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View Full Version : D&D 5e/Next The Vestige Patrons Series - or - How the Warlock Became the Binder



Ziegander
2017-01-23, 01:55 AM
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One of the most beloved classes produced by 3rd edition D&D, the Binder was arguably the most versatile class in the "Tier 3" spot in the game, capable of completely changing the way it played from minute to minute (or even round-by-round, should a player choose to invest a feat). The Binder utilized the powers of various Vestiges, making pacts with these otherworldly beings to perform magical abilities and become stronger. In 5th edition, no such class is anywhere to be found, however the Warlock class does evoke a similar flavor and does have Pact Magic which is granted to them by Otherworldly Patrons. Not exactly the same, but the skeleton is there.

For the longest time I've been surprised that no one has attempted to port over the 3rd edition Vestiges as Warlock Patrons. Surely someone else would have seen the Pact Magic parallels and wanted to play their Warlock like a legitimate 5e Binder? And yet, google searches yielded nothing. But then I thought, well, hey, I'm a game designer, aren't I? Maybe I'm a little bit rusty, but I definitely ought to give it a shot. And thus Vestige Patrons was born. I began over a year ago (yipes!) in alphabetical order with Acererak, the Devourer. I think so far, he's still my favorite of the series. Next up was Agares, Truth Betrayed where I also penned the first draft of the Binder feat which I hope will provide a balanced vehicle for Warlocks to switch their Vestiges throughout a campaign.


The Vestiges
(A work in progress...)


Eleven vestiges down, twenty-one to go! Ahhh-ohhh, we're 1/3way there!


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Your patron is Acererak, once a cambion lich who grasped at godlike power only to lose his grip on reality. Now a vestige of his former self, the only way for him to truly exist is by granting power to mortals fool enough to seek his name and carve his sign.

EXPANDED SPELL LIST


Spell Level
Spells


1st
Detect Evil and Good, Inflict Wounds



2nd
Hold Person, Ray of Enfeeblement


3rd
Fear, Speak with Dead


4th
Blight, Dimension Door


5th
Hold Monster, Unhallow*




*(The unhallow spell functions just like the hallow spell, only it cannot produce the Courage, Daylight, or Energy Protection effects and requires, instead of herbs, the blood and ashes of once-living creatures. The unhallow spell does not fail if the radius includes an area already under the effect of a hallow spell, in fact, casting the unhallow spell on such an area dispels the existing hallow spell effect.)

Lichloved
Starting at at 1st level you have advantage on all Deception, Persuasion, and Stealth checks you make against Undead, and have resistance to necrotic damage. As an action you may detect the number and presence of, and the direction to, all Undead creatures within 60ft of you. Undead with an Intelligence score of 3 or lower are not hostile toward you without being provoked (though this non-hostility does not generally extend to any of your allies).

Paralyzing Touch
At 6th level, you may make a melee spell attack as an action. If this attack hits it deals 3d6 cold damage and the target must succeed on a Constitution saving throw against your warlock spell save DC or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. After using this ability you cannot do so again until you complete a short or long rest.

Armored in Death
At 10th level, your flesh hardens around your bones, going pale in color and cold to the touch. You gain resistance to cold and poison damage and are immune to the poisoned condition. While you wear no armor your armor class equals 13 + your Dexterity modifier.

Soul-Devouring Power
You gain additional arcanums: disintegrate at 14th level, finger of death at 16th, dominate monster at 18th level, and power word kill at 20th. Your spellcasting ability for these arcanums is Intelligence.

Any time you cast one of these additional arcanums you risk madness, forcing yourself to make a DC 23 Charisma saving throw with disadvantage. If your save fails, you experience one long term madness, and if both of the rolled dice would have failed the save you also experience one short-term madness as well as an indefinite madness (DMG pgs 258-260).




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Your patron is Agares, once a stonelord of great elemental power who commanded armies against the caliphs and viziers of the City of Brass. Now a vestige of his former self, the only way for him to truly exist is by granting power to mortals brave enough to seek his name and carve his sign.

EXPANDED SPELL LIST


Spell Level
Spells


1st
Beast BondEE, Earth TremorEE



2nd
EarthbindEE, Spike Growth


3rd
Meld into Stone, Erupting EarthEE


4th
Dominate Beast, Stoneskin


5th
Transmute RockEE, Wall of Stone




Earth Mastery
Starting at 1st level, whenever you make a melee attack against a creature that is on the ground, as long as you are also on the ground your attack deals 2 additional damage. Furthermore, as long as you are on the ground, you gain a +1 bonus to AC against the attacks of any creatures that are not on the ground.

Heart of Stone
Starting at 6th level, you have advantage on saving throws you make to resist being charmed or frightened as long as you are on the ground.

Earthen Commander
Starting at 10th level, your Earth Mastery and Heart of Stone features also apply to any allies within 30ft of you.

Stonelord's Companion
At 14th level you may expend a spell slot and spend 1 minute in concentration as if concentrating on a spell, chanting, articulating gestures and burning soft clay in a brazier. When you do, you conjure forth an Earth Elemental that remains by your side until it is reduced to 0 hit points, at which point it breaks apart into small chunks of rock and you regain a spell slot. The elemental is friendly toward you and your companions, takes its own turns, and obeys any verbal commands you issue it. When you cast a spell with a range of touch, your Earth Elemental can deliver the spell as if it had cast it as long as it is within 100ft of you when you cast the spell. This requires the Earth Elemental's reaction. If the spell requires an attack roll it uses your spell attack modifier for the roll.

As an action you may dismiss the elemental, either forever (regaining the spell slot used to conjure it), or shunting it into a pocket dimension where it awaits your summons. While the elemental remains in such a pocket dimension you may use an action to call it forth into any unoccupied space within 30ft of you.

You can't control more than one Earth Elemental conjured in this way. If you use this feature while you already control an Earth Elemental (even one currently residing in a pocket dimension), the elemental you currently control disappears, being tossed through dimensions back to the elemental chaos from which it was formed, and a new Earth Elemental takes its place.




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Your patron is Amon, an ancient demonic entity of vast, primordial chaos whose power rivals that of the Titans. Now reduced to a mere vestige of its former self, the only way for the creature to truly exist is by granting power to mortals dark enough to seek its name and carve its sign.

EXPANDED SPELL LIST


Spell Level
Spells


1st
Burning Hands, Detect Poison and Disease



2nd
Flaming Sphere, Heat Metal


3rd
Fireball, Stinking Cloud


4th
Elemental BaneEE, Wall of Fire


5th
Hellfire Strike*, ImmolationEE




*Hellfire Strike is exactly like Flame Strike from the Cleric's spell list except that it deals necrotic damage instead of radiant damage.

Ram's Horns
You grow a pair of strong, curled horns which are a melee weapon that deals 1d10 bludgeoning damage. You are proficient with your horns and whenever you use the Attack action on your turn to attack with your horns and hit, you can attempt to shove the struck creature with your horns as a bonus action. Whenever you use the Dash action on your turn you may make a melee attack with your horns as a bonus action.

Burning Hatred
Starting at 6th level, Whenever you deal fire damage to a creature that creature is Poisoned for 1 minute unless it succeeds on a Constitution saving throw against your spell save DC, and on a failure that creature gets a new saving throw at the end of each of its turns to remove this condition.

Infernal Horns
At 10th level, whenever you hit a creature with your horns you deal 1d10 additional fire damage to that creature.

Blistering Pestilence
Starting at 14th level, you ignore resistance to fire damage, and after dealing a creature fire damage, if that creature fails three saving throws to remove the poisoned condition, that creature contracts one of the following diseases for 7 days, as if afflicted by the Contagion spell (PHB, pg. 227) - Blinding Sickness, Filth Fever, Flesh Rot, Mindfire, Seizure, or Slimy Doom.




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Your patron is Andras, once a duchess of the Nine Hells, Andras rode into battle leading the van upon any number of damned steeds as her owl-eyes pierced the ranks of her enemies. Reduced to a vestige of her former self, the only way for her to truly exist is by granting power to mortals ferocious enough to seek her name and carve her sign.

EXPANDED SPELL LIST


Spell Level
Spells


1st
Protection from Evil and Good, Wrathful Smite



2nd
Crown of Madness, Find Steed


3rd
Blinding Smite, Fear


4th
Confusion, Fire Shield


5th
Dispel Evil and Good, Dominate Person




Cavalry Charger
You gain proficiency with medium armor and shields, and with the battleaxe, halberd, lance, and longsword. You have advantage on any check or saving throw you make that would prevent you from being knocked prone or off of a mount.

Castigating Strike
Starting at 6th level, whenever you hit with a melee weapon attack you may expend a spell slot to deal bonus psychic damage with your attack equal to 1d6 per slot level of the expended spell slot. If you expend a spell slot and hit a Celestial or Fiend with your attack you deal 2d6 additional psychic damage to the struck creature.

Cavalier
Starting at 10th level, when you use the Attack action on your turn you may use your bonus action to direct your mount to make a single attack. When you mount a creature with fewer hit points than 4 x your level, you may grant it enough temporary hit points to reach that number. After granting temporary hit points to a creature in this way, you cannot do so again until you've completed a long rest.

Sure Blows
Also at 10th level, you score a critical hit on attack rolls on a roll of 19 or 20.

Improved Castigating Strike
Starting at 14th level, your melee weapon attacks deal 1d6 additional psychic damage.

Further, whenever you expend a spell slot to use your Castigating Strike feature the struck creature must succeed on a Wisdom saving throw against your spell save DC or be charmed by you for 1 minute. The creature may make a new saving throw at the end of each of its turns to remove the charmed condition, but while it remains charmed by you, you may use a bonus action on your turn to deliver one suggestion to the charmed creature as the Suggestion spell with a duration of 1 round. The charmed creature gets an additional Wisdom saving throw to resist the suggestion, but succeeding on this saving throw does not remove the charmed condition.

Celestials and Fiends that are normally immune to the charmed condition are not immune to the effects of Improved Castigated Strike.




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Your patron is Andromalius, a mischievous demon who grew tired of the Blood Wars and sought to change his ways. Now reduced to a vestige of his former self, the only way for him to truly exist is by granting power to mortals with sense of humor enough to seek his name and carve his sign.

EXPANDED SPELL LIST


Spell Level
Spells


1st
Disguise Self, Tasha's Hideous Laughter



2nd
Alter Self, Find Traps


3rd
Blink, Feign Death


4th
Freedom of Movement, Polymorph


5th
Animate Objects, Modify Memory




Complete Scoundrel
You are proficient with the Sleight of Hand skill and you know the Vicious Mockery cantrip. Whenever a hostile creature within 30 feet of you fails a saving throw, or is hit by an attack you may use your reaction to cast Vicious Mockery on that creature.

Helpful Scamp
Starting at 6th level you may do any of the following as a bonus action on your turn - apply poison to a weapon, use an item, use the Sleight of Hand skill, or Help any ally within 30ft of you.

Divine Comedy
Starting at 10th level, whenever you cast Vicious Mockery on a creature you may expend a spell slot to cause a different creature within 30 feet to make a Wisdom saving throw against your spell save DC. If the creature fails its saving throw it bursts into a fit of laughter, falling prone and becoming incapacitated until the end of its next turn.

Fiendish Blow
Starting at 14th level, when you make a weapon attack against a creature and have advantage, you may declare a Fiendish Blow. If you do, and your attack hits, it deals 14d4 additional damage and unless the struck creature succeeds at a Constitution save against your spell save DC it is poisoned for the next minute. A creature poisoned in this way gets a new saving throw at the end of each of its turns to remove the poisoned condition. After you hit with a Fiendish Blow you cannot attempt to make another one until you have completed a long rest.




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Your patron is Aym, once a powerful dwarven queen she was driven mad by a lust for gold and in the end became as ugly as her implacable desires. Now a vestige of her former self, the only way for her to truly exist is by granting power to mortals greedy enough to seek her name and carve her sign.

EXPANDED SPELL LIST


Spell Level
Spells


1st
Command, Detect Magic



2nd
Crown of Madness, Locate Object


3rd
Glyph of Warding, Spirit Guardians


4th
Fabricate, Leomund's Secret Chest


5th
Animate Objects, Legend Lore




Treasure Warden
You are proficient with medium and heavy armor and your speed is not reduced by heavy armor. Determine your carrying capacity is if you were one size larger.

Treasure Sense
Starting at 6th level you instinctively know the direction to any amount of coins, valuables, or magic items within 60 feet of you that has a market value of at least 100 gold pieces as easily as you might smell a succulent roast or spot a bright pink elephant. If more than one stash or object of value is within 60 feet of you, you know the number of such treasure troves and the direction to each.

Use Magic Device
By 10th level, you have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of Magic Items.

Covet Thy Neighbor
Starting at 14th level you have advantage on attack rolls and deal 1d8 additional damage with all attacks you make and spells you cast against any creature in possession of at least 100 gold pieces of coins or other valuables (including magic items). You gain a +1 bonus to AC and to all saving throws against any creature that is not in possession of at least 100 gold pieces of coins or other valuables.




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Your Patron is Balam, once an angel in the Seven Mounting Heavens, she defied the gods and struck out into the Ethereal to carve out a new plane and was henceforth barred from ever returning home. Lost and a mere vestige of her former self, the only way for her to truly exist is by granting her power to mortals cold enough to seek her name and carve her sign.

EXPANDED SPELL LIST


Spell Level
Spells


1st
Fog Cloud, Ice KnifeEE



2nd
Blindness/Deafness, Hold Person


3rd
Clairvoyance, Sleet Storm


4th
Banishment, Ice Storm


5th
Cone of Cold, Scrying




Frigid Damsel
You know the Chill Touch and Shocking Grasp cantrips. When you cast Shocking Grasp it deals cold damage instead of lightning damage. You have resistance to cold damage.

Balam's Cunning
Starting at 6th level, when you roll an attack roll, ability check, or saving throw you may grant yourself Advantage on that roll. Alternatively, when an enemy rolls an attack roll against you you may make that creature roll with Disadvantage. After using this ability you can't use it again until you complete a long or short rest.

Celestial Frost
Starting at 10th level, you project an aura of unearthly cold. Hostile creatures within 10 feet of you have Vulnerability to Cold damage if they do not possess Resistance to Cold damage, or lose their Resistance to Cold damage if they possess it. Hostile creatures within 10 feet of you that possess Immunity to Cold damage lose their Immunity and gain Resistance to Cold damage.

At 14th level the radius of your aura improves to 30 feet.

Prescience
Starting at 14th level, as an action you may cast the Foresight spell using a Warlock spell slot, but the duration is only 1 hour. After using this ability you cannot use it again until you complete a long rest.




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Your Patron is Buer, a primeval force of nature in all its raw power, verve, and ferocity, she does not remember how she came to non-exist, but she still holds great sway over the green and the red. Now only a vestige of her former self, the only way for her to truly exist is by granting her power to mortals fierce enough to seek her name and carve her sign.

EXPANDED SPELL LIST


Spell Level
Spells


1st
Goodberry, Speak with Animals



2nd
Beast Sense, Cordon of Arrows


3rd
Aura of Vitality, Conjure Barrage


4th
Conjure Woodland Beings, Dominate Beast


5th
Commune with Nature, Conjure Volley




Buer's Gifts
You are proficient in the Nature and Survival skills, and you have advantage on all Perception checks based on smell and on Survival checks you make to follow tracks. You also gain a +1 bonus to all ranged weapon attack rolls and a +2 bonus to all weapon damage rolls you make against beasts.

Well of Life
At 6th level, you have a pool of healing power that can restore a number of hit points equal to five times your Warlock level. As an action, choose any number of creatures within 30 feet of you and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum.

You can't use this feature on an undead or construct, and after using this feature you can't do so again until you have completed a long or short rest.

Buer's Vitality
Starting at 10th level, you and allies within 10ft of you have resistance to poison damage as well as immunity to all diseases and the poisoned condition.

Huntress' Wrath
Also at 10th level, you gain a +1 bonus to all ranged attack rolls (including non-weapon ranged attack rolls) and a +2 bonus to all damage rolls you make against aberrations, undead, and constructs.

Fast Healing
Starting at 14th level, at the start of each of your turns, you regain 5 hit points if you have no more than half your hit points left. You don't gain this benefit if you have 0 hit points.




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Your patron is Chupoclops, one of many terrible beasts who were meant to usher in the apocalypse, this venomous thing has faded from the multiverse altogether. Now a mere vestige of its former self, the only way for it to truly exist is by granting its power to mortals toxic enough to seek its name and carve its sign.

EXPANDED SPELL LIST


Spell Level
Spells


1st
Bane, Jump



2nd
Rope Trick, Web


3rd
Blink, Vampiric Touch


4th
Giant Insect, Greater Invisibility


5th
Insect Plague, Passwall




Grimtooth
You grow a pair of venomous fangs which are a melee weapon that deals 1d4 piercing damage plus 1d8 poison damage. A successful Constitution save against your spell save DC negates the poison damage. You are proficient with your fangs and whenever you successfully grab another creature on your turn, and once on each of your turns thereafter so long as you maintain your hold, you may make one attack with your fangs as a bonus action.

Ghost Stalker
Starting at 6th level you can see up to 30 feet into the Ethereal Plane while you are on the Material Plane, and vice versa, though creatures and objects beyond 15 feet are obscured as if by heavy fog.

Your weapon attacks and spells can target, affect, and hit creatures on the Ethereal Plane while you are on the Material Plane, and vice versa. You have disadvantage on all attack rolls and Perception checks you make against creatures 15 feet or further away from you when you attack or attempt to detect a creature on the Ethereal Plane from the Material Plane, and vice versa.

You ignore all damage resistances of any creature that possesses the Incorporeal Movement ability.

Ethereal Watcher
Starting at 10th level as part of your movement you may magically shift yourself from the Material Plane to the Ethereal Plane, and vice versa. You cannot travel more than 30 feet into the Ethereal Plane from any spot where you entered it using this feature and moving more than 15 feet into the Ethereal Plane is considered difficult terrain. Shifting either way costs half your movement and after using this ability a number of times equal to 1 + your Charisma modifier (minimum 1), you must complete a long rest before you are able to use it again.

Soulsense
At 14th level you can magically sense the life force of living creatures within 10 feet as if you possessed the blindsense ability. This sense extends into and out from the Ethereal Plane, but does not detect undead or constructs.




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Your patron is Dahlver-Nar, once a priest of surpassing faith and renown, he discovered the teeth of an ancient evil force whose long-slumbering power drove him, in a mad, cacophony of prophecy, to the far flung corners of the multiverse. His soul sundered, he remains a mere vestige of his former self who can only truly exist by granting his power to those with resolve enough to seek his name and carve his sign.

EXPANDED SPELL LIST


Spell Level
Spells


1st
Bane, Bless



2nd
Augury, Spiritual Weapon


3rd
Daylight, Revivify


4th
Death Ward, Fire Shield


5th
Flame Strike, Hallow




Servant of the Sun
You gain proficiency with the Religion skill and you know the Light and Sacred Flame cantrips. You may use a holy symbol as a spellcasting focus for your warlock spells in place of an arcane focus.

Gnawed Hide
You gain a +1 bonus to AC as long as you wear no armor.

Empty Maw
Starting at 6th level, spells you cast no longer require Verbal components.

Turn Undead
Also at 6th level, as an action, you may present a holy symbol and speak a prayer censuring the undead. Each undead that can see you or hear you within 30 feet of you must make a Wisdom saving throw against your spell save DC. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can only take the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

At 6th level, if an undead with a CR of 1/4 fails its saving throw against this feature, instead of being turned, that creature is instantly destroyed. At 10th level, the same applies to an undead with a CR of 1/2, and to undead with CRs of 1 and 2 at levels 14 and 18 respectively.

After using this feature, you must finish a short or long rest to use it again.

Dragonscarred
Starting at 10th level, you have resistance to fire damage as long as you wear no armor.

Searing Radiance
Also at 10th level, you add your Wisdom modifier to any radiant and/or fire damage you would deal with a spell, effect, or attack.

Maddening Moan
At 14th level, you can emit a frightful moan as an action. Each creature within 30 feet of you is dealt 8d6 psychic damage and must make a Wisdom saving throw against your spell save DC.

On a failed saving throw, the creature's Wisdom score is reduced by 2 points (which can be recovered with a long rest or by the Greater Restoration or Wish spells), it is stunned for 1 round, and its actions are erratic for up to nine rounds thereafter as if it were subjected to the Confusion spell. A creature affected this way gets a new saving throw to remove the effect at the end of each of its turns. On a successful saving throw, the creature suffers half the psychic damage but no additional effects.

After using this feature you must complete a long rest before you may use it again.




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Your patron is Dantalion, inheritor to a mysterious and ancient imperial line whose power and domain have been long lost to the eons. Even the greatest warlock scholars know next to nothing about the origins of this composite entity. Now a vestige of their former selves, the only way for them to truly exist is by granting their collective power to mortals regal enough to seek their name and carve their sign.

EXPANDED SPELL LIST


Spell Level
Spells


1st
Command, Sanctuary



2nd
Detect Thoughts, Enhance Ability


3rd
Bestow Curse, Tongues


4th
Compulsion, Crusader's Mantle


5th
Dominate Person, Teleportation Circle




Imperial Will
You gain proficiency with the History skill and have advantage on all Intelligence (History) and Charisma checks relating to nobility and royalty.

Awe of Dantalion
As a bonus action on your turn, choose one hostile creature within 30 feet of you that can see you and hear you. Until the end of that creature's next turn, it cannot attack you or choose you as a target of any spell or other effect (this does not restrict it from including you within the area of a spell or effect, such as a cone or line).

If you attack that creature, choose it as a target of a spell or effect, or deal it damage in any way before the end of your turn, that creature may make a Wisdom saving throw against your spell save DC to ignore this effect.

After using this feature you must complete a short or long rest before you may use it again.

Dantalion Knows
Starting at 6th level you add half your proficiency bonus to any Intelligence check you do not already add your proficiency bonus to. Furthermore, choose up to two Intelligence skills you are proficient with. Instead of adding your proficiency bonus to those skills, you add double your proficiency bonus.

Thought Travel
Starting at 10th level, you may teleport yourself through the minds of sentient, thinking creatures. As an action, choose a creature you can see. If that creature has an Intelligence score of at least 7 you may move into any open space adjacent to that creature, dealing yourself and the chosen creature 1d8 psychic damage in the process. If the creature's Intelligence score is lower than 7 you suffer 2d8 psychic damage and this ability fails.

Mindsight
At 14th level and beyond you detect the presence of and direction to each sentient, thinking being with an Intelligence score 10 or higher that is 30 or fewer feet from you, each sentient, thinking being with an Intelligence score 7 or higher that is 20 or fewer feet from you, and each sentient being with Intelligence score 4 or higher that is 10 feet or fewer from you.

When you use your Thought Travel feature, you may choose a creature you've detected with Mindsight as though you could see it.




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Your patron is Eligor, once a famed Half-Elf champion whose soul was stolen from the afterlife by hellish, draconic scheming. Eligor was coerced into the service of an evil dragon where he was slain by an unknown deity. Now a vestige of his former self, Eligor can only truly exist by granting his power to mortals strong enough to seek his name and carve his sign.

EXPANDED SPELL LIST


Spell Level
Spells


1st
Absorb ElementsEE, Chromatic Orb



2nd
Enhance Ability, Find Steed


3rd
Elemental Weapon, Protection from Energy


4th
Elemental BaneEE, Stoneskin


5th
Destructive Wave, Raise Dead




Shock Trooper
You are proficient with medium and heavy armor as well as the Greataxe and Greatsword. You have advantage on any check or saving throw you make against being knocked prone or off of a mount.

Eligor's Might
Starting at 6th level you may fly into an insensate fury as a bonus action on your turn, during which you gain the following benefits:


Temporary hit points equal to your level which fade when your fury ends (see below).
Advantage on Strength checks.
Advantage on Strength saving throws.
When you hit with a melee weapon attack that used Strength you deal 1d4 additional damage which is your choice of acid, cold, fire, lightning, or poison.

Your fury lasts for 1 minute, during which attack rolls against you have advantage. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You may also voluntarily end your fury on your turn as a bonus action.

After flying into a fury once you cannot do so again until you have completed a short or long rest.

Eligor's Resilience
Starting at 10th level you gain +1 to AC as long as you are wearing heavy armor and after completing a long or short rest choose acid, cold, fire, lightning, or poison. As long as you wear heavy armor you gain resistance to the chosen damage type until you choose a different type with this feature.

Chromatic Strike
Starting at 14th level, whenever you hit with a melee weapon attack you deal 1d8 additional damage which is your choice of acid, cold, fire, lightning, or poison, and if you score a critical hit with the attack, roll this additional damage die two additional times and add the results of those rolls to the damage dealt.




NEW FEAT
Soul Binding
Prerequisite: Warlock with a Vestige Patron
Through your Patron and your own research, you have learned of the existence of a whole pantheon of dead gods, mysterious beings, and lost legends known collectively as Vestiges. You gain the ability to conduct a forbidden ritual to make contact with these powers beyond the fragile veil of reality and bind them to your very soul.


You can use the Bind Vestige ritual to replace the abilities and features granted by your current Patron with those of any other Vestige. This ritual requires 1 hour of concentration as if you were casting a spell and also verbal and somatic components, as well as Material components valued at 15gp for a 1st level Warlock, 50gp for a 6th level Warlock, 150gp for a 10th level Warlock, and 500gp for a 14th level Warlock each time it is performed.
Each time you perform this ritual you may choose one of the spells you know and replace it with another spell of the same spell level from the Expanded Spell List offered by the Vestige you are binding yourself to.
Whenever you use this ritual to bind with a Vestige that is not the one you chose as your Patron at 1st level, your Constitution score is reduced by 2 points until you complete a long rest.
Each Vestige has a specific sign that you must learn before contact can even be attempted. When you take this feat you know how to carve the signs of the Vestige you chose as your Patron at 1st level and of one other Vestige. You may research new signs during downtime as described in the Player's Handbook (pg. 187).
Beyond a Vestige's sign, however, each also has its particular quirks and tastes that can influence the pact-making process. You must succeed at a Charisma check in order to bind yourself to a Vestige. If your Charisma check fails, so does the ritual. The DC of this check is up to the DM but always increases by 5 if you are trying to bind yourself to a Vestige you cast aside within the last week, and by 10 if that Vestige is the one you chose as your Patron at 1st level. Depending on the circumstances of the environment, the Vestige being contacted, and the nature of your plea, your DM may declare your Charisma check to be a Deception or Persuasion check in place of a straight Charisma check, or grant the check advantage or disadvantage, at his or her wish.

Ziegander
2017-01-23, 02:14 AM
Reserved for more Vestiges...

Ziegander
2017-01-23, 02:19 AM
One more reservation, just in case...

Ninja_Prawn
2017-01-23, 07:11 AM
Apologies for not having anything constructive to contribute RE the actual content (warlocks aren't my thing and it rubs me the wrong way how a lot of vestiges are named after Solomonic demons), but I did just want to challenge this:


no one has attempted to port over the 3rd edition Vestiges as Warlock Patrons.

Submortimer (and a few others) has done a lot of work on binders and vestiges in the last year or so, which is collated here (http://www.middlefingerofvecna.com/2016/06/book-of-binding.html). I guess it might be useful to you as a reference?

The Zoat
2017-01-23, 07:36 AM
150 GP is pretty steep considering a binder character probably wants it at level 4 or 1 if possible, it.seems pretty prohibitive and not really necessary.

Ziegander
2017-01-23, 11:32 AM
Apologies for not having anything constructive to contribute RE the actual content (warlocks aren't my thing and it rubs me the wrong way how a lot of vestiges are named after Solomonic demons), but I did just want to challenge this:

Submortimer (and a few others) has done a lot of work on binders and vestiges in the last year or so, which is collated here (http://www.middlefingerofvecna.com/2016/06/book-of-binding.html). I guess it might be useful to you as a reference?

Certainly a lot of work has been done to create a 5th edition Binder class in its own right. That work has already been done and though I haven't seen Submortimer's work, I have seen at least one other worthy effort and so I've never felt the need to produce my own attempt at recreating that class. I was merely referring to the specific work of making the Vestiges into Patrons for Warlocks, which, to my surprise, I don't believe has yet been done.


150 GP is pretty steep considering a binder character probably wants it at level 4 or 1 if possible, it.seems pretty prohibitive and not really necessary.

Well, this is my first stab and I was anticipating backlash if I made it too easy for the Warlock to switch its patrons out with an hour ritual. It was also an intentional balance consideration to make the switching more or less only available at 4th and after. However, I've noted your concerns and adjusted the materials cost to scale with level. At 1st level it costs a mere 15gp, but that scales upward to 500gp when you reach 14th level. As the power of your pact increases, so to do the demands of the Vestiges.

Now, then, on to the Vestiges themselves, I really like where Acererak, Andromalius, and Aym are sitting right now (though, Andromalius could potentially use a slight downgrade), but there's been a little chatter that perhaps Agares, Amon, and Andras are all a little strong at the moment. Any thoughts on that? While we ruminate on them, I'll set to work on Balam (an old favorite Vestige of mine).

Ziegander
2017-01-24, 12:09 AM
Balam and Buer are up for critique. Chupoclops to await tomorrow.

The Zoat
2017-01-24, 04:40 AM
Amon seems overpowered because of how powerful no-save poisoning is. With the empowered burning hands and fireball it seems excessive.

Amnoriath
2017-01-24, 10:55 AM
Again great flavor and spell choices but I would avoid reaction and bonus action casting of cantrips. Warcaster is regarded as one of the more powerful feats for casting in place of an opportunity attack which by RAW is only when an opponent leaves your melee range or enters via Polearm Mastery. Many of these though are allowing it to occur far more often. As such 10th level is the lowest I would offer such a thing In general though I would regard these as more powerful choices than any of the core choices. Traditionally 6th level is reserved for a rather potent reaction based ability once per rest. 1st level either gives an interesting and useful ribbon or an overall useful once per rest ability. Most abilities though here are passive and very much mechanically oriented or greatly increase action potential. I think most of them need to be toned down and may be you could make specific feats for each patron to incorporate more of these abilities as well as making binding easy for them in theme of some of the vestige based prestige classes of 3.X version.

Ziegander
2017-01-24, 01:01 PM
Amon seems overpowered because of how powerful no-save poisoning is. With the empowered burning hands and fireball it seems excessive.

I toned down Amon considerably.


Again great flavor and spell choices but I would avoid reaction and bonus action casting of cantrips. Warcaster is regarded as one of the more powerful feats for casting in place of an opportunity attack which by RAW is only when an opponent leaves your melee range or enters via Polearm Mastery. Many of these though are allowing it to occur far more often. As such 10th level is the lowest I would offer such a thing In general though I would regard these as more powerful choices than any of the core choices.

Well, most people take Warcaster for its other benefit, gaining the ability to cast spells as an opportunity attack is usually seen as just a nice extra benny (or as a vehicle to make Booming Blade even better than ever). As such, I don't see anything wrong with allowing specific Vestiges to cast specific cantrips, in specific circumstances. Andromalius will happen more often than Balam, but she gains an additional cantrip to compensate. Since players can have Warcaster at 1st level if they want, I should think even being conservative that such abilities could easily show up at 6th level, but pushing cantrip learning back to 6th level didn't make any sense to me, and it would completely ruin the pacing and flavor of the abilities I was trying to give those particular Vestiges. Essentially, if I don't offer those abilities at 1st level, I'd pretty much have to rewrite them from scratch. While I don't necessarily have a problem with doing so for Balam (she didn't turn out quite like I hoped), Andromalius is so awesome and unique it would be a true shame to scrap the design completely.


Traditionally 6th level is reserved for a rather potent reaction based ability once per rest. 1st level either gives an interesting and useful ribbon or an overall useful once per rest ability. Most abilities though here are passive and very much mechanically oriented or greatly increase action potential. I think most of them need to be toned down and may be you could make specific feats for each patron to incorporate more of these abilities as well as making binding easy for them in theme of some of the vestige based prestige classes of 3.X version.

Well, I think sticking to strict formula like that gets stale fast and fails to offer actually unique playstyles within the class. We only have three published Warlock Patrons as it is and most people would agree Fiend is by far the strongest with Fey coming in a short second and Old One the clear third. I was looking to balance these Patrons more or less against the Fiend, because I don't think anyone would call the Fiend overpowered, and I think Warlocks need as much help as they can get. Passive, non-rest based abilities also help stretch the Warlock's resources which, in my experience, is something they desperately need.

With that in mind, I think Agares, Amon, and Andras all balance against the Fiend rather well being more melee/offense-oriented to the Fiend's more broadly applicable and defensive ability suite. I think Acererak is on the powerful side, just in a way that's difficult to compare to any existing Patron (which I think is good), and the same with Andromalius. Aym feels a little closer to the Great Old One, but at least she starts off with heavy armor. Balam... I really like the idea of conducting cold through your body, but I just don't like how the whole package comes together, and now that I've rebalanced Amon, she seems like the standout overpowered Vestige. Probably need to do a top-down redesign. Buer feels balanced to me as an alternative to the Fiend.

Compared to the Archfey and the Great Old One, the Fiend is just all-around more useful. It has powerful abilities that aren't circumstantial. Compared to the Archfey and the Great Old One, Undying Light is far more powerful (and probably more powerful than most of the Vestiges I've written, too), and the Seeker is also generally more useful and more on-par with the Fiend (though that 14th level is really subpar). I'm not sure it's fair to criticize the Vestiges as being better than the Archfey or Great Old One, or to suggest that they must all follow a set pattern to their granted abilities.

Often when I'm designing new content, I try to compare to what is considered the best option and I ask myself, would most players still choose that option or am I offering something juicy enough to make some players choose the new content? So, a lot of people would suggest Bladelocks need a little help, and though basically everyone recommends they take the Fiend patron, people usually only say that because it's the best option (Tomelocks also take the Fiend, for example). So, with Agares and Andras, for example, I wanted to really push a melee angle to make them attractive alternatives to the Fiend. The Fiend is still a great Patron compared to those two, though, in my opinion.

Now, if you still have concerns with any of the above Vestiges (particularly with Balam), and/or you still think Vestiges like Agares, Amon, or Andras are just overpowered compared to the Fiend (ie: I've gone too far the other way and now no one will take the Fiend Patron), then please let me know. Also, I would appreciate any ideas you have for a total redesign on Balam.

EDIT: I've made major edits to Balam. Still not perfect, I don't think, but she's much more balanced than before. Also added Chupoclops! That damn spider was not easy to design!

Amnoriath
2017-01-25, 11:13 AM
I toned down Amon considerably.



Well, most people take Warcaster for its other benefit, gaining the ability to cast spells as an opportunity attack is usually seen as just a nice extra benny (or as a vehicle to make Booming Blade even better than ever). As such, I don't see anything wrong with allowing specific Vestiges to cast specific cantrips, in specific circumstances. Andromalius will happen more often than Balam, but she gains an additional cantrip to compensate. Since players can have Warcaster at 1st level if they want, I should think even being conservative that such abilities could easily show up at 6th level, but pushing cantrip learning back to 6th level didn't make any sense to me, and it would completely ruin the pacing and flavor of the abilities I was trying to give those particular Vestiges. Essentially, if I don't offer those abilities at 1st level, I'd pretty much have to rewrite them from scratch. While I don't necessarily have a problem with doing so for Balam (she didn't turn out quite like I hoped), Andromalius is so awesome and unique it would be a true shame to scrap the design completely.



Well, I think sticking to strict formula like that gets stale fast and fails to offer actually unique playstyles within the class. We only have three published Warlock Patrons as it is and most people would agree Fiend is by far the strongest with Fey coming in a short second and Old One the clear third. I was looking to balance these Patrons more or less against the Fiend, because I don't think anyone would call the Fiend overpowered, and I think Warlocks need as much help as they can get. Passive, non-rest based abilities also help stretch the Warlock's resources which, in my experience, is something they desperately need.

With that in mind, I think Agares, Amon, and Andras all balance against the Fiend rather well being more melee/offense-oriented to the Fiend's more broadly applicable and defensive ability suite. I think Acererak is on the powerful side, just in a way that's difficult to compare to any existing Patron (which I think is good), and the same with Andromalius. Aym feels a little closer to the Great Old One, but at least she starts off with heavy armor. Balam... I really like the idea of conducting cold through your body, but I just don't like how the whole package comes together, and now that I've rebalanced Amon, she seems like the standout overpowered Vestige. Probably need to do a top-down redesign. Buer feels balanced to me as an alternative to the Fiend.

Compared to the Archfey and the Great Old One, the Fiend is just all-around more useful. It has powerful abilities that aren't circumstantial. Compared to the Archfey and the Great Old One, Undying Light is far more powerful (and probably more powerful than most of the Vestiges I've written, too), and the Seeker is also generally more useful and more on-par with the Fiend (though that 14th level is really subpar). I'm not sure it's fair to criticize the Vestiges as being better than the Archfey or Great Old One, or to suggest that they must all follow a set pattern to their granted abilities.

Often when I'm designing new content, I try to compare to what is considered the best option and I ask myself, would most players still choose that option or am I offering something juicy enough to make some players choose the new content? So, a lot of people would suggest Bladelocks need a little help, and though basically everyone recommends they take the Fiend patron, people usually only say that because it's the best option (Tomelocks also take the Fiend, for example). So, with Agares and Andras, for example, I wanted to really push a melee angle to make them attractive alternatives to the Fiend. The Fiend is still a great Patron compared to those two, though, in my opinion.

Now, if you still have concerns with any of the above Vestiges (particularly with Balam), and/or you still think Vestiges like Agares, Amon, or Andras are just overpowered compared to the Fiend (ie: I've gone too far the other way and now no one will take the Fiend Patron), then please let me know. Also, I would appreciate any ideas you have for a total redesign on Balam.

EDIT: I've made major edits to Balam. Still not perfect, I don't think, but she's much more balanced than before. Also added Chupoclops! That damn spider was not easy to design!
1. They problem is they aren't that specific if they can happen all the time(ie you wielding the condition) or you have more than one. The only way Warcaster gets more is by getting more feats. While in a more appropriate place the damage increase you gave Balam at level 14 is threefold. Retaliation from the Berserker is considered to a great feature by most people which just gives them a melee attack as a reaction against taking damage. As for Andromalius perhaps instead the creature takes disadvantage against your Vicious Mockery instead.
2. I am not saying stick to the formula I am saying remember the formula to properly balance out the sub-class. Currently almost all of vestiges have passive abilities at that level.
3. Actually I wouldn't trust that consensus too much. Undoubtedly the Fiend has the best 1st level ability mechanically and it scales but its latter abilities never come out on top of any other from there. Through The Fiendish Luck has a larger chance of not being as benefical as Entropic Ward and Misty Escape is a get out jail free card after taking damage. Fiendish Luck may apply to more but again disadvantage can be used to turn situations better especially if they award advantage later. Arguably Fiendish Resilience is party wise the weakest of the 3 as all it does is give you resistance an energy damage of your choice until choose after another rest. The other 2 provide clear uses and advantages in which would be useful for the party conversely. Being immune to charm and throwing it back is obvious. What people forget is that Thought Sheild is completely under the control of the user so anyone trying to read their minds could be completely fooled by purposeful false information. Finally while Hurl through Hell is the easiest to use it also affects the game the least. Dark Delirium could mess up an entire encounter of any kind as it isn't just the conditions you create an entire imaginary landscape in which they believe they are a part of. Then Create Thrall is the most sinister of them all as it has no save sneak in while somebody is resting and they are your automatic friend and eyes indefinitely. It also can be any humanoid. By the strict numbers I would agree with the consensus but not in terms of overall power.

Ziegander
2017-01-25, 01:34 PM
1. They problem is they aren't that specific if they can happen all the time(ie you wielding the condition) or you have more than one. The only way Warcaster gets more is by getting more feats. While in a more appropriate place the damage increase you gave Balam at level 14 is threefold. Retaliation from the Berserker is considered to a great feature by most people which just gives them a melee attack as a reaction against taking damage.

So your opinion is Balam's Winter Warmaiden feature is just still too strong? If I took out the reaction cast from the feature entirely, it's a somewhat stronger version of EK War Magic, seven levels later. Do you think that would be fair? It's a solid DPS upgrade to Blade Pact Warlocks, after all, and they do need nice things.


As for Andromalius perhaps instead the creature takes disadvantage against your Vicious Mockery instead.

There's a few ways I could see maybe toning Andromalius down if you really think he's out of line on power level.


Limiting the damage of the 1st level feature's reaction cantrip to only 1d4 ever.
Giving the 1st level reaction cast part of the feature a number of uses that only refresh after a LONG rest.
Doing as you say, providing only disadvantage on the next vicious mockery you cast on that creature.
I could also do one of the above, move Divine Comedy to 14th level and then put in some lesser poisonous sneak attack thing at 10th?




2. I am not saying stick to the formula I am saying remember the formula to properly balance out the sub-class. Currently almost all of vestiges have passive abilities at that level.
3. Actually I wouldn't trust that consensus too much. Undoubtedly the Fiend has the best 1st level ability mechanically and it scales but its latter abilities never come out on top of any other from there. Through The Fiendish Luck has a larger chance of not being as benefical as Entropic Ward and Misty Escape is a get out jail free card after taking damage. Fiendish Luck may apply to more but again disadvantage can be used to turn situations better especially if they award advantage later. Arguably Fiendish Resilience is party wise the weakest of the 3 as all it does is give you resistance an energy damage of your choice until choose after another rest. The other 2 provide clear uses and advantages in which would be useful for the party conversely. Being immune to charm and throwing it back is obvious. What people forget is that Thought Sheild is completely under the control of the user so anyone trying to read their minds could be completely fooled by purposeful false information. Finally while Hurl through Hell is the easiest to use it also affects the game the least. Dark Delirium could mess up an entire encounter of any kind as it isn't just the conditions you create an entire imaginary landscape in which they believe they are a part of. Then Create Thrall is the most sinister of them all as it has no save sneak in while somebody is resting and they are your automatic friend and eyes indefinitely. It also can be any humanoid. By the strict numbers I would agree with the consensus but not in terms of overall power.

Well, my point with the Fiend patron is that not only does it have the numbers, but none of its abilities are circumstantial. None of them depend on artful, thoughtful use by the player or on DM participation or environmental factors. Throwing back charm is powerful, yes, but it could literally never even be used in an entire campaign. Same with Thought Shield. You're going to get significantly more bang for your buck in almost any campaign by having a resistance that you can switch with a short rest, especially with a little forethought, but often with none at all.

Still listening to feedback though. So we're working on Balam and Andromalius, how do you feel about Agares and Andras? What about Buer and Chupoclops?

Amnoriath
2017-01-25, 02:49 PM
So your opinion is Balam's Winter Warmaiden feature is just still too strong? If I took out the reaction cast from the feature entirely, it's a somewhat stronger version of EK War Magic, seven levels later. Do you think that would be fair? It's a solid DPS upgrade to Blade Pact Warlocks, after all, and they do need nice things.



There's a few ways I could see maybe toning Andromalius down if you really think he's out of line on power level.


Limiting the damage of the 1st level feature's reaction cantrip to only 1d4 ever.
Giving the 1st level reaction cast part of the feature a number of uses that only refresh after a LONG rest.
Doing as you say, providing only disadvantage on the next vicious mockery you cast on that creature.
I could also do one of the above, move Divine Comedy to 14th level and then put in some lesser poisonous sneak attack thing at 10th?





Well, my point with the Fiend patron is that not only does it have the numbers, but none of its abilities are circumstantial. None of them depend on artful, thoughtful use by the player or on DM participation or environmental factors. Throwing back charm is powerful, yes, but it could literally never even be used in an entire campaign. Same with Thought Shield. You're going to get significantly more bang for your buck in almost any campaign by having a resistance that you can switch with a short rest, especially with a little forethought, but often with none at all.

Still listening to feedback though. So we're working on Balam and Andromalius, how do you feel about Agares and Andras? What about Buer and Chupoclops?

1. If it was just that it would be fine but it is so geared towards cold damage that overall it loses its appeal in the flavor you presented and it's optimized. Where is the abilities that represent Balam trying to create his own plane or knowledge there of?
2. Actually the first one is, if many of your encounters are solo it isn't going to come up all that often because it requires them being taken out. Also while the choice of energy resistance is nice it is still energy and just one so it is situational simply due to the fact it is one out of nine. I am not saying it won't come up but at the same time you can't say none of those other abilities won't come up(communication, attacks, and being cornered are quite common). I would agree it is the safe choice of all of them but the most powerful because of ease of use it isn't.
3. a. Agares is fine now as while they are passive they don't overshadow others and has a heel so to speak.
b. Andras is almost perfect if just a little unexpected, if anything throw in a Fighting Style like ability at level 10 it should balance out. The second part of the 14th ability is odd, while it isn't unbalanced necessarily it just doesn't seem like it has a precedence in either of the preceding abilities or flavor.
c. Buer gives immunities way too early when looking at both the Paladin and Monk who never share them. Well of Life is tricky it is a Paladin's Lay on Hands without touch per short rest rather than long rest but you limit how much it heals. It almost seems unnecessarily complicated. 10th level is weak as its bonuses are very limited and the skill advantages are a kind of specific and late. 14th level is a weak True Survivor while it kind of matters in battle it has the same benefit out of battle. Overall it focuses way too much on health.
d. Chupoclops is also just about perfect. The first ability is a bit strong and the 10th is weak. At 10th if you are going to limit how many times they can do it just allow them to move normally. While 14th level ability is a reflavored Rogue ability at the same level.

Ziegander
2017-01-28, 01:03 PM
1. If it was just that it would be fine but it is so geared towards cold damage that overall it loses its appeal in the flavor you presented and it's optimized. Where is the abilities that represent Balam trying to create his own plane or knowledge there of?

Agreed. I'll still have to rework Balam from the top-down. :smallsigh:


Buer gives immunities way too early when looking at both the Paladin and Monk who never share them. Well of Life is tricky it is a Paladin's Lay on Hands without touch per short rest rather than long rest but you limit how much it heals. It almost seems unnecessarily complicated. 10th level is weak as its bonuses are very limited and the skill advantages are a kind of specific and late. 14th level is a weak True Survivor while it kind of matters in battle it has the same benefit out of battle. Overall it focuses way too much on health.

Well of Life is actually just the Life Cleric's 6th level domain feature, word for word. As far as immunities being too early and the 10th level feature being too little too late, I've switched them around and added a second 10th level as well, Huntress' Wrath. What do you think?


Chupoclops is also just about perfect. The first ability is a bit strong and the 10th is weak. At 10th if you are going to limit how many times they can do it just allow them to move normally. While 14th level ability is a reflavored Rogue ability at the same level.

At the moment, I'm worried at-will etherealness is too powerful. Out-of-combat it allows for avoiding a ton of obstacles, and in-combat it's essentially at-will, on-demand invincibility against many creatures. Glad to hear that, otherwise, you think it's well-balanced.

That brings me to the latest vestige, Dahlver-Nar, who has also proved to be an entertaining and interesting challenge. What do you think of him? He's got the widest range of features out of any of the vestiges I've designed thus far and he deviates the furthest from existing Warlock patron formula.

EDIT: Dantalion is now up, as well, a bit more of a traditional vestige, though with some interesting abilities. Mindsight might be a bit overpowered, compared to Blindsight and Soulsense, but let me know what you think.

LeonBH
2017-01-28, 02:11 PM
I think this is really interesting, but my questions have to do less with the actual Vestiges themselves and more with the design as a whole.

While Warlocks do not necessarily have to take the Soul Binding feat, they would be crazy not to, given the benefits. Hence, there is a feat tax for this archetype. Don't you think a better design would be to incorporate this feat as a 1st-level ability of the class instead? This way, players do not need to spend a feat on something they are guaranteed to take anyway. As I understand, feats are supposed to offer diversity in the character design.

The final bullet for the Soul Binding feat also doesn't specify when the temporary hit points it grants regenerates. Also, the way it's designed seems to be less of a feat and more of a class feature -- so, again, it would be best to incorporate that in the class itself, wouldn't it?

Finally, I think there are just too many Vestiges for play, and they are too diverse. While that is awesome in theory, it may be too complex as just choosing your 1st level Vestige means you have to read through all of them. In the spirit of keeping the design low complexity, I think you might want to add a "Vestiges Known" table where you specify the number of Vestiges a character can have per warlock level (so as to limit freedom), as well as give them only a few set Vestiges that they can choose from at 1st level (so as to limit the amount of information players have to first digest on character creation), and expanding that list as they progress. For example, choosing the ones most similar to the Fiend, the Fey, and the Great Old One for level 1 would be ideal.

But these are just my thoughts. :)

Ziegander
2017-01-28, 02:24 PM
I think this is really interesting, but my questions have to do less with the actual Vestiges themselves and more with the design as a whole.

While Warlocks do not necessarily have to take the Soul Binding feat, they would be crazy not to, given the benefits. Hence, there is a feat tax for this archetype. Don't you think a better design would be to incorporate this feat as a 1st-level ability of the class instead? This way, players do not need to spend a feat on something they are guaranteed to take anyway. As I understand, feats are supposed to offer diversity in the character design.

The final bullet for the Soul Binding feat also doesn't specify when the temporary hit points it grants regenerates. Also, the way it's designed seems to be less of a feat and more of a class feature -- so, again, it would be best to incorporate that in the class itself, wouldn't it?

Finally, I think there are just too many Vestiges for play, and they are too diverse. While that is awesome in theory, it may be too complex as just choosing your 1st level Vestige means you have to read through all of them. In the spirit of keeping the design low complexity, I think you might want to add a "Vestiges Known" table where you specify the number of Vestiges a character can have per warlock level (so as to limit freedom), as well as give them only a few set Vestiges that they can choose from at 1st level (so as to limit the amount of information players have to first digest on character creation), and expanding that list as they progress. For example, choosing the ones most similar to the Fiend, the Fey, and the Great Old One for level 1 would be ideal.

But these are just my thoughts. :)

You make a lot of good points, and I was just thinking to myself earlier as I designed Dahlver-Nar, that the versatility and power granted by the feat are both too awesome, so I'll be nerfing it a bit in application so that Warlocks actually pay for the amount of versatility it grants. I am still considering a "Vestiges Known" table in place of the independent study or in addition to it. Perhaps the feat could allow independent study of Vestige seals, but learning a new seal is done instead of learning a new spell at any given level?

Do keep in mind, however, that even with a Vestige's seal, binding to a new vestige is up to Charisma check whose DC is completely up to the DM.

EDIT: Removed benefits from binding with your patron vestige, added a 2 point Constitution score reduction for binding with any other vestige (restored after a long rest).

Nifft
2017-01-28, 02:42 PM
For the longest time I've been surprised that no one has attempted to port over the 3rd edition Vestiges as Warlock Patrons.

My 5e Binder uses Warlock casting mechanics.

Ziegander
2017-01-28, 03:13 PM
My 5e Binder uses Warlock casting mechanics.

I didn't forget you! You've done some of, if not the best work with new classes using the Pact Magic feature of anyone I've seen working on 5e design!

Ziegander
2017-01-29, 06:49 PM
Eligor is up. Not happy with the similarities between him and Andras, but that's the fluff. Opinions on Eligor's Might vs Barbarian Rage and on how an Eligor Warlock stacks up against a Barbarian in general are welcome. With the ability to stack up Eligor's Might, Absorb Elements, Elemental Weapon and Chromatic Strike, I'm afraid I've made the Eligor Warlock's damage way too high.

Submortimer
2017-02-04, 05:27 PM
Certainly a lot of work has been done to create a 5th edition Binder class in its own right. That work has already been done and though I haven't seen Submortimer's work, I have seen at least one other worthy effort and so I've never felt the need to produce my own attempt at recreating that class. I was merely referring to the specific work of making the Vestiges into Patrons for Warlocks, which, to my surprise, I don't believe has yet been done.

You're not wrong, actually.

Well, not ENTIRELY wrong. Aside from the Binder I put out on my own a few years ago (which was a warlock patron which forced you to give up spellcasting to get vestige abilities) the only work that we've done splitting the patrons up into individual subclasses is the collection of three subclasses in the back of the Book of Binding: A Domain for Tenebrous, a Sorcerous Bloodline for Dantalion, and Karsus as a Patron.

Nifft
2017-02-04, 06:53 PM
I didn't forget you! You've done some of, if not the best work with new classes using the Pact Magic feature of anyone I've seen working on 5e design!

:redface:

:eek:

O-okay, I'll read your mechanics additions more carefully, and try to give some feedback.

EDIT: First off, I'd suggest that Vestiges be your Warlock Patron, and you can't learn spells from one Vestige's special lists -- instead, you get (limited?) access to all of those spells of your currently bound Vestige -- if limited, maybe once per short rest you can spend a Pact Magic slot to cast any spell on the list (up to the level of your Pact Magic slot).

That gives you the feeling of the Binder on the chassis of the Warlock: you have your (small) known spells list + cantrip selection, and then you have a few powers which you can switch out every day.