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View Full Version : D&D 5e/Next (Updated) 3.5 Class Conversion: SoulBinder



Garresh
2016-04-17, 02:52 AM
Alright I've posted around various incarnations of this looking for feedback, but after going through different resources systems and ideas, I'm going to just drop what I have here for feedback. It's done up to level 10, and I've redesigned or trimmed some of the vestiges to make things look tighter. It's still nowhere near finished, but I rather desparately need feedback. So uh, without further ado...


The Soulbinder:

Hit dice: 1d8 hit die.

Proficiencies:
Armor: Light
Weapons: Simple Weapons
Tools: None
Saving Throws: Charisma, Wisdom
Skills: Choose 2 from Deception, Insight, History, Religion, Intimidation, Persuasion, Arcana
Soulbinder Class Table:
The Soulbinder



Level Proficiency Bonus Features Soul Slots Vestiges Known Vestige Level Soul Points
1 +2 Soul Binding 1 2 1st 5
2 +2 1 3 1st 6
3 +2 Specialization 1 3 2nd 6
4 +2 Ability Score Improvement 1 4 2nd 7
5 +3 1 4 3rd 7
6 +3 Specialization Feature 1 5 3rd 8
7 +3 1 5 4th 8
8 +3 Ability Score Improvement 2 6 4th 9
9 +4 2 6 5th 9
10 +4 Specialization Feature(unfinished) 2 7 5th 10
11 +4 2 7 6th 10
12 +4 Ability Score Improvement 2 8 6th 11
13 +5 2 8 7th 11
14 +5 Specialization Feature(unfinished) 3 9 7th 12
15 +5 3 9 8th 12
16 +5 Ability Score Improvement 3 10 8th 13
17 +6 3 10 9th 13
18 +6 3 11 9th 14
19 +6 Ability Score Improvement 3 11 9th 14
20 +6 4 12 9th 15





Soul Binding
Each day, a binder may spend 10 minutes calling out the vestiges he or she wishes to bind. After performing the ritual, the binder selects a number of equal to their available soul slots, and becomes bound to them. You may only select vestiges from your list of vestiges known. While bound to the vestige, you gain access to some, but not all, of its powers. Unless otherwise stated, when bound to a vestige you only gain access to its Minor and Lesser Powers. Manifestations, Spells, and Greater Powers are not accessible. Additionally, spells known through a vestige may not be cast using spell slots from other classes. They are not transferrable to magic gained from other sources.

Vestiges known: You may only bind a vestige that you know. You gain additional vestiges when leveling up, in accordance with the vestiges known list on the class table. When you level up, you may also swap out one of the vestiges on your list of vestiges known, in order to learn a new one. You may never exceed your limit on vestiges known in this manner.

Vestiges known are not recorded or stored in a physical form, and are simply memorized. Due to the alien and unnatural nature of vestiges, their seals resist being recorded or memorized. Mundane texts on binding have been known to spontaneously go blank, and attempts by the untrained to memorize a seal often fail as the knowledge refuses to stay with them. As such, while in some rare cases an intact text may be found on vestiges, most binders learn to access new vestiges from other vestiges. This is a boon and a curse, as while knowledge of binders is elusive, paladins and clerics often mistake pact magic for consorting with fiends.


Vestiges Abilities

Vestiges give you abilities which are strange and unusual, but in all cases, they are based off of your Charisma attribute. Save DCs for vestiges abilities are equal to 8 + Proficiency + Charisma mod. Some exceptions exist for abilities which use a melee weapon or attack, in which case you use whatever your regular attacks stat would be(Either Strength or Dex).



Vestige Attributes

Sign: A sign is a physical trait that the binder shows while bound to the vestige. If they so desire, they may suppress this trait as a bonus action. Whenever a binder uses any ability that costs soul points, or manifests a vestige, the trait will reappear for that vestige.

Minor Powers: These are at will abilities that are available to anyone who is bound to the vestige. Typically, they are small effects or cantrips. If they call for a save or an attack roll other than a base attack, charisma is used for calculating DCs and attack bonuses.


Lesser Powers: These abilities are more powerful effects which cost Soul Points to use. Like minor powers, they are Charisma based unless they use regular attacks. Each lesser power will show its soul point cost next to its name.


Manifestation: Every vestige has a manifestation, which is a form that it can grant to the binder. As a bonus action, a binder may take on the manifestation of one of the vestiges to which he is currently bound. In doing so, he gains all attributes, abilities, and effects of the manifestation. If a manifestation grants a bonus, it stacks with other binder effects unless otherwise stated. If the manifestation has an attribute which is simply a flat change, it always overrides the base attributes of the binder, after which bonuses are applied normally. Regardless, only Aspects of the Pact may take on a manifestation, and only when they have gained access to that specialization feature.

A binder may only have one vestige manifested as a given time, but can change their active manifestation at any time as a bonus action(among the vestige they are currently bound to). Manifesting a vestige does not prohibit you from using powers of other vestiges you are bound to.

Some manifested abilities have soul point costs like Lesser Powers. If they have a point cost in parenthesis next to the name, then that cost must be paid to use that ability.

Spells Known: Every vestige has a spells known table, which is directly given to the binder as soon as the vestige is bound. Vestiges have spells of several levels, and a binder must meet the minimum level requirement to gain that knowledge. A level 1 binder who binds to Amon will not gain knowledge of Fireball. Additionally, a 10th level wizard who multiclasses into binder and binds amon will not gain that knowledge either. The knowledge he gains of burning hands cannot be used with Wizard spell slots in that case. Regardless, you cannot gain access to these spells known unless you take the Avatar of the Pact specialization.

Soul Points

Soul Points are the inner reserve of spiritual energy that a binder calls upon to fuel his or her powers. The vestiges grant the knowledge and abilities, but ultimately the binder fuels them. You have a maximum amount of soul points based on your binder level, as shown on the table above. Different powers have different point costs to be used, as shown in the Vestiges section. As you level up, your maximum will gradually increase.

Soul points may be fully recovered whenever you take a short or long rest. You also recover 1 soul point at the beginning of each of your turns, up to your current soul point maximum.

When spending soul points to heal creatures, you may only heal a total amount equal to 15x your binder level per long rest. After that, you may no longer spend soul points to heal. If you do use a power after reaching this limit, you gain a level of exhaustion for each multiple of your binder level you heal beyond the limit.(A tenth level binder can heal 150 total hit points in a day. If they heal to 180 they gain 3 levels of exhaustion.)

At 3rd level, the Soulbinder picks a specialization.

They may choose to become an Aspect of the Seal, or an Avatar of the Pact. Aspects focus on taking on the manifestations of their vestiges, granting bizarre physical powers and improve combat abilities. Avatars focus on delving deeper into the knowledge of the unknown, in the hope of seeking out new and strange magics.



Avatar - Avatars of the Pact choose to forego martial abilities to instead heighten their knowledge gained from their vestiges.

At 3rd Level, Avatars of the Pact gain access to the Spells Known section of any Vestiges to which they are bound. Unlike other classes, Binders do not have any spell slots. Instead, they cast spells using their soul points. They must meet any verbal or somatic requirements to cast a spell, and must also meet the material component requirements if it has any cost associated with it. Spells which do not have a costly material component do not require any components to be cast in this way. Any spells cast in this manner use charisma as their casting attribute. The soul point cost for a spell is based on the spell’s level, as shown on the table below. You may choose to cast a spell at a higher level, but you can only create spell slots equal to ½ your binder level(rounded up) in this manner, maxed at level 9. Whenever you cast a spell of 6th level or higher in this manner(including casting a lower level spell using a higher effective spell slot), you may not cast that spell again until you have taken a long rest.



Spell LevelSoul Points
1st4
2nd5
3rd6
4th7
5th8
6th9
7th10
8th11
9th12


Soul Conduit: At 6th level, an Avatar of the Pact regains an additional soul point at the beginning of their turn, as the vestiges to which they are bound have begun to transfer some of their power into the Binder.

Overdraw: At level 10, an Avatar of the Pact may use one ability of a vestige to which they are bound, without spending soul points. After doing this, they lose access to that vestige until they finish a short rest. This may not be used to exceed the limit on spells cast above 5th level. This power may only be used once per long rest.


Aspects – Aspects of the Pact choose to increase their martial abilities by taking their vestiges wholly into their bodies. In doing so, they weave together shapeshifting, pact magic, and swordplay.

At level 3, Aspects of the Pact gain proficiency with all Martial Weapons, Medium Armor, and Shields. They also gain access to the manifestations of all vestiges to which they bind.

Extra Attack: At level 6, Aspects gain an extra attack as the fighter class feature.

Dual Manifestation: At level 10, Aspects of the Pact gain the ability to manifest two vestiges at once. At the beginning of your turn, you may choose to immediately manifest an additional vestige at no cost, without taking any action. Until the beginning of your next turn, you benefit from both manifestations. Afterward, you choose which manifestation to give up and which to keep. You may only do this once per long rest.


Level 1 Vestiges
Amon – Void Before The Altar – lvl 1

Sign: Curling Rams Horns

Minor:

Fire Bolt - As the Cantrip

Darkvision 60 Feet.

Rams Horns: You gain a set of curling rams horns, which are a natural attack that does 1d8 damage + Strength. Additionally, if you use a dash action and move more than 20, you may use a bonus action to attack with the horns. If you have the extra attack feature, you may attack twice. This feature is capped at 2 extra attacks regardless of additional attacks you may have.

Lesser:

Fire Breath(5): As an action, you breath a line of fire, extending out 10 feet. Any creature in the area must make a dexterity save or take 2d6 fire damage. They take half damage on a successful save. The range increases by 10 feet for every binder level above 1st, up to a max of 50 feet. The damage increases by 1d6 for every binder level above 1st, to a max of 10d6.

Manifestation: Your eyes glow red and your horns radiate heat.

Hateful Determination: Whenever you are attacked by a creature while another enemy creature is within 5 feet, you have +2 AC against that attack.

Flametongue(4): You spit fire on your weapons, and your horns are engulfed in flame. As a bonus action, you can charge your melee weapons with fire for 1 round. Until the beginning of your next turn, your melee attack deal an additional amount of fire damage equal to your charisma modifier. At 5th level it increases to 1d6 + Cha. At 11th level, it increases to 2d6 + Cha. At 17th level it increases to 3d6 + cha.

Spells Known:
3rd Level: Burning Hands
3rd Level: Scorching Ray
5th Level: Fireball



Aym – Queen Avarice – lvl 1

Sign: You bear a star shaped brand on your forehead.

Minor:

Dwarven Step – You are not slowed by the required strength for heavy armor, and are proficient with medium armor. If you are already proficient with medium armor, you gain proficiency with heavy armor.

Defensive Fighting Style: +1 to AC while wearing armor.(This does not stack with other sources of Defensive Fighting Style)

Green Flame Blade: As the cantrip.

Flame Touch: You may use an attack action to make a charisma based spell attack to deal 2d6 fire damage to a creature in melee range. This attack does not benefit from other attack enhancements. The damage increases to 3d6 at level 11, and 4d6 at level 17.

Lesser:

Smoldering Step(5) - As a bonus action, you can engulf your feet in flames, leaving small bonfires wherever you step. Until the end of your turn, every 5 foot square that you exit is covered in flames. Any creature that enters the square must make a dexterity save or take 1d8 damage on a failed save, and half that on a successful one. These flames last until the beginning of your next turn. The damage increases by 1d8 for every 2 binder levels above 1st level.


Manifestation: Your skin and armor taken on a golden hue.

You gain resistance to Fire.

Halo of Fire - Any creature that strikes you with a melee weapon and is within 5 feet of you takes 2d6 fire damage. This increases to 3d6 at level 11, and 4d6 at level 17.

Ruinous Attack – You have advantage on attack rolls against objects and constructs.


Spells Known
3rd: Hellish Rebuke
3rd: Flame Blade
7th: Wall of Fire
11th: Investiture of Flame

Leraje – The Green Herald – lvl 1

Sign: Your skin takes on a dull green hue, and you seem to naturally blend in with your environment.

Minor:
True Strike - As the Cantrip

You have proficiency in stealth checks

You have darkvision 60 feet.

You gain +2 bonus to attack rolls you make with ranged weapons, as the Archery fighting style feature. If you gain the Archery fighting style from another source, it does not stack with this.

Lesser-

Soulmark(5) - You draw forth an arrow or bolt made out of soul essence, and fire it at an enemy, marking it for the kill. As an action, you make a single ranged spell attack against a target within 60 feet using your weapon attributes for attack and damage, but replacing str and dex with cha. On a hit, the target takes weapon damage using charisma instead of dex or strength. The damage type is force damage. You may add any other weapon modifiers to the damage dealt by this attack(sneak attack, smite) if applicable. The target also becomes illuminated as their soul betrays itself. Attacks against the target are made at advantage, and the target cannot benefit from invisibility, for a duration of 1 minute. At the start of each of its turns, the target can make a will save to negate this effect. You may also fire at an empty square within range. If you do so, the arrow seeks out the nearest unfriendly invisible target, and the attack is not made at disadvantage due to invisibility(other disadvantage sources may still apply). At level 5 you have advantage on this attack, and the range increases to 120. At level 11 the target may no longer make saves against this on their turn, and the range becomes 180.

Manifestation: Your skin begins to look like shifting leaves, as though you were using some form of magical woodlands camouflage. Oddly, this does not aid you at all.

Soul Piercing Arrows(4): You focus your energy into striking out at a creature’s soul. As a bonus action, you charge your ranged attacks with spiritual energy. Until the beginning of your next turn, your attacks deal an extra amount of force damage equal to your charisma modifier. At 5th level it increases to 1d6 + Cha. At 11th level, it increases to 2d6 + Cha. At 17th level it increases to 3d6 + Cha.

You can ignore partial and 3/4ths cover, and do not have disadvantage when attacking beyond normal range.

Ricochet: Once per turn, when you attack a creature with a ranged weapon, you may make another attack against a creature within 5 feet of your target. This second attack is at a -4 penalty.


Spells Known
3rd: Hunter’s Mark
3rd: Faerie Fire
5th: Lightning Arrow
7th: Grasping Vine


Level 2 Vestiges

Naberius – The Grinning Hound – Lvl 2

Sign: Your voice deepens and takes on a gravelly, growling tone.

Minor:

Vicious Mockery - As the cantrip.

You have proficiency in Deception and Persuasion.

When making an ability check for a skill you are not proficient in, you may add half your proficiency bonus.

Lesser:

Naberius’s Inspiration(4): As a bonus action, you may grant a creature within 60 feet(other than yourself) inspiration for 10 minutes. This functions identically to a bardic inspiration die. At level 3, you grant a d4. At level 5, it improves to a d6. At level 10, it improves to a d8. At level 15, it improves to a d10. At level 20, it becomes a d12. If you use this ability again before the the first inspiration is used, it is lost. You may only have one inspiration active at a time from Naberius.


Manifestation: You gain near perfect control of your voice, and the ability to shift appearance at will. In addition, you gain some of Naberius’s knowledge and knack for improvisation.

Clever Ruse(3): As a bonus action, you may use the Help action to grant advantage to an ally for one attack roll against a creature within 5 feet of you.

Combined Strike(4): When you make an attack action, you forego one of your attacks to command an ally to strike. Choose one ally that you can see. They may use one of their reactions to immediately make an attack.

You may change your appearance as the spell Disguise Self at will.

Spells Known
3rd: Command
3rd: Suggestion
9th: Dominate Person
11th: Mass Suggestion

Ronove – The Iron Maiden – Lvl 2

Sign: You seem lighter on your feet. Otherwise, you are unchanged.


Minor:

Mage Hand: As the cantrip.

You gain proficiency in Athletics.

You gain Martial Arts as though you were a monk, if you don't already have it. This ability requires you only fight with your fists, and that you not wear armor or a shield. Your damage matches the equivalent monk unarmed damage on the monk class table.

Your movement speed increases by 10 while unarmored.

Lesser:

Ascension(5): As a reaction, you can focus all of your being into enduring an impending assault. You gain advantage on one saving throw.

Manifestation

Unarmored Defense- As the Monk ability

Flurry of Blows(2) - After taking an attack action with martial arts, you may as a bonus action make 2 extra unarmed strikes.

At level 8, your unarmed strikes count as magical for the purpose of overcoming damage resistance.

You gain advantage on any attacks or athletics checks made to shove a creature.



Spells Known
3rd: Feather Fall
3rd: Enhance Ability
7th: Freedom of Movement
9th: Telekinesis

Dahlver Nar – The Tortured One – Level 2

Sign: Your scalp becomes covered with teeth.


Minor:

Eldritch Blast - As the cantrip.

Mad Soul: You gain advantage on saving throws against any confusion, madness, or insanity effects.

Natural Armor: When you aren't wearing armor, your AC is equal to 13 + Dexterity.
When you are wearing armor, you gain +1 to AC as the Fighter Defensive Fighting Style. This does not stack with the others sources of Defensive Fighting class feature.

Lesser:

Drain Hope(5): As a standard action, you may make a melee spell attack against a creature. This attack roll has advantage against a grappled creature. On a hit, you deal 1d8+cha damage and the creature must make a wisdom save. On a failure, it becomes frightened for 1 minute. It may make additional saves at the end of its turn. Every time it fails a save, including the initial save, you regain hit points equal to your charisma modifier.


Manifestation: Your eyes turn black and your skin all over your body sprouts teeth.

You have advantage on grapple checks checks.

You gain resistance to psychic damage.

Share Pain(5): As a bonus action, you select a willing creature within a range of 60 feet, and link your souls. So long as you remain within range, all damage that would be dealt to one of you is split evenly between both of you. You can choose to block the transfer along one direction. For example, you could choose to take their split damage, but keep all of your own(keeping them much safer while putting yourself at risk). Or you could greedily force them to absorb your damage without reciprocating. Regardless, you can change the type of link you have, or break the link as an Action. This effect lasts until you take a rest, or until you use it on another creature. The link immediately breaks if the distance between you exceeds 60 feet.


Spells Known

3rd: Dissonant Whispers
3rd: Hold Person
5th: Fear
9th: Hold Monster


Level 3 Vestiges


Buer – Grandmother Huntress – lvl 3

Sign: You seem far older than your age, though it is hard to point to any specifics

Minor:

Guidance - As the Cantrip

You are proficient with Nature and Medicine checks.

You have advantage on saves against poisons, and are immune to disease.

Allies within 30 feet of you have advantage on saves against diseases and poisons.

Touch of Mercy: As an action you may touch one creature. If you do so, you choose an amount up to a maximum of 3x your binder level. You heal the touched creature for that amount, and immediately take the same amount as damage. This damage cannot be mitigated or negated in any way. The healing of this ability cannot be increased in any way. You can spend more than your current hit points, but if you do so you immediately fall unconscious, gain a failed death save, and must roll an additional death save. If you go negative your binder level in this way you gain 2 death saves and must make 2 death saving throws. If you go negative double your binder level, you immediately die.

Lesser:

Beast Form(5): You can wild shape, as a druid of half your binder level. You may only use this ability once per short rest.

Life Surge(5) - Preserve Life, as a cleric of ⅗ your binder level.

Manifestation:

Your wild shape improves to be equal to a druid of your level, and you may turn into a beast with a CR equal to ⅓ your level, rounded down. You may use this ability twice per short rest. You do not gain any of the other features of druid with regards to wild shape. Although most of your abilities are not spells, you cannot use them while wild shaped. Only your passive effects and your bonus actions to recover soul points are usable while wild shaped. Additionally, you may not manifest another vestige while wild shaped, or it immediately ends.

Your natural attacks when wild shaped count as magical for the purposes of bypassing resistance and immunity.

Spells Known:

3rd Cure Wounds
3rd Lesser Restoration
5th: Mass Healing Word
9th:Greater Restoration


Savnok – The Instigator – lvl 3

Sign: A small arrow protrudes from your body in a spot of your choosing. If removed or broken off, another arrow replaces it soon thereafter. If you do not choose a place, it appears sticking out of your knee. This arrow causes you no harm or discomfort, save for the desire to retire from adventuring.


Minor:

Friends – As the cantrip.

You gain heavy armor proficiency.

Call Armor – As a full round action, you can summon a set of Full Plate which is immediately equipped onto your body. It is identical in all ways to mundane Full Plate, however if you break your manifestation or binding with Savnok, or remove the armor from your body, it immediately disappears. It may be dismissed as an action.

Lesser:

Move Ally(5) - As a bonus action, you can instantly swap places with a willing ally within 30 feet.

Manifestation:

The armor created by Call Armor grants resistance to bludgeoning, piercing, and slashing damage. You are always proficient with this armor, and can ignore any movement speed reductions as a result of wearing it without meeting the strength requirements. Additionally, if you are wearing any magical armor when you Call Armor, those magical effects merge into the armor for the duration. You do not gain any of the armor bonuses of the melded armor, but if it was +1, your Called Armor would be +1.

Defensive Fighting Style - As the fighter class feature. +1 to AC.

Swift Move (5) - Instantly swap position with a willing ally within 30 feet as a reaction to an attack striking them. The attack is made against you instead, striking you if the roll beats your AC.

Spells Known:
3rd: Shield
3rd: Misty Step
7th; Dimension Door
11th: Globe of Invulnerability.

Andromalius – The Repentant Rogue – lvl 3

Sign: You have an extra digit on each hand and foot.

Minor:

Prestidigitation: As the Cantrip

You have proficiency in Insight

You gain +1 to AC while wielding a weapon in each hand. This does not stack with the +1 AC bonus from the Dual Wielder feat.

Lesser:

Illusory Copy(5) - As an action, you create a perfect illusion of yourself which appears next to you. Each turn, you may command the illusion as a bonus action. The illusion may move up to 30 feet when commanded this way. Additionally, whenever you attack an enemy in melee while your illusion is adjacent to it, you have advantage on that attack roll. The illusory copy disappears after 1 minute.

Manifestation:

Two Weapon Fighting Style: As the Fighter ability. You may add your ability modifier to damage with your second weapon.

Swift Dash(2) - As a bonus action, you can take an additional move action.


Spells Known:
3rd:Tasha’s Hideous Laughter
3rd: Locate Object
5th: Major Image
9th: Animate Objects


Level 4 Vestiges


Focalor – The Prince of Tears – lvl 4

Sign: Your eyes constantly seem damp, as though you were holding back tears, and small gills appear on your neck.

Minor:

Lightning Lure - As the cantrip.

You can breathe water as well as air.

You gain a swim speed of 30 feet.

Aura of Despair - Creatures within 5 feet of you have -2 on attack rolls, saving throws, and skill checks. This affects friendly creatures. This ability may be enabled or disabled as an action.

Lesser Powers:

Lightning Strike(1): As a standard action, you may call down a lightning bolt at a single creature within 120 feet. You make a spell attack against the target, and on a hit you do 3d10 lightning damage. This damage increases by 1d10 for every 4 binder levels above 7th.

Manifestation: Your eyes run as though you were crying profusely. This does not impede your vision at all, or cause you any discomfort.Your fingers become webbed. This somehow does not cause any problems with wearing gloves or gauntlets.

Charged Weapons(4): Your weapons become electrified. As a bonus action you can charge your melee weapons with lightning for 1 round. Until the beginning of your next turn, your melee attacks deal an additional amount of lightning damage equal to your Charisma modifier. At 5th level it increases to 1d6 + Cha. At 11th level, it increases to 2d6 + Cha. At 17th level it increases to 3d6 + Cha.

Weeping Blade(6): As an action, you may make a single strike which cuts to the very soul. You make a single attack. On a hit, you deal your weapons damage, plus an additional 2d8 psychic damage. The target becomes afflicted with Enduring Despair, suffering from disadvantage on attack rolls, saving throws, and skill checks until it successfully makes a wisdom save. It gets an extra wisdom save at the end of each of its turns. The damage of this attack increases by 1d8 for every 2 binder levels you possess above 7th.



Spells Known:
3rd: Blindness/Deafness
5th: Call Lightning
7th: Storm Sphere
11th: Chain Lightning


Paimon – The Dancer – lvl 4

Sign: Your legs become several inches longer, causing you to appear as though you were walking on stilts.


Minor:

Sword Burst - As the cantrip.

You gain proficiency in Acrobatics and Perform.

Lesser Powers:

Uncanny Dodge(2) - When an enemy that you can see hits you with an attack, you may use your reaction to half that damage.


Manifestation: Your feet and shoes meld into points, and when you fight your weapons and arms seem to meld together, giving you the impression that your weapons are an extension of your arms. This gives you no penalties or bonuses to using your hands or feet for any tasks, as this minor shapechanging is optional, and only happens when fighting.

Dueling Style: As the fighter class feature.

You have +5 bonus to initiative rolls.

Swift strike(3): After making an attack action, you may spend 3 soul points to make an additional attack as a bonus action. You must be using a finesse weapon to use this ability, and fighting with a single one handed weapon.

Dance of Death(7): As an action, you may enter the Dance of Death until the end of the round. Whenever you move into or out of 5 foot range with a creature, you may make a single attack against that creature(without using any actions). You may only attack each creature once, up to a maximum of 4 attacks in this manner. While performing the dance, you suffer opportunity attacks as normal. Due to Paimon’s exquisite grace, you may use a reach weapon for these attacks, but must still into or out of 5 foot range of a creature to make an attack.

Spells Known:
3rd: Spectral Weapon
5th: Haste
7th: Phantasmal Killer
13th: Mordenkainen’s Sword.


Malphas – The Turnfeather – Lvl 4

Sign: Your teeth and tongue turn black.

Minor:

Poison Spray – As the cantrip.

You have proficiency with Stealth.


Lesser:

Invisibility(6): As an action, you may become invisible, as the spell. This does not require material components, and has a duration of concentration up to 1 minute.

Manifestation: Your hair turns a dark black, if it is not already.

Sneak attack – As the rogue class feature. You gain additional sneak attack dice as though you were a rogue of a level equal to half your binder level(round up).

This stacks with other sources of sneak attack, but cannot exceed what a rogue would be capable of at your level. When adding multiple sources together, you add all of them together and round afterwards.(Dev note: It shouldn't even be possible to exceed a rogue using this, but if someone manages to break things then this should be a deterrent against abuse)

You become proficient with a poisoner’s kit.

Any hit you score against a creature that is surprised is a critical hit.


Spells Known:

3rd: Find Familiar*
5th: Nondetection
7th: Greater Invisibility
11th: Harm


*When you are not bound to Malphas, your familiar becomes Dismissed, as per the spell description. You may not cause it to reappear until you bind Malphas again, at which point the familiar can return as normal.



Level 5 Vestiges

Karsus – Hubris in the Blood – lvl 5

Sign: Your wounds bleed heavily, even if the harm is minor. This does not cause you to bleed out or suffer any ill effects.


Minor:

You gain proficiency with Arcana

Eldritch Blast - As the Cantrip

Detect Magic - You may cast detect magic at will, without using a spell slot.

Lesser:

Forceful Magic: You may add your charisma modifier to the damage done by your cantrips. You may only do this once per cantrip, even if it allows multiple attacks. You do not gain this benefit if you already gain a charisma bonus to damage from another source.

Heavy Magic: Whenever you cast a binder spell or use a binder power that forces a saving throw, the save DC is increased by 1.

Manifestation: Your eyes disappear into hollowed out black sockets, and blood streams from them down your face.

Spell-Drinking Touch(3): You can attempt to drain magic on a touch. Make a spell touch attack against a target creature or object. If you hit, you roll a caster level check against the lowest level magical effect currently affecting them. If you succeed, the effect is dispelled, and you recover a number of soul points equal to the spell level. If no effects are active, the ability fails. You may also target objects with this, but not area effects unless they are centered on a creature or object.

Spell-Cutting Strike(5): Whenever you are forced to make a saving throw as a result of being targeted by a spell or being in the affected area of a spell as it is being cast, and the caster is within 60 feet, you can use your reaction to forego your save throw. Instead, you make a melee attack roll against the spell, treating its save DC as its AC. On a hit, you counter the spell and redirect its energy back at the caster. Deal weapon damage +1d6 per spell level to the spell caster. If you miss, you automatically fail your saving throw.

Spell Absorption: When you are targetted by a spell, or hit by a spell targeting an area and succeed on your saving throw, you may use your reaction to attempt to Counterspell it. Make a caster level check(1d20 + prof + Cha) against a DC of 10 + the spell’s level. On a success, you block the spell from taking effect and absorb its energy, regaining 5 soul points. On a failure, you are treated as having failed your save against the triggering spell.

Spells Known:

3rd: Identify
5th:Dispel Magic
5th:Counterspell
7th:Arcane Eye


Andras – The Gray Knight – lvl 5

Sign: You sprout 2 clipped wings on your back. These are easily concealed under clothing or armor.

Minor:

You may cast Find Steed once per day. It serves you until you take a long rest or end the pact, and then it disappears. If it is killed, you may not generate another mount until you take a long rest.

You may use Booming Blade, as the cantrip.

You have proficiency with Animal Handling.

You gain the feat Mounted Combatant.

Lesser:

Sow Discord(7) - As an action, you target a creature within 60 feet. On a failed wisdom save, it must spend each of its turns moving towards its nearest ally and making a single attack against it. At the end of each of its turns, it may make another wisdom save to end this effect. This lasts for concentration, up to 1 minute.

Manifestation: Your wings on your back are no longer clipped, but are stunted and useless. You seem listless, and display no emotion or inflection.

Improved Critical – Your weapon attack score a critical hit on a 19-20.

You gain the Great Weapon Fighting fighting style.

Divine Smite(4-10): You gain Divine Smite, as the Paladin class feature. You deal 2d8 damage for spending 4 soul points, and an additional 1d8 for every 2 soul points you spend beyond that, to a maximum of 10 soul points.



Spells Known

3rd: Divine Favor
5th: Aura of Vitality
7th: Guardian of Faith
9th: Destructive Wave

Tenebrous – Shadow that Was – lvl 5

Sign: You always seem to be standing dim light or shadows, but gain no benefit from this.

Minor:

Chill Touch: As the cantrip

True Darkvision: You can see through darkness, even of the magical variety, out to 60 feet.

Lesser:

Turn Undead(5): You may turn undead as a cleric equal to your binder level.

Clinging Darkness(5): You create an aura of darkness, as the spell. However, this darkness is centered on you, and follows you as you move. This requires concentration as the spell.

Manifestation:

You have resistance to necrotic damage and cold damage.

Void Weapons(4): Your weapons become engulfed by the void. As a bonus action, you can charge your melee weapons with cold for 1 round. Until the beginning of your next turn, your next melee attack deals an additional amount of cold damage equal to 1d6 + your charisma modifier. At 11th level it increases to 2d6 + Cha. At 17th level, it increases to 3d6 + Cha.

Shadow Step(2):You can Shadow Step, as the Monk ability. If you have a Darkness spell centered on you when you use this ability, it steps following you, and its center point becomes your last location prior to using Shadow Step.


Spells Known:

3rd: Inflict Wounds
3rd: Darkness
5th: Animate Dead
9th: Cone of Cold

zeek0
2016-04-17, 05:43 AM
Hey! Thanks for posting. I love the binder concept.


Soul points may be fully recovered whenever you take a short or long rest. You may also spend a bonus action to recover 1 soul point at any time you are not incapacitated or otherwise under extreme mental impairment.

This effectively means that you gain back 1 soul point/round and always start combat with maximum soul points. But the more I look at it the less I think it is a bad thing - I think that it works.

However, I wouldn't allow the Aspect of the Seal character to cast higher than level 5 spells using soul points - the warlock class agrees that casting level 6+ spells on repeat is a bad thing.

If Avatar of the Pact is meant to be a casting class on par with the cleric (d8 HD), then you need a much more expansive spell list for each vestige.

Aspect of the Pact should gain Extra Attack at level 5, just like the Fighter, Paladin, or any other melee class.


Misc. questions to inspire brainstorming:
What if you lowered the soul point maximum, and only increased it for Avatar of the Pact, then gave spell access to the class in general? This would give Aspect of the Pact access to lower level spells at later levels, making them like a 1/2 or 1/3 caster.
I know that it is traditional to have different level pacts... but it would be cool if you had access to all the pacts at level one, but access to the greater abilities as you leveled up. That would mean more options over the life of the class.

I'll look more in-depth at the vestiges later. Good initial work, and I like the different class resource system.

Garresh
2016-04-17, 06:27 AM
Originally, the extra attack was at level 5. I opted to go for six because as someone pointed out, the closest analogue of the binder is a bard/warlock, and bard gets extra attack at 6.

Also, any spell of 6th slot or higher may only be cast once per day. It costs soul points and then goes on cool down until you finish a long rest. It's in the Avatar of the pact section.

You're definitely right on the spell lists. They're a weak point currently. But the question is where is the balance supposed to be set? More to the point, at current rates I'll have 27 vestiges, with 4-5 spells each. That's actually an incredibly expansive spell selection, so I'm hesitant to give them more spells. I worry in some ways they already get too many.

The flattened progression is a cool idea. Technically, I think it may be possible and I'm considering it.

Also, Avatars of the Pact get 2 soul points every turn, instead of 1. Both specializations have the same pool, but avatars regenerate twice as fast. This does mean they can spam abilities a lot more often. :)

The for the feedback. It's still a WIP so I'll mull it over and see about how I can evolve it further.

Submortimer
2016-04-17, 11:37 AM
I'm just gonna leave this here. We're still not done with it, but it's playtest ready, at least.

http://www.giantitp.com/forums/showthread.php?477059-Fifth-Edition-Binder-Class-III

Garresh
2016-04-17, 02:52 PM
I'm just gonna leave this here. We're still not done with it, but it's playtest ready, at least.

http://www.giantitp.com/forums/showthread.php?477059-Fifth-Edition-Binder-Class-III

Yeah that is a really nice conversion. I should probably link to that in my original post. That said, I'm doing something separate for a couple reasons. Mainly, I'm limiting vestiges known because every DM I've had hates binders because they're "too versatile" and they believe that makes them overpowered. Yes even the 3.5 binder.

But also, I'm trying to limit and cut down on resource management and some of the bizarre combinations that old binders had, like Geryon Paimon for 12+ attacks in edge cases. It's so situational that it's a no issue, but I'm tired of DMs calling the class OP because it's a little unpredictable. So this is an attempt to make it more stable and DM friendly without losing its essence.

All that being said, your work is really awesome. I just know a lot of DMs will veto it outright because it's "weird" or "unbalanced". Even though it's entirely in line with power by level, at least in theory. Yeah I did some math and theory crafting on your work and it seems good. :)

Submortimer
2016-04-17, 03:05 PM
Yeah that is a really nice conversion. I should probably link to that in my original post. That said, I'm doing something separate for a couple reasons. Mainly, I'm limiting vestiges known because every DM I've had hates binders because they're "too versatile" and they believe that makes them overpowered. Yes even the 3.5 binder.

But also, I'm trying to limit and cut down on resource management and some of the bizarre combinations that old binders had, like Geryon Paimon for 12+ attacks in edge cases. It's so situational that it's a no issue, but I'm tired of DMs calling the class OP because it's a little unpredictable. So this is an attempt to make it more stable and DM friendly without losing its essence.

All that being said, your work is really awesome. I just know a lot of DMs will veto it outright because it's "weird" or "unbalanced". Even though it's entirely in line with power by level, at least in theory. Yeah I did some math and theory crafting on your work and it seems good. :)

Thanks! Not just my work, but @Scarce, @Prince_Zahn, and @Animaxander were the principal people in it.

Garresh
2016-04-17, 11:43 PM
Ah, fair enough. Well regardless of who is involved, the work is solid.


On a different note, are there any minmaxing munchkin super-optimizers around here who enjoy trying to break classes in half? I'm kind of looking for some brutally aggressive people to see how this class stacks up to other classes. I'm hoping that it will be mostly okay, but I need feedback to really know.

Edit: (So I don't doublepost)

I made a number of small balance tweaks and changes. Spell selection was toned down by a good bit per vestige. They're down to 4 per vestige, as the breadth of spell selection was a bit too high for this class. Additionally, tweaked a few abilities which stood out and had a power level that was out of line. Most notably, Aym giving fire immunity at level 11. Also fixed some typos.

Garresh
2016-04-21, 09:58 PM
Just posting a quick note here. I did a bunch of updates after rebalancing pretty much all of the melee abilities and re-scaling their standard Lesser powers to have a more even curve up to level 10. Should be a lot smoother and balanced now.