I got a chance to flesh out those archetypes a little. A few features need filling in, but here's what I have so far:
A binder deals with powerful entities and wields forces that defy the universe to impose his or her will upon them. No mortal flesh or soul can endure this unchanged, and in time a binder finds that they have become more than what they once were. Unlike the boons granted by a vestige, these powers are the binder's own, the result of changes to their very nature.
Spoiler: Awakened BinderAwakened
The energies of the void outside the planes are potent and varied, and at each summoning these energies seep from the portal that a binder opens to the beyond. Over time, an Awakened Binder finds that they have gained a residual pool of energy that they can call upon.
When you reach 3rd level, you gain the ability to cast spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the sorcerer spell list.
Cantrips. You learn two cantrips of your choice from the sorcerer spell list. You learn another sorcerer cantrip of your choice at 8th, 13th and 19th level.
Spell Slots. The Awakened Binder Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell charm person and have a 1st-level and a 2nd-level spell slot available, you can cast charm person using either slot.
Spells Known of 1st-Level and Higher. You know two 1st-level sorcerer spells of your choice, two of which you must choose from the conjuration and illusion spells on the sorcerer spell list.
The Spells Known column of the Awakened Binder Spellcasting table shows when you learn more sorcerer spells of 1st level or higher. Each of these spells must be a conjuration or illusion spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 8th level in this class, you can learn one new spell of 1st or 2nd level. The spells you learn at 7th, 13th, 17th and 20th level can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the sorcerer spells you know with another spell of your choice from the sorcerer spell list. The new spell must be of a level for which you have spell slots, and it must be a conjuration or illusion spell, unless you’re replacing the spell you gained at 7th, 13th, 17th or 20th level.
Spellcasting Ability. Charisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.
Awakened Binder Spellcasting
Level Cantrips Known Spells Known 1st 2nd 3rd 3rd 2 2 2 4th 2 3 3 5th 2 3 3 6th 2 3 3 7th 2 4 4 1 8th 3 4 4 1 9th 3 4 4 1 10th 3 5 5 2 11th 3 5 5 2 12th 3 5 5 2 13th 4 6 5 2 14th 4 6 5 2 1 15th 4 6 5 2 1 16th 4 6 5 3 1 17th 4 7 5 3 2 18th 4 7 5 3 3 19th 5 7 5 3 3 20th 5 8 5 3 3
At 3rd level,
At 7th level,
At 13th level,
At 17th level,
Spoiler: Warped BinderWarped
Hosting beings of such power within one's own body causes physical changes as each vestige seeks to manifest its sign in the binder's flesh. These repeated changes leave the binder's body warped into something not quite natural.
When you choose this Fate, you gain the ability to manifest your Warped Form. Select one from this list:
- Horns (bludgeoning)
- Claws (slashing)
- Fangs (piercing)
Once per short rest, you may manifest your Warped Form as a bonus action, allowing the altered nature of your body to express itself. You can remain in your Warped Form for 5 rounds, during which time you gain a natural weapon of the type chosen. Your natural weapon uses a d6 as its damage die and deals the type of damage noted above.
At 3rd level, your Warped Form has a thick hide that can protect you from damage. When you manifest your Warped Form, select a physical damage type: bludgeoning, slashing or piercing. You gain resistance to this damage type while you remain in your Warped Form.
At 7th level, you learn to blend the the natural weapons of your Warped Form into the flow of combat. When you use the Attack action, you can make one attack using your natural weapon as a bonus action.
At 13th level,
At 17th level,
Spoiler: Unfettered BinderUnfettered
In their work with vestiges, binders study magics that pierce the planes and transcend the natural laws of the universe. Some even learn to leave behind their physical form and experience the world as a vestige would.
At 3rd level, you learn to manipulate the fabric of the planes so that your presence makes less of a mark in the physical world. Once per short rest, you can make yourself indistinct and harder to detect. For one minute, or as long as you maintain concentration (whichever is shortest), you appear as a blurred and partly transparent shape. While this effect lasts, you gain a +10 bonus to Dexterity (Stealth) checks, and you can't be tracked by non-magical means. In addition, you weigh half your normal weight, and have advantage on any checks to avoid disturbing objects or triggering traps. However, you have disadvantage on any Strength check made to lift, push, drag or otherwise move an object. Once you use this ability, you can't use it again until you complete a long or short rest.
At 7th level, your knowledge of the nature of existence allows you to alter your reality to avoid harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell. Once you use this feature, you can't use it again until you finish a short or long rest.
At 13th level,
[mind-control ability of some kind; perhaps a weak enthralling effect]
At 17th level,
[ability to become incorporeal for a short duration (probably requiring concentration) in a manner vaguely similar to the spell Etherealness.]
My reasoning for these follows two different principles. First, most archetypes seem to provide something alongside the primary class mechanic, rather than altering it too much. For example, Warlock's pacts don't modify spellcasting or have much effect on the patron stuff; Rogue's archetypes don't really do much with Sneak Attack, etc. Similarly, I wanted to provide something besides the binding so that the character is less of a one-trick pony. Second, following on from that, I wanted to make sure the binder isn't useless with no vestiges bound. With wizards being able to use cantrips at will even without a spellbook, and various other steps taken to make sure that classes always have something they can do, I really didn't want a binder who hasn't bound anything yet today to revert to being a regular guy with nothing to offer. The weird magics that binders use give plenty of scope for exploring what effect being a binder has on the character themself.
In terms of what the archetypes do, it's basically a focusing mechanic. Binders are all about versatility, so these archetypes let them specialise into one of three classic roles: caster, brawler, or sneak. Awakened gives you a little casting so that your spell list isn't so very thin, Warped gives you what is essentially Rage Lite so that you can get into melee, and Unfettered gives you stealth and avoidance mechanics to keep out of trouble.
In particular, I'm not sure what to give the Awakened Binder beside the spells. One of them will probably be the ability to use spells granted by vestiges as if they were on their Spells Known list, so you can use your own spell slots to get extra uses of them. I'm also thinking of adding some control stuff to keep with the flavour of binding things to your will; maybe some travel spells like teleportation or plane shift.