New Trinkets (Coming soon!)
      • New Feats
      • NPC Stat blocks
      • Homebrew Vestige Template
      • FAQ

    6. Appendix: Vestige Codex


    FOREWORD
    This thread is a continuation of what Anaximander19 started and inspired in this thread.
    The Binder has always been a favorite class of mine, As the class merges a campaign's worth of lore with rich role playing opportunities and a functional mechanical chassis - there is very little you can't ask a class with this much flexibility to do (to a degree)! If you are unfamilliar with the Binder, or with the Tome of Magic (3.5e), I greatly recommend reading on both the Pact Magic section, and the Shadow Magic Section. from my experience it's a hard book to let go of.
    The Binder is, however, one of 3.5e's more complex classes, and this is likewise an enormous project: "(to-) keep the flavour and style of the Binder, but keep the mechanics in line with 5e's streamlined approach."

    We have a LOT of work still to be done, and everyone is welcome to recreate (or invent!) Vestiges, offer class features, point out balance issues, etc. and open them to discussion!

    So, without further adieu...
    BINDER
    Binders are students of Pact Magic, 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 -called vestiges- are remnants of powerful beings residing in the chaos outside of reality, born from the last echoes of the world's creation, and from energies that leak out of the planes. Pact Magic scholars seek out these vestiges and pass down legends of their origin. They learn of their personalities, abilities and motivations, all of which vary wildly 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.

    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 + your Constitution modifier
    Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per binder level after 1st

    PROFICIENCIES
    Armor: Light armor
    Weapons: Simple weapons
    Tools: Occult Set (described in the section on New Equipment below)
    Saving Throws: Charisma, Wisdom
    Skills: Choose two from Arcana, Deception, History,Persuasion and Religion.

    EQUIPMENT
    You start with the following equipment, in addition to the equipment granted by your background:

    (a) a light crossbow and 20 bolts or (b) any simple weapon
    (a) a component pouch or (b) an arcane focus
    (a) a scholar’s pack or (b) a dungeoneer’s pack
    Leather armor, an occult set, and two daggers

    Quick Build:
    To make a Binder quickly, consider the following suggestions: Charisma should be your highest stat, followed by constitution or dexterity. Strength may also be important for more melee-oriented binders or those planning to take the Warped Fate. Next, choose the Charlatan Background.



    The Binder

    Level Proficiency Bonus Features Vestiges bound Vestige Level
    1st +2 Soul Binding, Renegotiation 1 1
    2nd +2 Suppress Sign, Soul Guardian 1 1
    3rd +2 A Binder's Fate 1 2
    4th +2 Ability Score Improvement 1 2
    5th +3 Augmented Pact 2 3
    6th +3 Trusted Vestige 2 3
    7th +3 A Binder's Fate Feature 2 4
    8th +3 Ability Score Improvement 2 4
    9th +4 Adamant Mind 2 5
    10th +4 Augmented Pact (2) 3 5
    11th +4 3 6
    12th +4 Ability Score Improvement 3 6
    13th +5 A Binder's Fate Feature 3 7
    14th +5 Augmented Pact (3) 4 7
    15th +5 4 8
    16th +5 Ability Score Improvement 4 8
    17th +6 A Binder's Fate Feature 4 9
    18th +6 Augmented Pact (4) 5 9
    19th +6 Ability Score Improvement 5 9
    20th +6 Everlasting Pact 5 9

    SOUL BINDING
    In your studies, you have uncovered the means to pierce the very fabric of the planes and call to what lives beyond. At 1st level, 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 it's physical sign on your body, (unless you have the Suppress Sign class feature, detailed below).
    At first 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. At any given day, you can only bind vestiges whose combined level is no greater than your binder level.

    Once per day, upon completing a long rest, you perform a ritual taking 1 minute per each vestige you wish to summon, you draw the unique seal of the vestige you wish to contact on a surface, each forming the vestige's image at least 5 feet across, and speak the name and title of each vestige in turn. When it is properly summoned in this fashion, a vestige manifests a harmless illusion above their seal to represent it's presence. and you must make a charisma check against the vestige's pact DC. this process is called Binding. If you succeed the binding, you convince the vestige to cooperate, and you make a good pact. it becomes bound to you, and you gain the powers and abilities granted by the vestige for 24 hours.

    If you fail the binding, the vestige is still be bound to you, and you receive the powers of that vestige, but it will impose it's personality on your behavior at every opportunity it gets. this is called making a poor pact. You gain the powers and abilities granted by the vestige for 24 hours, but your DM also chooses one personality trait, ideal, bond or flaw to impose upon your character's personality, from the options presented in that vestige's entry. And you must act upon it as you would any other aspect of your character. You can choose to resist a vestige's influence, which, At the DM's discretion, is a breach of your pact with that vestige. If you do breach your pact, You lose the benefit of 1 pact augmentation (detailed further in this post) selected by the DM until you spend a short rest sincerely grieving and soul searching in isolation. If the breached pact ends before you make amends in this fashion via a short rest, you will have disadvantage when Binding the next time you summon that vestige.

    In addition, certain conditions may arise when making a pact with a vestige that offer advantage or disadvantage while binding with a vestige.
    Spoiler: BEHIND THE CURTAIN - A Vestige's Influence
    Show
    A VESTIGE'S INFLUENCE

    Aside from the consequences above for breaking the influence, A Binder who makes a poor pact is expected express the vestige's influence just as he would any trait, ideal, bond or flaw on his character sheet. The DM has the power to decide the influence that will serve his story better at the time. This usually results, technically, with the DM making an important roleplaying decision on a character's personality, and posing a difficult dilemma for the party to deal with. To maintain a sense of fairness, and compensate for what could otherwise be a lose-lose situation, the DM is encouraged to reward a player with inspiration or other kind of reward for staying true to his/her influence, when choosing to do so is becomes a difficult decision, or could put the Binder or his party in a tight spot.

    The Difficulty class for saving throws caused by any of your class features or by features granted to you by vestiges is equal to 8 + your Proficiency Bonus + your Charisma Modifier.

    For specific vestige and further information on creating them, check out the Vestige Codex.

    Spoiler: BEHIND THE CURTAIN: HOW MANY VESTIGES DO I KNOW?
    Show
    The number of vestiges any given binder knows of is intentionally vague and subjective from one table to another, to allow a Binder to easily adapt to high fantasy "simplified" games as well as low powered or grittier games and all in between. Below are examples to approaches you could try:

    Pact Magic is an organized practice: pact magic has a firm place in the campaign, (whether or not it is a legitimate practice is at the DMs discretion), as in such a campaign it is usually viewed as synonymous to black magic and devil worship. You start with every vestige of every level you can cast, but witch hunters/witch slayers are likely to seek out aspiring binders, particularly so at higher levels.
    Vestiges as an adventure Hook or as treasure: Vestiges are known and Feared as myths, but evidence of their existence is usually disguised as mysterious markings on ancient sites, or as symbols of factions or on mystic or spiritual relics. You begin play with up to 3 vestiges at 1st level, and must seek out other vestiges and research them independently. for games beginning at higher levels, some additional vestiges should known to compensate as appropriate. With this option, The DM has more control of which (and how many) vestiges the player can have, and might reward the binder with a new vestige for reaching key storyline locations, or hide it as an "Easter Egg" for an observant player to seek out. The DM can, at his discretion, limit access some vestiges if they hinder or are important to the campaign, and can choose to offer these reserved vestiges as additional rewards if he or she desires.
    Vestiges by level: a simple, more moderate approach is to add vestiges known as part of level advancement. you begin play at 1st level with three 1st level vestiges, and learn one new vestige of any level you can summon each time you gain a level. In this method, Pact Magic might have it's cult(s) following, or books of lore containing vestige seals that life scholars into the art.

    Work with your DM and agree on how many vestiges you begin play with, and how you learn of new vestiges. you could variate from and mix the above options as both you and your DM see fit.


    RENEGOTIATION
    Once per day after you finish a short rest, you can choose to perform a the ritual of binding a second time to renegotiate any or all of the bargains you have made with vestiges. This allows you to expel a bound vestige early, and bind another, When you choose to renegotiate in this way, you can expel and bind vestiges whose combined level is no more than half your binder level. (Rounded up)

    For example, as a 12th-level binder, you can renegotiate up to 6 levels-worth of vestiges. You might use them to expel one 4th-level vestige and bind a 2nd-level vestige in its place.

    UPDATE 9/12/15: Once you expel a vestige by Renegotiation, it will hold somewhat of a grudge for ending the pact early. Any vestige you expel before 24 hours have passed will not answer your further attempts to call upon it until you complete a long rest, and you have disadvantage on the Charisma check you roll the next time you bind that vestige.(Thanks to The_Doctor for pointing this was missing!!)

    SOUL GUARDIAN
    At 2rd level, the vestiges you bind will help you to guard your mind. As long as you have a vestige bound, you have advantage on saving throws against being frightened.

    SUPRESS SIGN
    Starting at 2nd level, your control of the vestiges you summon improves. When you make a good pact, you can choose to suppress the physical sign of that pact. As a bonus action, you can suppress or restore the physical sign of any pact currently in effect. If you make a poor pact, that pact's sign cannot be suppressed.

    A BINDER'S FATE
    Starting at 3rd level, your soul begins to be affected by your exposure to the forces of the far realm and beyond it, and you much choose a destiny to embrace as part of your practice. Select a Binder Fate from the options available. There are currently five binder Fates are presented in this thread: Sealed, Released, Twisted, Occult and Eldritch, which are detailed later in the class description.
    You gain another feature from the chosen Fate at 7th level, 13th level, and 17th level.

    ABILITY SCORE IMPROVEMENT
    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 by 1. You can’t increase an ability score above 20 using this feature.

    AUGMENTED PACT
    At 5th level, you begin to learn of ways to get more out of your pacts with vestiges. You can choose one augmentation from the list at the end of the class description. This augmentation is active as long as you have a vestige bound. At 10th, 14th and 18th level you can choose additional effects from this list. You can not choose the same augmentation twice, unless otherwise stated in the augmentation's description. Additionally, when you choose a new augmentation, you can choose one of the augmentations you have and replace it with another that you could gain at that level.

    Augmentations are powered by the vestiges you have bound. You must have one vestige bound for each active augmentation. For example, at 14th level, to have three augmentations active you must have at least three vestiges bound. You can choose which augmentations become active when you perform the ritual of binding, at which point they are fixed until you next perform the ritual. If a pact expires, if you breach your pact with a vestige, or a vestige being expelled leaves you with more augmentations than bound vestiges, you can choose which augmentations end, and they end immediately.

    TRUSTED VESTIGE
    Starting at 6th 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 have advantage on your check when binding with that vestige. You can not select the same vestige twice, even if you would later get to choose again.

    ADAMANT MIND
    At 9th level, your experiences in sharing your mind with summoned vestiges teach you how to maintain control of your thoughts. You have advantage on saving throws against all spells and effects that control the mind. In addition, when you succeed on a save against such an effect, or a mind control effect affecting you ends, you automatically succeed any saving throws against that spell or effect until you finish a short rest.(Thanks to The Giant for helping us fix up this feature!)

    EVERLASTING PACT
    When you reach 20th Level, You can form a pact with a vestige without the confines of a limited window of time. You can bind with any vestige of 2nd level or lower, or with a Trusted Vestige, as an Everlasting Pact. when you form a everlasting pact with a vestige, it remains bound to you until you renegotiate your pact with it. You can only have 1 vestige bound in this fashion at a time. You no longer have disadvantage when trying to bind a vestige you expelled using your Renegotiation feature


    Like with the old thread, Here's the thinking behind the design:
    Spoiler: DESIGN NOTES (UPDATED)
    Show
    • A vestige's level should be roughly analogous to the key spell slots gained at a given level, a good reference point when making vestiges is to avoid giving more than what a spellcaster at the same level is provided with.
    • It takes points to expel vestiges as well as bind them, meaning if you bind the max in the morning, you'll be less powerful after you renegotiate - you sacrifice power for versatility
    • Contrary to what you'd expect, only the really high level vestiges (7-9th level) might offer direct skill proficiencies, and only 8th level vestiges ought to offer saving throw proficiencies, if at all. This is because the binder gets access to 5 different vestiges per day, if each one offered a skill or save proficiency, it could easily take the class out of balance compared to the standard classes (I.e. having more skill proficiencies than the rogue is inherently disfunctional) . Likewise, avoid offering unrestricted expertise for the exact same reason.
    • Vestiges of 1st and 2nd level are considered to be "entry level" for the binder, this comes into play by the fact that their DCs are easy and their influences do not offer flaws. When a binder reaches fifth level, and is more confident and committed to the class, "the training wheels come off", so to speak - the binder can recieve flaws from binding with vestiges, and can have his pact augmentation taken away if he does not play by the influence. This is because it goes against my interests to scare early players away at the prospect of having another flaw.
    • If you max out, it is possible to get two 9th-level vestiges at once, which likely means 2 9th level spells in a day, which nobody else gets... but in order to do that, your entire binding capability besides those two will barely consist of anything else comparable to the levels we're talking about (17+).


    V<<<Next post: Binder Fates (Post 2)>>>V
    Last edited by Prince Zahn; 2015-12-09 at 02:01 PM. Reason: 10/6/2015: Experiment over. Changed points of the chassis that were questionable or problematic.
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  2. - Top - End - #2
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    Default Re: [PEACH]Fifth Edition Binder thread II (Still WIP)

    A BINDER'S FATE
    There are five Binder Fates Presented in this section: The Sealed, The Released, the Twisted, the Occult and the Eldritch.

    SEALED FATE (Credit goes to Submortimer for design!)
    A binder of the with the Sealed Fate forms a true partnership with a specific Vestige. She becomes that vestige's champion, Taking it's seal as her symbol, and actively advances her patron's desires and goals. In return, her patron grants her powers beyond that of other binders, enhancing her ability to fight on it's behalf.

    Spoiler: Sealed Fate - Features
    Show
    PATRON VESTIGE
    At 3rd level, select a 1st or 2nd level vestige which you have bound with a good pact before. That vestige becomes your patron vestige, your sword and your shield against those who might attempt to harm you. This confers on you a number of benefits:
    - Should you make a poor pact with your patron, you can choose which influence you take.
    - While bound to your patron vestige, you gain a fighting style from the following list:
    Great Weapon Fighting, Two Weapon Fighting, Dueling, Protection, Mariner*
    - While not wearing armor, your AC is equal to 13 + your dexterity modifier.

    You can change your patron vestige after you have made this choice; doing so requires a ritual lasting 24 hours. The new patron must be of 2nd level or lower, or be one of your Trusted Vestiges. Following this change, you can bind only with your new patron vestige for a period of 7 days, and your previous patron will not answer you call for a period of 30 days.

    Spoiler: Design notes
    Show
    *Mariner is in unearthed Arcana, an experimental rules source for those who want it. the official, final version of this fighting style has not been published yet. (as of Oct 3rd, 2015)

    If someone could send me the wording on these fighting styles it would be greatly appreciated.



    BONUS PROFICIENCIES
    At 3rd level, You gain proficiency in Martial weapons and shields.

    PATRON BOON
    At 7th level, while bound to your Patron Vestige, you gain an additional pact augmentation.

    PATRON STRIKE
    At 13th level, your melee and ranged weapon attacks deal additional psychic damage equal to your charisma modifer.

    PATRON'S AEGIS
    At 17th level, your patron shields your form from harm, turning lethal blows and denying your death. When you bind to your patron vestige, you gain a pool of temporary HP equal to 5 + your charisma score. Once oer 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 patron vestige, and the pool size resets to 5 + your charisma score when you finish a long rest.


    (ON HOLD)RELEASED FATE (Credit goes to Anaximander19 for the idea and design!)
    In their work with vestiges, binders study magics that pierce the planes and transcend the natural laws of the universe. Some even learn to leave behind their physical form and experience the world as a vestige would.

    Spoiler: Released Fate- Features
    Show
    INTANGIBLE PRESENCE
    At 3rd level, you learn to manipulate the fabric of the planes so that your presence makes less of a mark in the physical world. Once per short rest, you can make yourself indistinct and harder to detect. For one minute, or as long as you maintain concentration (whichever is shortest), you appear as a blurred and partly transparent shape. While this effect lasts, you gain a +10 bonus to Dexterity (Stealth) checks, and you can't be tracked by non-magical means. In addition, when standing on a surface, hanging, or being lifted, you appear to weigh half your normal weight, and you are not affected by non-magical wind and air currents. Once you use this ability, you can't use it again until you complete a short or long rest.

    OTHERWORLDLY ESCAPE
    At 7th level, your knowledge of the nature of existence allows you to alter your reality to avoid harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell. Once you use this feature, you can't use it again until you finish a short or long rest.

    WARP THE MIND
    At 13th level, you gain a vestige's ability to alter the personality of a mortal mind. Once per short rest, you can choose any creature that you can see within 120 feet that is not a celestial, fiend, or fey. This creature must make a Wisdom save against your Binder spell DC. On a failed save, you can choose one effect from the following list:
    • Amnesia: the creature cannot learn new information. It will continue to act and react as they would normally, but at the start of each turn they choose their actions as they would have when the spell effect began. For example, if a creature that it previously considered friendly attacks, they will instinctively defend themselves, but on their next turn they will still consider the creature to be friendly. similarly, if an item is moved, they will still look for it in its old location first, and begin searching from there.
    • Recklessness: the creature acts without thought for its own safety. The creature takes a -2 penalty to AC and has disadvantage on all saving throws. The creature will not act counter to its interests or take actions that are purely self-harming, but it will not attempt to avoid taking damage from environmental effects, traps, etc. while carrying out its actions.
    • Meakness: the creature acts without assertiveness or belief. The creature has disadvantage on all skill checks and Charisma saves. In addition, if the creature has any ability or spellcasting that can be resisted with a Charisma save, the DC for that save is reduced by 2.
      Fury: the creature cannot control its temper, becoming aggressive and volatile. The creature is quick to anger, even towards friends. In combat, the creature will attack whichever creature last dealt it damage. It cannot maintain concentration for more than one round.


    The effect lasts for 1d6 rounds, or until you lose concentration, whichever is sooner.

    UNREALITY
    At 17th level, you can cast Etherealness on yourself without using a spell slot or components. Doing so reduces the duration to "Concentration: up to 1 hour". You can use this feature up to twice. Any expended uses of this feature are regained after you finish a long rest.
    (tentative until someone has a better idea)


    TWISTED FATE
    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 Warped Fate claim unnatural powers of their own. They embrace the monster that grows in their souls with each pact they form.

    Spoiler: Twisted Fate - Features
    Show

    Spoiler: Author's Note
    Show
    (note: see if subclass needs the following proficiency. It occured to me that now that none of the vestiges are offering a skill proficiency - I hope! -it's a little easier to give stuff like a skill proficiency in a subclass, full-fledged martial weapon proficiency, or a saving throw at a high enough level. Because we countered the big risks of skill/save inflation via vestiges.)


    BONUS PROFICIENCY
    Starting at 3rd Level, You gain proficiency in the Intimidation skill.

    UNNATURAL WEAPON
    Starting at 3rd level, you gain your own physical sign that betrays your affiliation with pact magic, which you could use as weapon. The exact appearance and shape of your physical sign is up to you. You have one such disfigurement at 3rd level, and gain another another one starting at 13th level. You can choose the same sign twice, it's effects stack: When you deal damage with your unnatural weapon, you roll an additional damage die, and benefit from any additional effects a second time.
    Once you have chosen an unnatural weapon, it can not be changed. You can show or supress this sign as a bonus action. Choose one of the following options:
    • Tentacles. You grow a pair of whipping tendrils. You can attack a creature with these tentacles as an unarmed strike, dealing 1d6 bludgeoning damage on a hit.
    • Tail. You grow a muscular, prehensile tail. You can attack a creature with your tail as an unarmed strike, dealing 1d4 bludgeoning damage on a hit. Additionally, you can use your tail as an extra limb to perform very simple actions, such as opening a door or retrieving an arrow from a quiver. While you do so, it may not use it to hold a weapon or make an unarmed strike.
    • Spines. You grow a series of bony, pointed spines. You can attack a creature with your spines using an unarmed strike, dealing 1d4 piercing damage on a hit. Additionally, when you end your turn grappling a creature, you deal 1d4 piercing damage to that creature.

    The exact nature of this disfigurement is up to you, as long as it can reasonably fit as the the option you selected. Additionally, when you use the Attack action on your turn to make an unarmed strike, you can use a bonus action to make an unarmed strike with each of your other unarmed strikes once each. You don’t add your ability modifier to the damage of any of these additional attacks, unless that modifier is negative. You can not use the unattural weapon in conjuction with the normal unarmed strike described in the Player's Handbook (under Weapons)

    ALTER SKIN
    at 7th Level, you can adapt your skin and body with the aid of the slowly awakening monster with you. Changing it's hue and structure or otherwise providing an abnormal benefit. Choose from one of the following options:
    • Adaptative. you have advantage on all Constitution saving throws against environmental conditions that would cause fatigue (i.e. extreme heat or cold, high air pressure).
    • Camouflage. You can shift the color of your skin. You can attempt to hide whenever you are adjacent to a solid surface larger than you with a uniform color or simple pattern. (i.e. tall trees, stone walls, a Noble House corridor, etc.
    • Amphibious. you grow gills and fins. you can breath normally water as well as in normal air, and you gain a swim speed equal to your land speed.

    Once you have chosen your alter skin feature, it cannot be changed. You can activate and suppress this feature as an action.

    INDISCERNIBLE ANATOMY
    At 13th level, the placement and composition of your internal organs shifts to be bizarre and logic defying. You take no additional damage from critical hits.

    OTHERWORLDLY
    When you reach 17th Level, you can manifest the eldritch beast within you and can fill take it's image. For 1 minute, your type changes to Aberration, you become Large sized, and select one of the following benefits:
    • Siphoning. Once per turn, when you hit with an attack you gain from your unnatural weapon feature, you can force the target to make a constitution saving throw. If it fails, it takes 1 level of exhaustion. In addition, Whenever one or more creatures fails the saving throw against a feature you gained from binding a vestige, you regain hit points equal half your level (rounded up or down?).
    • Impervious.When you first gain this feature, Choose 3 types of damage. once you have selected them, they cannot be changed. You have immunity against damage from the types you selected. The immunities you selected do not apply to damage from magical weapons.
    • Dire. the damage dice of each of your unarmed strikes increases to d8s, if it was not already higher.

    Once you have chosen the benefit for this feature, you can not change it. You can end the effects of Otherworldly before the duration has expired. Once you have used this feature, you can not use it again until you complete a long rest.


    OCCULT FATE (Credit goes to Submortimer for the idea and design!)
    Vestiges are highly alien, frightening, and volatile beings; binding is, therefore, a rather dangerous business. Binders who follow the Occult Fate seek to stabilize their practice though ritual and study, focusing on the art and skill of binding above all else.

    Spoiler: Occult Fate - Features
    Show
    OCCULT SPECIALTY
    At 3rd level select three vestiges you know that you have made a good pact with; these vestiges must be at least 1 level lower than your highest known vestige level, and can not be higher level than 6. You can bind one of these vestiges without it counting against your daily limit of vestige levels, or number of vestiges bound. You can expel this vestige normally, but you can not renegotiate a new vestige in it's place. once you use this ability you must finish a long rest before you can do so again.
    You can select an additional vestige at 7th, 13th, and 17th level.

    OCCULT PHENOMENON
    At third level, you gain the Mage Hand Cantrip and either the Prestidigitation, Thaumaturgy, or Druidcraft cantrips.

    EMPTY VESSEL
    At 7th level, you can attempt to bind one of your Occult Speciality vestiges into either another willing host (that is not a binder) or a recently deceased humanoid or animal body, though this process takes much longer than the usual binding ritual. Following a 10 minute ritual, make a binding check with disadvantage against that vestige; success binds the target, failure binds the vestige to yourself with a bad pact. Doing so counts as if you had bound the vestige to yourself, and as such counts against your total levels of bound vestige and number of vestiges bound in a day.
    A living target you bind a vestige to gains all the benefits of having bound that vestige himself with a bad pact, but otherwise remains in control of his form. A body you bind a vestige to gains all of the abilities of the vestige in question, and is otherwise a normal creature of it's type*, acting on your initiative. The creature is not under you direct control: while it generally acts as you direct, it is treated as having both influences of the bound vestige, and will not ignore them under any circumstance, even if that results in personal harm. In either case, if the creature dies or is killed again, the bond breaks immediately; if lost in this fashion, any levels of vestige used are unusable until you finish a long rest. You cannot bind the same vestige to multiple creatures (including yourself) at the same time.
    You can place a pact on one other creature at 7th level, and an additional one at 17th level.
    Spoiler: Notes
    Show
    *if the creature is deceased/undead, why does it retain the same stat block as a living creature of it's type?


    MEDIUM
    At 13th level, you learn to channel vestiges with much greater efficiency and fluidity. When renegotiating your pacts following 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 can not exceed your maximum number of vestiges bound at one time. As well, you do not have disadvantage when attempting to re-bind an expelled vestige within 24 hours.
    After using this ability to renegotiate your pacts, you can not do so again until you finish a long rest.

    MASTER SUMMONER
    At 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 can not use this feature again until you finish a long rest.


    ELDRITCH FATE (Credit goes to Submortimer for the designing this subclass!)
    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.

    Spoiler: Eldritch Fate - Features
    Show
    PACT MAGIC*
    At 3rd level, you gain the ability to cast spells.

    CANTRIPS
    You learn two cantrips from the sorcerer spell list. You learn an additional cantrip at 8th, 13th, and 19th level.

    SPELL SLOTS
    You gain two pact magic spells slots, and an additional one at 14th level. Your spell slots are all if the same level, and always of the highest level that you can cast. you regain any expended spell slots when you finish a short rest.

    SPELLS KNOWN
    You know a number of spells from your chosen spell list as determined by the Eldritch Fate spells known table. Additionally, you can chose an additional known spell from the warlock, sorcerer, or bard spell list when you bind a vestige; you lose knowledge of that spell when that vestige departs. Spells learned in this way must be lower than or equal to the highest level spell you know. Whenever you gain a level in this class, you can replace one of the sorcerer spells you know with another spell of your choice from the sorcerer spell list. The new spell must be of a level lower than or equal to the highest level spell you can cast.
    Spoiler: Notes
    Show
    *With subclasses that grants limited access into arcane magic, such as Arcane Trickster or Eldritch Knight, their versatility in the form of spells known is likewise limited in two ways: they get substantially fewer spells known compared to the spellcasting model, and they get relatively little freedom for selecting their schools of magic. this subclass should reflect that in regards to it's model class - the warlock.


    Spoiler: Eldritch Fate Spells Known
    Show
    Eldritch Fate Spells Known

    Binder Level Spell Level Spells Known
    3rd 1 2
    4th 1 2
    5th 1 3
    6th 1 3
    7th 2 4
    8th 2 5
    9th 2 5
    10th 2 6
    11th 3 6
    12th 3 7
    13th 3 7
    14th 3 8
    15th 3 9
    16th 4 10
    17th 4 11
    18th 4 12
    19th 4 13
    20th 4 13


    SPELLCASTING ABILITY
    Charisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. The Difficulty Class for any of your Eldritch Binder spells is equal to 8 + your Charisma Modifier + your Proficiency Bonus.

    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 or multiple smaller spell slots. The total spell slot level is one lower than the level of the vestige used*. 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.
    Using this ability, you can make and use spell slots of a higher level than you normally have available. Doing so is highly dangerous: when attempting to use a slot of a higher level than you normally gain*, you must make a concentration check; failure causes the spell slot to be lost, and you trigger an effect from the Wild Magic table, presented in the sorcerer's class description in the Player's Handbook.
    Spoiler: Notes
    Show
    *This conflicts with the subclass's basic and fundamental rules of spellcasting, it makes tracking spell slots a needlessly complex issue, and infringes any hard caps on this subclass's total power.


    ANIMA SHIELD
    At 7th level, you force a bound vestige into being your personal watchdog. While you are bound to a vestige with a good pact, you add your proficiency bonus to your initiative modifier, and you cannot be surprised.

    ANIMA MARK
    At 13th level, you learn to mix your arcane power with your skills at vestige seal-crafting. During a ritual taking 1 minute, 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. The Mark disappears if you die, or if the creature bearing it dies. Once you mark a creature in this fashion, you can not 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 any spells you cast with a range of personal to affect your bonded creature as well, and you can cast spells with a range of Touch on your bonded creature as long as they are 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 can not do so again until you finish a short or long rest.


    ANIMA MASTERY
    At 17th level, you can use your vestige's bonds as a conduit to the Far Plane, gaining powerful insights at a possibly deadly cost. You can sacrifice vestige you have bound: doing so allows you to cast any warlock or sorcerer spell of the same level as the vestige you sacrificed. Sacrificing a vestige causes you to lose the abilities of that vestige, and you cannot renegotiate that 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 + 1d10 per level of the spell cast.
    Once you use this ability, you must finish a long rest before you can do so again.

    V<<<Next Post: Agmentations (Post 3)>>>V
    Last edited by Prince Zahn; 2015-10-03 at 08:41 AM.
    Quote Originally Posted by The_Jette View Post
    If you write gibberish in common, even comprehend languages won't turn it into a sonnet.
    P.Z. - gamer; friend; royalty. 'Tis a pleasure.
    <<Cynthia the Witch by me. she's a nice gal, I promise!

    My player Resume, for potential DMs to read over.


    My Extended Signature

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    Default Re: [PEACH]Fifth Edition Binder thread II (Still WIP)

    AUGMENTED PACTS

    Here are available options for the Augmented Pact class feature. There's always the option to make more if needed.

    ARMOR OF THE VOID
    You gain +1 to AC while not wearing armour. You can take this Augmented Pact multiple times, to a maximum of 3 times.

    BORN OF CHAOS
    You gain a +2 on all initiative rolls.

    ELEMENTAL RESISTANCE
    You gain resistance to one energy type: acid, cold, fire, electricity, or sonic. You can take this Augmented Pact multiple times, selecting a different energy type each time.

    IMMORTAL ESSENCE
    Your Hit Point maximum and current Hit Point total increase by 5. You can take this Augmented Pact multiple times

    OTHERWORLDLY SIGHT
    Prerequisite: Darkvision
    You can see normally in magical darkness out to 30 feet. You can take this augmented pact twice, if you do, it's distance becomes 90 feet.

    SHARED CONSCIOUSNESS
    You are immune to magical sleep effects. When you are above 0 hit points and an effect would render you unconscious, you can make a DC 15 Constitution save to avoid it.

    IMBUED REALITY
    You can cast the Phantasmal force Spell once without expending a spell slot. You regain use of this ability after you finish a long rest. You can select this Augmented Pact multiple tiomes, each time you take this pact augmentation, you gain another use of Imbued Reality before needing a long rest.

    PATRON'S SKILL
    Prerequisite: 6th level, Sealed Fate
    While you are bound to your Patron Vestige, You can attack twice, instead of once, whenever you take the attack action on your turn.

    PATRON'S BLADE
    Prerequisite: 7th level, Sealed Fate
    Your patron's power flows through your weapons. You can treat any weapon you wield that you are proficient in as magical.

    MONSTROUS FLURRY
    Prerequisite: Twisted Fate
    When you make an unarmed strike with an unnatural weapon, or an unarmed strike granted by a vestige, you can use your bonus action to make one unarmed strike with each other natural weapon you possess. You do not add your ability modifier to your damage on any of these additional attacks.

    HIDEOUS STRENGTH
    Prerequisite: 7th level, Alter Skin class feature
    When you use an Unnatural Attack to make additional unarmed strikes, you can add your ability score modifiers to damage.

    MUTABLE FORM
    Prerequisite: Twisted Fate, Binder level 10
    You can cast the Alter Self spell without using a spell slot.

    ANIMA SIGHT
    Prerequisite: Eldritch Fate, Binder level 10
    As an action, you can abandon your senses, allowing you to perceive the world through your bonded creature. This lasts for as long as you maintain concentration on it.

    ANIMA KNOWLEDGE
    Prerequisite: Eldritch Fate
    You learn one additional spell of any level you can cast from the sorcerer or warlock spell list.

    POLTERGEIST
    prerequisite: Occult Fate
    Upon binding to one of your Occult Specialty vestiges, you summon an Unseen Servant as per the spell. It remains in existence until it reaches 0 Hit points or until you break your bond with that vestige. You can select this Augmented pact multiple times.

    OCCULT BASTION
    prerequisite: Occult Fate, Binder level 10
    You and any creatures you have bound a vestige to via Empty Vessel gain a +2 bonus to a type of saving throw. You can select this Augmented Pact multiple times, selecting a different saving throw each time you take it.

    HAZY VISAGE
    prerequisite: Released Fate
    Your connection to the far realm begins distorts your corporeal form, causing creatures to mistake your location. On any turn you do not move, you can, as an action, distort space around you; Attacks against you have disadvantage while you are under this effect. This effect lasts until either you move or you are hit by an attack.

    UNFETTERED STEP
    Prerequisite: Released Fate, binder level 10
    Your ever more insubstantial form allows you to traverse the world you see with effortless ease. While under the effect of your Intangible Presence ability, you gain the benefits of the Spider Climb and Jump spells.

    V<<<Next Post: Additional Materials (Post 4)>>>V
    Last edited by Prince Zahn; 2015-10-03 at 08:30 AM.
    Quote Originally Posted by The_Jette View Post
    If you write gibberish in common, even comprehend languages won't turn it into a sonnet.
    P.Z. - gamer; friend; royalty. 'Tis a pleasure.
    <<Cynthia the Witch by me. she's a nice gal, I promise!

    My player Resume, for potential DMs to read over.


    My Extended Signature

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    Default Re: [PEACH]Fifth Edition Binder thread II (Still WIP)

    Post Reserved for anything needed: FAQs, magic items, feats, monsters, and any expanded tools for a Pact Magic themed campaign. that we can come up with that doesnt directly fall under vestiges. If you make anything to support a Binder or pact magic themed setting/adventure, post it here!

    NEW EQUIPMENT:
    Tools:
    Occult Set. (25 GP) all the tools a practitioner needs to summon a vestige are presented here. add your Proficiency Bonus when Binding with a vestige if you are proficient with these tools.
    the set includes colored candles, incense, multi-colored sands and powdered metals, a vial of ink and quill, vials of various ritual components, several pieces of chalk or coal, a ceremonial knife, and an incomplete 100-page codex script or tome containing notes on vestiges and seals.

    ------------------------------------------------------------------------------
    NEW FEATS:

    WITCH SLAYER

    Requirements: wisdom 13 or higher.
    You are trained in mind, body, and soul to persecute those who are possessed by otherworldly forces, and who share their souls with condemned forces.
    • You have advantage on all intelligence, wisdom, or Charisma checks made to find relevant information on any creature who shares a body or soul with otherworldly beings (such as binders, or creatures possessed by unwanted spirits) or has otherwise sealed a pact with an otherworldly patron in exchange for power.
    • Whenever you take the dodge action, you also have advantage on all saving throws against magic for 1 round.
    • You can spend an action to sense the general direction and amount of any occult rituals taking place within 1 mile from your current location.
    • You can cast Dispel Evil And Good once, using wisdom as your spellcasting ability. In addition, you can end the Dispel Evil and Good spell early when you hit a target with a melee weapon attack, forcing the target to be incapacitated for 1d4 rounds if they have the Pact Magic or Soul Binding Class Feature. You can not cast this spell again until you have completed a long rest.


    here's a vestige template for anyone interested in making vestiges to post here or for personal use. I swear by it, personally, but It's really more creation guidelines than anything else. If you have another idea for a vestige template, or have an upgrade to an existing template, post it and I'll add it here!
    ------------------------------------------------------------------------------
    OCCULT NPCs
    Spoiler
    Show

    NOTE: The following is best enjoyed with flashcards of vestiges and their abilities, or other form of quick powers/abilities reference. This is untested material modeled after the NPC statblocks in the Monster Manual.
    Practitioner
    Medium/small humanoid (any race), any non-good alignment

    Armor Class: 11 (Natural Armor)
    Hit Points: 9 (2d8)
    Speed: 30 ft.

    STR: 10 (+0) DEX: 10 (+0) CON: 10(+0) INT: 10 (+0) WIS: 11 (+0) CHA: 14 (+2)

    Skills: Arcana +2, Relgion +2
    Senses: passive Perception 10
    Languages: any two languages (usually common and infernal)
    Challenge 1/4 (50 XP)

    Soul Binding. The Practitioner is a 1st level Binder. It's ability for vestige related abilities is Charisma (Save DC 12, +4 to hit with Spell attacks). The Occult Initiate is bound to Dahlver-Nar and has the following Features:
    Passive: Advantage on saving throws vs. Psychic damage. Natural armor
    At will: Share Harm
    1/short rest: Maddening Moan

    ACTIONS:
    Scimitar. Melee weapon attack: +2 to hit. Reach 5 ft. One Creature. Hit: 3 (1d6) Slashing Damage

    Practitioners are pact magic servants who dabble into mysterious cults. The Practitioners are trained to use the strengths of others against them, but are secretly mocked among other cultists for their poor attention span when under Dahlver Nar's influence, and are often used as bait for more dangerous tasks.
    ---------------------------------
    OCCULTIST
    Medium/small humanoid (any race), any non-good alignment

    Armor Class: 13 (Studded Leather armor)
    Hit Points: 27 (5d8 +5)
    Speed: 30 ft.

    STR: 10 (+0) DEX: 12 (+1) CON: 13(+1) INT: 10 (+0) WIS: 12 (+1) CHA: 16 (+3)

    Skills: Arcana +2, Relgion +2, Deception +5
    Tools: any 1 type of artisan's tools.
    Senses: passive Perception 11
    Languages: any two languages (usually common and infernal)
    Challenge 2 (450 XP)

    Soul Binding. The Initiate is a 5th level Binder. It's ability for vestige related abilities is Charisma (Save DC 13, +5 to hit with Spell attacks). The Occult Initiate is typically bound to Focalor and Naberius, and would have the following Features:
    Passive: Water Breathing, Inestimable Grief(Focalor), Advantage on Intelligence and Charisma skill Checks to deliver, discover or withhold potentially useful information.
    At will: Shocking Grasp, Vicious Mockery, Noble Bloodhound, Disguise Self (1 minute casting time), Lightning Strike.
    1/ Short Rest: Focalor's Breath
    1/Long rest: Command

    REACTIONS:
    Aura of Sadness

    ACTIONS:
    Quarterstaff. Melee weapon attack: +2 to hit. Reach 5 ft. One Creature. Hit: 3 (1d6) Slashing Damage.I

    ------------------------------
    OCCULTIST LEADER
    Medium/small humanoid (any race), any non-good alignment

    Armor Class: 16 (Chain Shirt)
    Hit Points: 27 (5d8 +5)
    Speed: 30 ft.

    STR: 10 (+0) DEX: 14 (+2) CON: 9 (-1) INT: 12 (+1) WIS: 12 (+1) CHA: 17 (+3)
    Saving Throws: Wis +4, Cha +6
    Skills: Arcana +4, Relgion +4, Deception +6
    Senses: passive Perception 11, can see perfectly through darkness and magical darkness
    Languages: any two languages (usually common and infernal)
    Challenge 6 (2300 XP)

    Soul Binding. The Initiate is a 9th level Binder. It's ability for vestige related abilities is Charisma (Save DC 14, +6 to hit with Spell attacks). The Occult Initiate is bound to Tenebrous and Paimon, and has the following Features:
    Passive: Advantage on Charisma (performance) to dance, tumble or whirl while holding a finesse weapon, Slay Light feature
    At will: Blade Ward Cantrip, Grave Darkness, +1d4 Cold or Necrotic damage with melee weapon attack
    Short or Long Rest: Combat Superiority, Dance of Death (See Paimon).

    REACTIONS
    Blink (See Tenebrous) 1/Long Rest.

    ACTIONS:

    Multiattack. The Occult Leader can make two rapier attacks as an action.

    Rapier. Melee weapon attack: +5 to hit. Reach 5 ft. One Creature. Hit: 7 (1d8+2) Slashing Damage (+ 1d4 Cold or Necrotic damage.)


    ------------------------------------------------------------------------------
    Spoiler: Prince Zahn's vestige template
    Show
    NAME
    Title
    ___ Level vestige
    DC:
    Seal:
    Sign:
    Manifestation:
    Granted Abilities - the section below. at least one of these abilities should be unique to the binder.

    PROFICIENCIES
    Any necessary proficiencies, including tools, armor, weapons, languages (but not secret languages), avoid skill and save proficiencies at all costs. Those are a rare and difficult commodity, and given the class has so many moving parts and so much that could go wrong, it is best kept that way.

    1 Ribbon, and/or advantage on theme-appropriate checks. (Only give skill proficiencies to heavy skill-based vestiges.) this also includes secret languages but is not limited to it. (For those unaware of the term, a ribbon is what the R&D team in WotC call small, fluff-driven features with little if any mechanical impact. They are usually harmless or situational enough not to be considered part of balancing a class, but be careful not to make a decorative feature too powerful.

    1 situational feature, ideally offering versatility. Some more powerful vestiges may have a safety-net ability instead (I.e. abilities like the Monk's perfect Self, that help you can rely on to get you through an adventuring day easier, or aid to your general survivability/stamina.)

    1 at-will ability or cantrip of the appropriate level. Or 2 for 1st level vestiges.

    2 features, (or spells,) that recharge with rest that are level appropriate for the binder's level when the vestige is first attained. One of which can get stronger or provides additional uses at higher levels. Exceptionally high-level vestiges may get an ability that renews when rolling initiative instead.


    PACT INFORMATION:

    (retelling of the legend in a spoiler labeled "Legend"". if you want to go the extra mile, you can make changes you think would improve upon it's original, published counterpart in the sourcebooks,or write the legend in your own words (like I do!) but Copy/paste also suffices. notable factors when binding with a vestige.)

    (A paragraph or so, describing the vestige's likes and dislikes, and other things a Binder might do that gets him rolling with dis/advantage to bind the vestige.)

    If you make a poor pact with ___________, he influences your personality in one of the following ways:
    Influence Description
    (Personality Trait/Ideal/Bond/Flaw) (Influence A)
    (Personality Trait/Ideal/Bond/Flaw) (Influence B)
    (This section is basically 2 (or sometimes more) ways a vestige could influence the binder when making a poor pact. Having a vestige's influence is essentially taking on a new Trait/ideal/bond/flaw for the day, with the exact same benefits and drawbacks of playing upon it. If you can mimic the formal lingo like in the PHB, it would be even better!
    That being said, please avoid adding more flaws to a character for the first few levels of play. Likewise, avoid mixing crunchy mechanics and rules into a vestige's Influence beyond those you would see in a character's Role Playing, just like traits/ideals/etc. The biggest system incentive is Inspiration!)
    Spoiler: copyable code
    Show


    HTML Code:
    [SIZE=5][B]NAME[/B][/SIZE]
    [B][I]Title[/I][/B][I][/I]
    [I]___ Level vestige [/I]
    [B]DC: [/B]
    [B]Seal: [/B]
    [B]Sign:[/B]
    [B]Manifestation:[/B]
    
    PROFICIENCIES 
    
    (RIBBON/ADVANTAGE)
    
    (SITUATIONAL FEATURE)
    
    (AT-WILL FEATURE OR CANTRIP A)
    
    (AT-WILL FEATURE OR CANTRIP B) [ONLY IF DEEMED NECESSARY]
    
    (REST-POWERED FEATURE A)
    
    (REST-POWERED FEATURE B)
    
    PACT INFORMATION:
    (LEGEND IN SPOILER)
    
    (POSSIBILITIES FOR ADVANTAGE AND DISADVANTAGE ON BINDING __________)
    
    If you make a poor pact with ___________, he influences your personality in one of the following ways:
    [TABLE="class: grid, width: 500"]
    [TR]
    [TD] Influence [/TD]
    [TD][B] Description[/B][/TD]
    [/TR]
    [TR]
    [TD][B] (Personality Trait/Ideal/Bond/Flaw) [/B][/TD]
    [TD](Influence A)[/TD]
    [/TR]
    [TR]
    [TD][B] (Personality Trait/Ideal/Bond/Flaw)[/B][/TD]
    [TD](Influence B)[/TD]
    [/TR]
    [/TABLE]



    BINDER THREAD FAQ:
    >>>How Many Vestiges do I get?

    Spoiler: A:
    Show
    Depends on multiple things, but most importantly it depends on how you and your DM agree to address vestiges. For more information, check the Behind the Curtain with the same title in the original post.

    >>>This class is way too O.P./U.P.!
    Spoiler: A:
    Show
    Thank you for raising your opinion, but it's not going to help us get anywhere in the least if you don't tell us exactly what the problem is. Also, do you have any ideas on how we could solve or alleviate the problem you pointed out? If you can figure it out before us, that would speed up our bug-clearing process tenfold!

    >>>Why is [Vestige_name] filed under one category in the Vestige Codex and not under a different one?
    Spoiler: A:
    Show
    First of all, you are free to ask this, as it is indeed a good and valid question for the most part, vestiges that were/are adapted from D&D 3.5e's canon, and were previously published by Wizards of the Coast, are a higher priority to the 5th edition Binder's completion than new and original or "fan" vestiges (though fan-made stuff is always nice every now and then!) whereas miscellaneous vestiges are sorted alphabetically, standard vestiges are also sorted by the power level they are designed for. You are free to point out any injustice, but unless there really is a technical error, you should know that I have, in fact, given the filing system in the Vestige Codex a fair deal of thought.

    >>>But this vestige is too awesome to be in the misc. category!
    Spoiler: A:
    Show
    I think there's a misconception here. If your vestige winds up in the Misc. category, it is neither insult to your work, nor to the quality of the concept and it's execution. The misc. Category is practically our supplemental grab-bag, from which fans and whimsical designers alike can channel their creative energy into the things they love and admire in the form of a binder vestige, so that players and DMs could cherry pick any or all of those vestiges the admire for when they want something special for their campaigns. If you want to make a vestige based on a MLP:FIM character, for instance, it'll get equal treatment from an editing standpoint, but it will eventually be filed in the Misc. Vestiges for the exclusive enjoyment of people who share your opinions and admiration for it. I strongly doubt you could make a compelling enough argument that your fan vestige should be with the standard Vestiges, because truth be told not everybody would necessarily like nor share appreciation for the homage as much as you do, and you have to tolerate and respect that.

    >>>But---!
    Spoiler: A:
    Show
    I said YOU HAVE TO TOLERATE AND RESPECT THAT!

    ...
    Nah, but seriously, don't badger me about stuff after I make my decision. Respect my opinion as director and the original poster who takes time out of his day to keep the project up to date. If you don't like it, address me politely about it via PM or something. but don't make a fuss about it if I disagree with you, it's not personal.

    >>>Can/May I make a vestige?
    Spoiler: A:
    Show
    Well of course you can and may! In fact, I, personally, welcome YOU to get your feet wet and join us! If you have any questions to how it works, or are unsure about what mechanics to use, what our regulations and formats are, or even what vestige to make, don't hesitate to ask!

    >>>Wait a minute, did you just say regulations?
    Spoiler: A:
    Show
    Oh, that... it's nothing to worry about! We'll guide you through the works where necessary. It's pretty much all mentioned as you read on in the discussion thread, and it expands as we discover more bugs in the system. things like how many vestiges should have a particular, stacking ability; or How to write a vestige's influences; the problems with offering skill and save proficiencies via vestiges; et cetera. You will find it all by reading into our conversations.
    Worst case scenario: the thread gets really, really long, and I'll take the time to compile the many guidelines in making a vestige that we've accumulated over the lord-knows-how-longs!

    >>>I just want to say I love this class! You guys are doing a great job!
    Spoiler: A:
    Show
    Aww, thanks! the project that I - and every person here - contributed to, is truly an enormous one, and it's your kind words that keep us going. Go ahead, tell us more about what you like about the Binder. What do you look forward in seeing from the Binder? Trust me, We'll never get tired of hearing about it!

    >>>I have a question...
    Spoiler: A:
    Show
    Awesome! It shows me that I caught your interest if you have any question, don't be shy about it! I look forward to hearing any questions you might have, even the hard ones.
    Worst case scenario, if you are too shy to ask the massive thread, you can ask me personally. I'm available via PM 90% of the time, and if it's full, I make room shortly after I find out about that. At your request, I can also be discreet about it, just as long as we aren't breaking forum rules here, eh?


    Other than that, this should be about everything I need, I reckon. You may post any comments, critiques, questions or contributions!
    Last edited by Prince Zahn; 2015-10-03 at 07:49 AM.
    Quote Originally Posted by The_Jette View Post
    If you write gibberish in common, even comprehend languages won't turn it into a sonnet.
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    Default Re: [PEACH]Fifth Edition Binder Class II (Still WIP)

    Quote Originally Posted by Prince Zahn View Post
    What level was this test, Doctor?
    Just level 1, sadly.


    EDIT: Heh, still creeped out by the Lama, I see.
    Last edited by The_Doctor; 2015-07-29 at 09:45 AM.
    Quote Originally Posted by Prince Zahn View Post
    Sometimes it's easy to forget this isn't for 3.5 anymore #Shocking revelation.
    Binders are fun!
    My 5e Vestiges: Amon, Dahlver-Nar, Focalor, Primus, Marchosias, Halphax, and some other non-canon ones.

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    Default Re: [PEACH]Fifth Edition Binder Class II (Still WIP)

    Quote Originally Posted by The_Doctor View Post
    I have tested the binder!

    He was the BBEG for the campaign, so I gave him a few extra HP, but that's it. The he managed to almost 1-hit K.O. the cleric of the group with Amon's fire breath (one round hold time). The cleric countered with some spell that did like 30 points of damage and then killed him. He then then used Sacred Flame a lot and incinerated the body.

    The idjits killed someone I intended to be a recurring villain... or did they?
    ^Context^

    The way Amon's breath is made, I intended it to be worth it's rounds in uses of Cantrips (in a 15 foot cone, though). From that combat scene, how do you think the vestige stood in terms of balance?
    Quote Originally Posted by The_Jette View Post
    If you write gibberish in common, even comprehend languages won't turn it into a sonnet.
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    wink Re: [PEACH]Fifth Edition Binder Class II (Still WIP)

    Bumping the thread.
    Currently working on filling out the blanks in the Binder's Fates. Starting with a serious retooling (and long awaited completion–) of the Warped Binder.

    As it turns out, my visions for what the binder should do with his subclasses, and what Anaximander thought he should do with it were not too far apart. however, I intend to take at least the Warped Binder a step further - whereas the original involved the binder having his own physical signs that could be used to his advantage, I intend to take it a step further by gradually turning the binder into a monster! Mwahahaha...ha!

    The version I'm making right now should be kind of like "at level X choose from the following options", so that you can better become a monster on your own terms. The format is similar to the totem barbarian and hunter ranger.

    As things are right now, The Warped Binder has a "natural attack" that grows stronger if you are bound to vestiges whose signs meet a broad prerequisite. A bite attack gets poison, a ram attack gets to shove a creature in addition to an attack, the third option is claws, which I'm not sure what to do with them yet. (Any and all ideas and suggestions are welcome!)

    I think I got the level 7 feature covered, but for level 13 I want something big, like a rest powered ability to change from a biped to quadrupedal, or serpentine, or... Maybe Oozelike? What kind of benefits might these entail, anyway? If anyone wants to help come up with that, they are welcome to contribute!


    In the meantime, we could always use more Vestiges! If anyone has any questions about the class or vestiges, or wants to make one of their own, that would be awesomesauce!
    Quote Originally Posted by The_Jette View Post
    If you write gibberish in common, even comprehend languages won't turn it into a sonnet.
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    Default Re: [PEACH]Fifth Edition Binder Class II (Still WIP)

    You got a Priest and a Mage and an archmage jn the MM. Why not a Binder and an Archbinder?
    Quote Originally Posted by RodrigoAlves
    Once a player almost fell into a trap full of spikes. He asked me "how much damage would a spike do?"
    I said "Instant death"
    Then, he grabbed a spike and used it as a weapon for the rest of the adventure.

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    Default Re: [PEACH]Fifth Edition Binder Class II (Still WIP)

    Quote Originally Posted by ImSAMazing View Post
    You got a Priest and a Mage and an archmage jn the MM. Why not a Binder and an Archbinder?
    Hmm... I like that idea yes... It should basically be a few fairly streamlined stat blocks, probably comparable in power to the templates you mentioned, for DMs to quickly implement a pact magic encounter. I can imagine this helping playtesting considerably
    Quote Originally Posted by The_Jette View Post
    If you write gibberish in common, even comprehend languages won't turn it into a sonnet.
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    Default Re: [PEACH]Fifth Edition Binder Class II (Still WIP)

    I'm ready for another vestige project. Which one should I work on next? And which level should I make it?

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    Default Re: [PEACH]Fifth Edition Binder Class II (Still WIP)

    Quote Originally Posted by Scarce View Post
    I'm ready for another vestige project. Which one should I work on next? And which level should I make it?
    We don't have any 6th or 8th level vestiges, though all the even number levels are a little low.
    Some examples of ToM vestiges that I think might be cool to see:
    Spoiler
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    Haagenti,
    Andras
    Buer
    Dantalion
    Geryon
    Chupoclops
    Haures
    Ipos
    Shax
    Zagan
    Eligor
    Orthos

    (I would also want to give mention to psionic vestiges, since 5e psionic stuff are pretty popular right now, but they will likely be subject to further changes if/when WotC changes how psionics work.)

    Unless you have another idea, or want to make something non-canon
    Last edited by Prince Zahn; 2015-08-01 at 02:31 AM.
    Quote Originally Posted by The_Jette View Post
    If you write gibberish in common, even comprehend languages won't turn it into a sonnet.
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    Default Re: [PEACH]Fifth Edition Binder Class II (Still WIP)

    Quote Originally Posted by Prince Zahn View Post
    Hmm... I like that idea yes... It should basically be a few fairly streamlined stat blocks, probably comparable in power to the templates you mentioned, for DMs to quickly implement a pact magic encounter. I can imagine this helping playtesting considerably
    It will help indeed, since I can and want to use it in my campaign. Make it done before next saturday
    Quote Originally Posted by RodrigoAlves
    Once a player almost fell into a trap full of spikes. He asked me "how much damage would a spike do?"
    I said "Instant death"
    Then, he grabbed a spike and used it as a weapon for the rest of the adventure.

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    Default Re: [PEACH]Fifth Edition Binder Class II (Still WIP)

    Quote Originally Posted by ImSAMazing View Post
    Make it done before next saturday

    Not really used to taking orders, but I'll see if I can fit it into my schedule.

    Are there any particular vestiges you would prefer them to use? Any specific Challenge ratings to aim for? What level is your party when this stuff is relevant?
    Last edited by Prince Zahn; 2015-08-01 at 04:24 AM.
    Quote Originally Posted by The_Jette View Post
    If you write gibberish in common, even comprehend languages won't turn it into a sonnet.
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    Default Re: [PEACH]Fifth Edition Binder Class II (Still WIP)

    Quote Originally Posted by Prince Zahn View Post

    Not really used to taking orders, but I'll see if I can fit it into my schedule.

    Are there any particular vestiges you would prefer them to use? Any specific Challenge ratings to aim for? What level is your party when this stuff is relevant?
    CR 4-5. Party is lvl 4, but they are buffed with items so they should be able to handle a CR 5 creature. It should be the bossfight of the Dungeon. The dungeon is about Abberations, so maybe an Aberation Vestiges Binder?
    Quote Originally Posted by RodrigoAlves
    Once a player almost fell into a trap full of spikes. He asked me "how much damage would a spike do?"
    I said "Instant death"
    Then, he grabbed a spike and used it as a weapon for the rest of the adventure.

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    Default Re: [PEACH]Fifth Edition Binder Class II (Still WIP)

    Is there a reason that the Vestige Progression is the same as Spell Progression for a full caster until level 9 and then changes? Seems odd that you're one level out of sync from then on, and vestige level 4 is the only one you're stuck on for three binder levels.

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    Default Re: [PEACH]Fifth Edition Binder Class II (Still WIP)

    Quote Originally Posted by ImSAMazing View Post
    CR 4-5. Party is lvl 4, but they are buffed with items so they should be able to handle a CR 5 creature. It should be the bossfight of the Dungeon. The dungeon is about Abberations, so maybe an Aberation Vestiges Binder?
    You might have to work out the abberation part on your own, but I'll see what I can do on wednesday (see below)

    Quote Originally Posted by PotatoGolem View Post
    Is there a reason that the Vestige Progression is the same as Spell Progression for a full caster until level 9 and then changes? Seems odd that you're one level out of sync from then on, and vestige level 4 is the only one you're stuck on for three binder levels.
    for one thing I tried to somewhat avoid linear progression where you just happen to get both a new vestige level and can hold another vestige at once. Instead, At level 9, you get to bind a 3 vestiges at once, and Adamant Mind, which can be quite valuable down the line. Then you 5th level vestiges at level 10, and then the progression continues. That's a move that might need a little playtesting down the line.
    ===========================
    Anyway, I just wanted to say that starting tomorrow I'm going away for 3 days, and I don't know what the internet connection will be like. I'll try to stay informed but I can't guarantee I'll answer PMs or posts until I return. However, If anybody has any questions or things to point out, leave them here and I'll answer them as soon as I can!
    Quote Originally Posted by The_Jette View Post
    If you write gibberish in common, even comprehend languages won't turn it into a sonnet.
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    Default Re: [PEACH]Fifth Edition Binder Class II (Still WIP)

    Hey, I'm back! And with a completed Focalor, too:

    Spoiler
    Show
    FOCALOR
    Prince of Tears
    3rd Level Vestige


    Bind DC: 16
    Special Requirement: Focalor’s seal must be drawn with a liquid medium.

    Manifestation: Focalor manifests slowly, appearing first as a single tear that drops from thin air to strike the ground. Next his weeping eyes appear, and gradually his whole body becomes visible. Focalor looks like a handsome human male whose face is twisted by grief. He wears no clothes, but he cloaks his body in the griffon wings that grow from his back and shudder with each of his wracking sobs.

    Sign: While you serve as host to Focalor, your eyes constantly weep, regardless of your mood or thoughts.

    Abilities:

    Focalor's Breath: As a standard action, you can exhale towards a living target within 30 feet. The target must make a Constitution save or be blinded as if by the Blindness/Deafness spell. You can use this ability once per short rest.

    Water Breathing: For as long as you are bound to Focalor, you can breathe water as though you were under the effects of the Water Breathing spell.

    Electrifying Touch: You gain the Shocking Grasp cantrip.

    Inestimable Grief: While you display Focalor's sign, the sorrow that paints both your visage and your spirit makes you difficult to read. Insight or Perception checks attempting to discern your emotions or intentions have disadvantage, and you have advantage on saves against Detect Thoughts or similar effects that would read your mind.

    Lightning Strike: Once per round as a standard action, you can call down a bolt of lightning that strikes any target you designate, as long as it is within 60 feet. The lightning bolt deals 3d6 points of lightning damage. A successful Dexterity save halves this damage. This ability functions outdoors, indoors, underground, and even underwater. At 10th level, the damage increases to 4d6, and at 14th level, the damage further increases to 5d6 and the range increases to 120 feet.

    Aura of Sadness: You emit an aura of depression and sadness that can overtake even the most strong-willed of creatures. When a creature within 5 feet of you hits with an attack roll, you can use your reaction to sap its fighting spirit with feelings of guilt and misery. Until the end of its next turn, you can choose to impose disadvantage on one attack roll, ability check, or saving throw it makes. A creature with an Intelligence score of 4 or less isn’t affected.

    Influence:
    Personality Trait: You feel morose, and rarely smile or find cause to laugh.
    Personality Trait: Whenever you kill a creature, as soon as you have a peaceful moment, you take a round to says a few words of sorrow and regret for the life you cut short.


    Decided to have Lightning Strike scale up 1d6 per 2 vestige levels, to a max of 5d6. It does slightly outdamage cantrips, but my reasoning for that is that you're devoting a portion of your main class feature to it rather than just having a cantrip available to cast whenever.

    Still tweaking Ronove (Far Hand is a huge block of text in the original version and now I see why), and beginning to work on Otiax. Fist of Unbroken Air seems appropriate enough for Otiax's Air Blast, but I don't want to give the Binder a ki pool and once per rest seems kind of weak. Any suggestions? Should I build a new ability (melee spell attack at a 10ft reach for XdY bludgeoning, possibly multiple attacks at higher levels?) or figure out some way to incorporate FoUA?
    Last edited by Spiriah; 2015-08-16 at 09:43 AM.

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    Default Re: [PEACH]Fifth Edition Binder Class II (Still WIP)

    I've got a 50% or so Ipos. Let's call it a level 2 vestige, unless it needs more power.

    Spoiler: Ipos
    Show
    Ipos
    King of Fools
    Sign: You grow long, black, clawlike nails.

    Planar Attenuation
    Choose a plane of existence other than the Material Plane when you bind Ipos. You may move and act on that plane as if you were a native, and do not take penalties associated with being a non-native to this plane.

    Cold Iron Claws
    Your fingernails harden into cold iron, granting you a claw attack with each hand. Your unarmed strikes deal 1d4 slashing damage and count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. At 12th level, this damage increases to 1d6.
    Additionally, when you use the Attack action with an unarmed strike on your turn, you can make one unarmed strike as a bonus action.

    Flash of Insight
    As a bonus action on your turn, you gain truesight until the beginning of your next turn.

    Ipos's Influence
    When an ability you granted to you by binding another vestige calls for a creature other than yourself to make a saving throw, that creature has disadvantage. After using this ability, you cannot use it again until you complete a long rest.

    Rend
    When you hit a creature with both your claw attacks on your turn, you can deal an additional 2d6 slashing damage. After using this ability, you must finish a short long rest before using it again. At 7th level, this damage increases to 3d6.

    PACT INFORMATION:
    Spoiler: Legend
    Show
    As a mortal scholar of deities and the planes, Ipos discovered vestiges and the process of binding long before their rediscovery in the current age. Although binder lore gives conflicting accounts of Ipos’s race and nation of origin, the legends agree that he was a mighty spellcaster with the power to travel the planes in his pursuit of knowledge.
    Although he was interested in all subjects, Ipos had a particular passion for discovering the nature of the planes, magic, and the gods. Through his study of these topics, Ipos sought to discover the planar order—the set of fundamental laws within which the multiverse operated. Ipos did a magnificent job with his research, and his discoveries have been passed down through the generations. Yet he left such an incomplete vision of reality that later scholars and explorers had to expand upon his body of work. In the midst of his investigations, Ipos stumbled across vestiges and drowned in the depth of this knowledge. He could not conceive of beings that did not exist in some place, or that could not be reached via the planes or by deities. He became obsessed with finding the plane upon which the vestiges resided. He dropped the study of all other topics and threw himself into the task of finding a way to the realm of the vestiges. No one knows what happened after he made this mission his focus, but the fact that he now exists as a vestige lends credence to the idea that he discovered what he sought.


    If you make a poor pact with Ipos, it affects your personality in one of the following ways:
    Flaw: If a creature shows interest in a topic in which I am knowledgeable, I must truthfully, and at length, edify them.
    Personality Trait: I think highly of my intellect and feel contempt toward those who question my assumptions and conclusions.

    Last edited by Scarce; 2015-09-23 at 11:59 AM.

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    Default Re: [PEACH]Fifth Edition Binder Class II (Still WIP)

    It's time for my Binder monsters!
    Quote Originally Posted by RodrigoAlves
    Once a player almost fell into a trap full of spikes. He asked me "how much damage would a spike do?"
    I said "Instant death"
    Then, he grabbed a spike and used it as a weapon for the rest of the adventure.

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    Default Re: [PEACH]Fifth Edition Binder Class II (Still WIP)

    Hey I'm back guys!
    On to business!

    @Sam: some NPCs you could use for playtesting are at the bottom of this post, do what you have to do to get them to feel right for your campaign. I'd save the last one for towards the very end, as he may be a little bit too rough for your guys at CR 5. If you want to use it anyway, consider getting your players to level 6 beforehand. They are mostly tough adaptations of existing MM NPCs so hopefully that won't be nearly as much of the experimental factor as the vestiges are.

    @Ipos: it's a great start, I don't know what level you're registering him as so I won't dwell on that.
    it's best we steer from the once in X rounds mechanic, as we don't know how that would interact with 5E. I would rather make the Truesight effect an at-will action that lasts for 1 round.
    On Ipos's influence, keep it rest powered, as it is quite strong. Consider adding another use of it 5-7 levels ahead. Maybe more than +1...

    @Spiriah I'll be in touch with you over what I think we could do with Ronove. I need a little time to think about that though.

    NPCs
    Spoiler
    Show

    NOTE: The following is best enjoyed with flashcards of vestige a and their abilities, or other form of quick powers/abilities reference. This is untested material and could bear unpredictable results. Use with caution.
    Practitioner
    Medium/small humanoid (any race), any non-good alignment

    Armor Class: 11 (Natural Armor)
    Hit Points: 9 (2d8)
    Speed: 30 ft.

    STR: 10 (+0) DEX: 10 (+0) CON: 10(+0) INT: 10 (+0) WIS: 11 (+0) CHA: 14 (+2)

    Skills: Arcana +2, Relgion +2
    Senses: passive Perception 10
    Languages: any two languages (usually common and infernal)
    Challenge 1/4 (50 XP)

    Soul Binding. The Practitioner is a 1st level Binder. It's ability for vestige related abilities is Charisma (Save DC 12, +4 to hit with Spell attacks). The Occult Initiate is bound to Dahlver-Nar and has the following Features:
    Passive: Advantage on saving throws vs. Psychic damage. Natural armor
    At will: Shield Self
    1/short rest: Maddening Moan

    ACTIONS:
    Scimitar. Melee weapon attack: +2 to hit. Reach 5 ft. One Creature. Hit: 3 (1d6) Slashing Damage

    Practitioners are pact magic servants who dabble into mysterious cults. The Practitioners are trained to use the strengths of others against them, but are secretly mocked among other cultists for their poor attention span when under Dahlver Nar's influence, and are often used as bait for more dangerous tasks.
    ---------------------------------
    OCCULTIST
    Medium/small humanoid (any race), any non-good alignment

    Armor Class: 13 (Studded Leather armor)
    Hit Points: 27 (5d8 +5)
    Speed: 30 ft.

    STR: 10 (+0) DEX: 12 (+1) CON: 13(+1) INT: 10 (+0) WIS: 12 (+1) CHA: 16 (+3)

    Skills: Arcana +2, Relgion +2, Deception +5
    Tools: any 1 type of artisan's tools.
    Senses: passive Perception 11
    Languages: any two languages (usually common and infernal)
    Challenge 2 (450 XP)

    Soul Binding. The Initiate is a 5th level Binder. It's ability for vestige related abilities is Charisma (Save DC 13, +5 to hit with Spell attacks). The Occult Initiate is bound to Focalor and Naberius, and has the following Features:
    Passive: Water Breathing, Inestimable Grief(Focalor), Advantage on Intelligence and Charisma skill Checks to deliver, discover or withhold potentially useful information.
    At will: Shocking Grasp, Vicious Mockery, Noble Bloodhound, Disguise Self (1 minute casting time), Lightning Strike.
    1/ Short Rest: Focalor's Breath
    1/Long rest: Command (3 targets)

    REACTIONS:
    Aura of Sadness

    ACTIONS:
    Quarterstaff. Melee weapon attack: +2 to hit. Reach 5 ft. One Creature. Hit: 3 (1d6) Slashing Damage.I

    ------------------------------
    OCCULTIST LEADER
    Medium/small humanoid (any race), any non-good alignment

    Armor Class: 16 (Chain Shirt)
    Hit Points: 27 (5d8 +5)
    Speed: 30 ft.

    STR: 10 (+0) DEX: 14 (+2) CON: 9 (-1) INT: 12 (+1) WIS: 12 (+1) CHA: 17 (+3)
    Saving Throws: Wis +4, Cha +6
    Skills: Arcana +4, Relgion +4, Deception +6
    Senses: passive Perception 11, can see perfectly through darkness and magical darkness
    Languages: any two languages (usually common and infernal)
    Challenge 6 (2300 XP)

    Soul Binding. The Initiate is a 9th level Binder. It's ability for vestige related abilities is Charisma (Save DC 14, +6 to hit with Spell attacks). The Occult Initiate is bound to Tenebrous and Paimon, and has the following Features:
    Passive: Advantage on Charisma (performance) to dance, tumble or whirl while holding diners weapon, Slay Light feature
    At will: Blade Ward Cantrip, Grave Darkness, +1d4 Cold or Necrotic damage with melee weapon attack
    Short or Long Rest: Combat Superiority, Dance of Death (See Paimon).

    REACTIONS
    Blink (See Tenebrous) 1/Long Rest.

    ACTIONS:

    Multiattack. The Occult Leader can make two rapier attacks as an action.

    Rapier. Melee weapon attack: +5 to hit. Reach 5 ft. One Creature. Hit: 7 (1d8+2) Slashing Damage (+ 1d4 Cold or Necrotic damage.)
    Last edited by Prince Zahn; 2015-08-05 at 05:25 PM.
    Quote Originally Posted by The_Jette View Post
    If you write gibberish in common, even comprehend languages won't turn it into a sonnet.
    P.Z. - gamer; friend; royalty. 'Tis a pleasure.
    <<Cynthia the Witch by me. she's a nice gal, I promise!

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    Default Re: [PEACH]Fifth Edition Binder Class II (Still WIP)

    @Ipos: I changed a few things, added Rend, and filled it to the brim with flavor text. Hopefully it has enough power to be level 2.

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    Default Re: [PEACH]Fifth Edition Binder Class II (Still WIP)

    Got another one.

    Spoiler: Andras
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    Andras
    The Grey Knight
    4th Level Vestige
    Sign: You sprout two useless, gray-feathered wings from your back. The wings are small enough to be hidden beneath a shirt or cloak, but doing so makes you appear hunchbacked.

    Bonus Proficiencies
    While you are bound to Andras, you are proficient with the greatsword, lance, longsword, and rapier.

    Find Steed
    You can cast the spell find steed at will. When your pact with Andras ends, your steed is dismissed.

    Saddle Sure
    Also, instead of rolling checks for the Handle Animal skill, you can use 10 + your Handle Animal modifier as the result.

    Improved Critical
    Your melee weapon attacks score a critical hit on a roll of 19 or 20.

    Sow Discord
    Andras grants you the ability to sow discord among your enemies. As a bonus action when a creature you can see makes an attack, you can force that creature to make a Wisdom saving throw. On a failed save, the creature instead attacks a creature you choose within its attack range.
    You can use this feature a number of times equal to your Charisma modifier. You regain all expended uses on a long rest.

    Smite Foe
    You can attempt to slay your enemy with a single powerful blow. When you make a melee attack on your turn, you can choose to make this attack with disadvantage to attempt to slay your target. On a hit, you deal an additional 6d6 damage. If this attack reduces your target to 0 hit points, you can make additional attack against a creature within your reach. After successfully hitting a target with this ability, you must complete a long rest before using it again.

    Spoiler: Legend:
    Show

    Andras was once an elf paladin famed for his prowess in battle and his implacable dedication to doing what was right and good for all. A series of misjudgments and misfortunes broke Andras’s faith in both himself and his deity, however, and he became a blackguard.
    During his subsequent service to the dark gods, his infamy rapidly outgrew his fame, and his name was whispered in fear. After nearly three hundred years of almost constant battle on behalf of both good and evil, Andras grew tired of both causes. In the midst of a duel in the key battle of a great war, he simply dropped his weapon and left, never to be seen alive again. Sages speculate that after his betrayal of both causes, he was no longer welcome in any god’s realm, and thus his soul was condemned to become a vestige.

    If you make a poor pact with Andras, he influences your personality in one of the following ways:
    Personality Trait: I am listless and emotionally remote.
    Flaw:I tire of combat quickly. Without warning, I may simply drop my weapon and retire from battle.

    I think I've addressed all of Zahn's problems. Still not sure if the power is on par for 4th level.
    Last edited by Scarce; 2015-08-23 at 08:46 PM.

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    Default Re: [PEACH]Fifth Edition Binder Class II (Still WIP)

    Quote Originally Posted by Scarce View Post
    @Ipos: I changed a few things, added Rend, and filled it to the brim with flavor text. Hopefully it has enough power to be level 2.
    It will be very hard to keep Ipos balanced at level 2 if you wish to offer Truesight, especially if it's easy to use.
    Also: imposing disadvantage for free is also pretty strong.
    Overall, I think Ipos is 1 of those vestiges who sits most comfortably in his default level (6th), because around the levels you receive a 6th level vestige the interplanar travel and traveling to the ethereal realm can potentially become more relevant, True Seeing is also a 6th level spell, which makes it our best reference point, unless you make some key nerfing.

    Quote Originally Posted by Scarce View Post
    Got another one.

    Spoiler: Andras
    Show
    Andras
    The Grey Knight
    4th Level Vestige
    Sign: You sprout two useless, gray-feathered wings from your back. The wings are small enough to be hidden beneath a shirt or cloak, but doing so makes you appear hunchbacked.

    Bonus Proficiencies
    While you are bound to Andras, you are proficient with the greatsword, lance, longsword, and rapier. You are also proficient in Athletics, Acrobatics, and Animal Handling.

    Find Steed
    You can cast the spell find steed at will.

    Improved Critical
    Your weapon attacks score a critical hit on a roll of 19 or 20.

    Sow Discord
    Andras grants you the ability to sow discord among your enemies. As an action, select 1 creature you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, the target is charmed by you for up to 1 minute while you concentrate on the effect. The charmed target must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose. The target can act normally on its turn if you choose no creature or if none are within its reach.
    Also, the target can make a Wisdom saving throw at the end of each of its turns. On a success, the effect ends. After using this ability, you must complete a short or long rest before using it again.
    [Not sure if I'm super happy with the way this came out. The original ability was basically crown of madness, so I mostly copied that text.]

    Smite Foe
    You can attempt to slay your enemy with a single powerful blow. When you make an attack on your turn, you can choose to make this attack with disadvantage. On a hit, you deal an additional 6d6 damage. After using this ability, you must complete a long rest before using it again.
    [I don't love this one either, but I can't figure out how to make a paladin's smite work in this edition without spell slots.]

    Spoiler: Legend:
    Show

    Andras was once an elf paladin famed for his prowess in battle and his implacable dedication to doing what was right and good for all. A series of misjudgments and misfortunes broke Andras’s faith in both himself and his deity, however, and he became a blackguard.
    During his subsequent service to the dark gods, his infamy rapidly outgrew his fame, and his name was whispered in fear. After nearly three hundred years of almost constant battle on behalf of both good and evil, Andras grew tired of both causes. In the midst of a duel in the key battle of a great war, he simply dropped his weapon and left, never to be seen alive again. Sages speculate that after his betrayal of both causes, he was no longer welcome in any god’s realm, and thus his soul was condemned to become a vestige.


    If you make a poor pact with Andras, he influences your personality in one of the following ways:
    Personality Trait: I am listless and emotionally remote.
    Flaw: I tire of combat quickly, and will drop any weapon I carry and retire from any lasting longer than 10 rounds. I will return to battle no earlier than 1d10 rounds later.


    As it stands, I'm happy with how brief things are, though there's a couple of things in here I'd like a second opinion on. Also, I'm not sure how it stacks up as a 4th level.
    This is by far more progress than I made on Andras! Here are some notes:

    • Please refrain from giving away free skill proficiencies, as I've requested multiple times throughout this project.
    • The problem with Find Steed is that once you summon a steed with it, you can keep the steed indefinitely. It's part of the spell, and has nothing to do with the vestige's time limit. I reccomend either ruling a way around that (I.e. the horse being dismissed when the pact ends and/or only being able to call the steed again next time you form the pact), or switching to a spell like phantom steed (and limiting how many steeds you can summon with it if 31st will)
    • I don't see much harm in Improved Critical, except that it steps on the champion's uniqueness.
    • Sow discord.... It's Crown of Madness, right? I think the fundamental problem between it and Andras is that Charmed is a low level buff. I think we can improve on it by (instead of forcing to attack) saying that (don't necessarily phrase RAW like I am writing, btw): the target actively fights and acts on his enemies' side on a failed (something) saving throw. And makes decisions that would be favourable to his adversaries instead of his allies. In this sense, your essentially causing an ally to temporarily be a traitor. Perhaps at higher levels, you could target more than one person, or use this more times between rests.
    • The smite is certainly better than what I could come up with. Is the use expended if you miss with disadvantage? Also, the attack is designed to slay a foe, Do you think there should be an added benefit/incentive for if you do slay a foe with it? Finally, what kind of damage is this smite ability?
    • Finally (and this goes same for everyone:) please do not mix mechanics with a vestige's influence. They are personality traits/ideals/bonds/flaws in every sense of the word, and those aren't concrete restrictions on a character.



    I'm gonna do some reading on Ronove now so I'll hopefully have some intelligent things to say to Spiriah on the subject. Then I'm gonna start working on Karsus - I want to see if I can build a way around item-based vestiges that doesn't involve magic items at. All.

    If anyone has any comments/questions/contributions/etc. You know what to do.
    Last edited by Prince Zahn; 2015-08-07 at 06:38 AM.
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    Default Re: [PEACH]Fifth Edition Binder Class II (Still WIP)

    Ladies and Gentlemen, I present: yet one more thing to playtest!
    EDIT (Aug.13.15): fixed some of the feat's benefits and reworded others. How is it now?
    Feat: Witch Slayer
    Requirements: wisdom 13 or higher.
    You are trained in mind, body, and soul to persecute those who are possessed by otherworldly forces, and who share their souls with condemned forces.
    • You have advantage on all intelligence, wisdom, or Charisma checks made to find relevant information on any creature who shares a body or soul with otherworldly beings (such as binders, or creatures possessed by unwanted spirits) or has otherwise sealed a pact with an otherworldly patron in exchange for power.
    • Whenever you take the dodge action, you also have advantage on all saving throws against magic for 1 round.
    • You can spend an action to sense the general direction and amount of any occult rituals taking place within 1 mile from your current location.
    • You can cast Dispel Evil And Good once, using wisdom as your spellcasting ability. Alternatively, you can end the Dispel Evil and Good spell early when you hit with a melee weapon attack, forcing the target to be incapacitated for 1d4 rounds if they have features that originate from consorting with beings beyond the material plane (such as Abberations, Celestials, fey, fiends, undead or vestiges). Once you have used cast the spell by means of this feat, you can not do so again until you have completed a long rest.


    ----------
    This is my first time creating a feat for 5e, so PEACH to your best ability so that I may learn!
    EDIT: My reasoning behind this feat is mostly to cover additional bases, provide additional support and tools for a setting that wishes to take on pact magic, and to help even the odds In favor the Binder's nemeses, as the binder is a class that lives on the run. Any feedback would be appreciated.
    Last edited by Prince Zahn; 2015-08-13 at 03:29 AM.
    Quote Originally Posted by The_Jette View Post
    If you write gibberish in common, even comprehend languages won't turn it into a sonnet.
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    Default Re: [PEACH]Fifth Edition Binder Class II (Still WIP)

    @Witch Slayer: I really don't like the second component of this feature. It's obtuse and not terribly effective. Perhaps simply change it to: When you take the Dodge action on your turn, you gain advantage on saving throw against magic until the beginning of your turn.

    @Andras: I've edited all the features at least a little bit. I'm leaving Improved Critical alone for two reasons: Andras from 3.5 has the feature Sure Blows, which granted the improved critical feat, and because I think binding Andras should feel a little like playing a fighter. (As a side rant, I'm a fan of reusing mechanics wherever I can, because I think it makes things easier to read and play when you already know some of the mechanics from elsewhere. I never really think about it as stepping on toes, though quite a few people who comment on my blog tend to believe the opposite.)

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    Default Re: [PEACH]Fifth Edition Binder Class II (Still WIP)

    Spoiler: Haures
    Show
    Haures
    The Dreaming Duke
    4th level Vestige
    Sign: While you are bound to Haures, your palms are where the backs of your hands should be, just as they are on a rakshasa. If you flip over your hands so that the backs are up, your thumbs end up on the wrong sides of your hands. This rearrangement has no effect on your Dexterity, spellcasting, ability to wield objects, or use of skills.

    Deft Illusionist
    You can cast the cantrips minor illusion and vicious mockery at will.

    Inaccessible Mind
    While you are bound to Haures, 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.

    Incorporeal Movement
    You can move through other creatures and objects as if they were difficult terrain. This movement is limited to 5 feet each turn and does not provoke opportunity attacks. You take 2d10 force damage and are shunted to the nearest available space if you end your turn inside a creature or object.

    Major Image
    You can cast the spell major image without expending a spell slot or spell components. After using this ability, you must complete a short or long rest before using it again.

    Phantasmal Killer
    You can cast the spell phantasmal killer without expending a spell slot or spell components. After using this ability, you must complete a long rest before using it again.

    Spoiler: Legend
    Show
    Human history associates the name Haures with a powerful lord who terrorized his people. From the time he took the throne until his death, he kept his subjects at work building his castle, adding constantly to its grandeur and might. Workers at the castle would return with strange tales of building a room and then rebuilding it the next day because no sign remained of their previous day’s work. Then those who told such stories began to vanish in the castle, never to be heard from again. Although the castle grew with the additions made to it for the first few years, the constant construction seemed to have no effect on its size in later years.

    When at last Haures died, his subjects rejoiced and attacked the castle, hoping to loot and set fire to the palatial structure. The mob of peasants found the castle empty, devoid even of its furnishings. Confused and frightened, they left, and the castle and the surrounding lands soon gained a reputation for being haunted.

    Binder scholars believe they know the answer to the mystery of Haures’s disappearance and the strange construction of the castle. According to their legends, Haures was not a human at all, but a powerful rakshasa sorcerer in disguise. Much of the construction he demanded took place on the Ethereal Plane because Haures planned to continue his existence there as a ghost. He wanted his afterlife to be as much like his mortal life as possible, so he had his subjects build a nearly exact duplicate of his castle on the Ethereal Plane and cloaked their work sites in illusions to hide the truth. In the last months of his life, Haures brought many living and undead servants to his foggy realm, as well as all the comforts to which he had become accustomed.

    For some time after his demise, Haures spent time on both the Material and Ethereal Planes. As a ghost, he would cloak the decaying castle on the Material Plane in bright illusions so that he could throw lavish parties for the travelers attracted to its warm glow. Then he would end the party suddenly, leaving his guests alone in the chilly ruins of his castle and delighting in their terror. As the years passed, fewer folk dared enter his home, and Haures began to throw illusory parties for himself to alleviate his boredom. As his sanity deteriorated, he became unable to distinguish between the Material and the Ethereal Planes, and even between his illusions and his own imagined experiences. At some point, Haures lost all sense of the difference between reality and dreams, illusion and imagination, and even life and undeath. This complete dissolution of these barriers propelled him into existence as a vestige.

    If you make a poor pact with Haures, he influences your personality in one of the following ways:
    Personality trait: I often take to speaking to myself and to my imaginary friends.
    Flaw: I'm extremely uneasy around illusions that aren't of my own design.

    Last edited by Scarce; 2015-09-07 at 02:25 AM.

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    Default Re: [PEACH]Fifth Edition Binder Class II (Still WIP)

    Made some changes to the Witch Slayer feat. How is it now?

    @Andras Well there is definitely a point in keeping what makes a class unique exclusive. Granting the champion's improved critical option to other classes makes that archetype even less than par compared to other classes (why take a champion fighter the binder gets improved critical too?). #ImprovedCritical #toestepping
    Strangely enough, I think it would be less of an issue by working with Combat Superiority like I did with Paimon (2 pre-determined, theme-appropriate maneuvers, with less d6s instead of standard 3d8s for the level, unless you already multiclassed into Battle Master Fighter). You can find Paimon in the Vestige Codex it you need an example. #AlternativeSolutions
    @Haures I'll look at it later. I have a few things I wish to get done first but expect a review sometime soon.
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    Default Re: [PEACH]Fifth Edition Binder Class II (Still WIP)

    The following is a very rough draft of what I'm hoping would become an awesome subclass. I'm open to any and all suggestions for improving it and making it playable, PEACH like the best of them!.

    Without further adieu, I Present:

    WARPED FATE [WIP]
    While not strictly evil, 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. But great, unnatural might accompanies those courageous enough to take upon themselves the Warped Fate by calling upon the monster that grows in their souls with each pact they form.

    UNNATURAL WEAPON
    Starting at 3rd level, you gain your own physical sign that betrays your affiliation with pact magic, which you could use as weapon. The exact appearance and shape of your physical sign is up to you. Your sign given to you from Unnatural Weapon can be used interchangeably with a vestige's similar physical sign to determine if you can use a given feature. (I.e. Horns as an unnatural weapon can substitute for a vestige's granted horns if such required for a feature; claws can be a substitute for another sign required to make a claw attack, et cetera.)
    Once you have chosen your unnatural weapon, it can not be changed. You can show or supress this sign as a bonus action. Choose one of the following options:
    • Fangs. Your teeth and jaws grow and turn razor sharp. You gain a Bite Attack, which you can make as part of (or in place of) your attack action. The attack deals 1d6 + your Strength modifier piercing damage. That attack fangs are considered magical for the purpose of overcoming resistance and immunity. If you are bound to at least one or more vestiges that offer a claw attack, and succeed to hit a creature with your bite attack, you can use the attack to inject a venom, forcing the creature to roll a Constitution saving throw. If it fails the saving throw, the attack deals an additional 1d8 poison damage for each point of proficiency bonus you possess. With the DM's permission, this unnatural weapon can instead manifest as a tail with a stinger, but would otherwise function identically.
    • Horns. one of more blunt, sturdy horns (or tusks) protrude from your skull. You gain a ram attack, which can be used as part of the attack action. The horns deal 1d6 + Your Strength modifier Bludgeoning damage, and are considered magical for the purpose of overcoming resistance and immunity. If you gain a ram or gore attack through other means, you deal 1d8 damage (instead of 1d6). In Addition, if you succeed on an attack roll using your ram attack while you are bound to a vestige that also gives you an attack with your head (such as a ram or gore attack), you can use your bonus action to attempt to knock the same creature back or prone (as per the rules for shoving a creature).
    • Claws. Your hands morph into bestial paws with a set of powerful claws with a very secure grip. While active, You get a claw attack that deals 1d6 + your strength modifier slashing damage, and is considered magical for the purpose of overcoming resistance and immunity. Each round a creature begins it's turns grappled by you while using your unnatural attack, that creature takes an additional 1d6 slashing damage for each point of Charisma Modifier you possess. In addition, while you wield your unnatural weapon, you can use your bonus action to have advantage on any Strength (Athletics) checks you make for 1 round. You can gain advantage on Strength (Athletics) checks this way a number of times equal to your Charisma Modifier, before needing a short rest to do so again .



    ALTER SKIN
    at 7th Level, you can adapt your skin and body with the aid of the slowly awakening monster with you. Changing it's hue and structure or otherwise providing an unusual benefit. Choose from one of the following options:
    • adaptative. you have advantage on all Constitution saving throws against environmental conditions that would cause fatigue (i.e. extreme heat or cold, high air pressure).
    • Camouflage. You can shift the color of your skin. You can attempt to hide whenever you are adjacent to a solid surface larger than you with a uniform color or simple pattern. (i.e. tall trees, stone walls, a Noble House corridor, etc.
    • Amphibious. you grow gills and fins. you can breath normally water as well as in normal air, and you gain a swim speed equal to your land speed.

    Once you have chosen your alter skin feature, it cannot be changed.

    WARPED FORM
    At 13th Level
    (Currently under development.)

    UNWORLDLY EVOLUTION
    When you reach 17th level,
    (Currently under development.)
    Last edited by Prince Zahn; 2015-08-16 at 01:46 AM.
    Quote Originally Posted by The_Jette View Post
    If you write gibberish in common, even comprehend languages won't turn it into a sonnet.
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    Default Re: [PEACH]Fifth Edition Binder Class II (Still WIP)

    Quote Originally Posted by Prince Zahn View Post
    UNNATURAL WEAPON
    I'm a little iffy on this for a couple of reasons. Firstly, you're turning the signs of a vestige into mechanical benefit, but the vestiges themselves haven't been balanced for having a diverse spread of sign locations. There could be a huge bias toward the head or the hands, for example, and that will make one unnatural weapon choice more powerful than the others.
    Secondly, 1d8 for natural attacks at 3rd level might be a little powerful. It's basically longsword damage, and it can be argued that it's an unarmed strike, gaining a host of benefits from monk stuff. I would adapt the Alter Self spell's Natural Weapons text here for wording and balance. Hopefully, doing that will help the brevity of the feature a little.

    Quote Originally Posted by Prince Zahn View Post
    ALTER SKIN
    adaptation once per day upon completing a short or long rest, you can spend 1 hour you have advantage on all Constitution saving throws against harsh environmental conditions (i.e. extreme heat or cold, high air pressure) For 24 hours. In addition, you can also grow gills on your body, allowing you to breath normally underwater for up to 10 minutes multiplied by your Proficiency Bonus. Once you have altered your skin In this fashion, you can not do so again until you complete a short or long rest.
    There's some good stuff here, but I would break the abilities up a little bit and give the benefits constantly. For example, choose from Aquatic Adaption (as per the Alter Self spell), Camouflage, or Extremophile Adaption (advantage against saving throws made to resist exhaustion from environmental conditions).

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    Default Re: [PEACH]Fifth Edition Binder Class II (Still WIP)

    Well, the binder's about to get a whole lot more playtesting!
    I'm playing a Binder (Level 7) in the campaign of a friend of mine.

    So to anyone who feels like writing more level 4 (or below)vestiges, that would be appreciated!
    I'll let you know how things go, and HOPEFULLY won't die.

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