Base Class: Warlock
Beyond Reality
Binders learn to cast their minds into the Void between planes, and to search the abyss there for beings that will answer their call. These beings – called vestiges – are remnants of powerful beings residing in the nothingness outside of reality, which is born from the last echoes of the world's creation, and from energies that leak out of the planes. Pact Magic scholars seek out these vestiges and pass down legends of their origin. They learn of their personalities, abilities, and motivations, all of which vary wildly, from the reasonable, to deeply inscrutable. Because vestiges are devoid of all sensation in the Void, they crave any small taste of reality, and will answer the call of any binder powerful enough to draw them forth. Binders, so named for their willingness to share their spirit with these exiled spirits, can merge a portion of their soul with a vestige in exchange for some of the power the vestige commanded in life.
A Bargain Sealed
In order to obtain the services of a vestige, a binder must strike a deal with that vestige, and use their magic to make the terms of the agreement totally binding. Knowing this, the vestiges will often seek to outwit the binder, adding loopholes and ambiguity into the terms of the bargain, making every deal a grave risk for the binder.
Soul Binding
Pact Negotiation
Following a long rest, you can perform a binding ritual. This process, which takes 1 minute for each vestige you are attempting to bind, requires calling the vestige by name and title, rendering the intended vestige's seal, and potentially other more esoteric acts. During this ritual, the vestige you contact appears as a hazy phantom, hovering over the seal, and slowly becomes more tangible as the ritual continues. At the completion of each ritual, you make a Charisma check against the Vestige's Pact DC. On a success, you make a Good Pact and the vestige inhabits your body and soul. It leaves you with a physical Sign of its presence, and grants you its associated powers and abilities. If you fail this check, you forge a Poor Pact. You still gain the powers mand abilities granted by the vestige, but it fully imposes its will on your psyche, influencing you to act in a fashion that the vestige finds appropriate. Once a pact is formed, it lasts for 24 hours.
At 1st level you can bind one vestige, and can bind more vestiges at higher levels, as shown in the Vestiges Bound column of the Binder table. Unless otherwise specified, you can only bind vestiges whose combined level is no greater than your binder level. Renegotiation Once per day when you finish a short rest, you can choose to perform the ritual of binding again to renegotiate any of the bargains you have made earlier in the day. This allows you to expel a bound vestige early and bind another in its place or renegotiate the pact with a vestige at a disadvantage. When you choose to renegotiate your pacts, you can expel as many vestiges as you wish, and bind a number of vestiges whose combined level is no more than half your binder level (rounded up).
Spellcasting Ability
Charisma is your spellcasting ability for all spells and powers granted to you by your vestiges, since you command the power of your vestiges thorugh your force of personality. Use your Charisma score whenever a spell refers to your spellcasting ability. In addition, use your Charisma modifier when setting the saving throw DC for a spell or ability granted to you by one of your vestiges.
Vestige save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Suppress Sign
When you make a good pact with a vestige, you can use a bonus action to suppress or display the physical sign of that vestige.
Trusted Vestige
Starting at 6th level, you begin to form a stronger relationship with a particular vestige. This vestige will respond more readily to your call and is more likely to obey without attempting to subvert the bargain. Choose one vestige that you have previously made a pact with and remained bound to for a continuous period of no less than 24 hours. You always make a good pact with this vestige.
The Twisted Occult
Trusted Vestiges
When you select this fate at 11th level, you can select 2 additional trusted vestiges, which must be of a level less than your highest vestige level.
Extra Vestige
At 11th level, as an action, you can bind one of your trusted vestiges with a poor pact without it counting against your daily limit of vestige levels, or number of vestiges bound. You can expel this vestige normally, but you cannot renegotiate a new vestige in its place. At 13th level, you always bind this vestige with a good pact. This vestige is expelled after 1 minute. At 17th level, this duration increases: the vestige is expelled after 10 minutes. At 13th level the vestige is expelled when you take a short or long rest, and at 17th level only when you take a long rest. Once you use this ability, you must finish a long rest to do so again.
Share Vestige
Starting at 11th level, as an action, you can expend the use of your Extra Vestige feature and bind it to another willing host (that is not a binder) which you can see within 30 feet. This host uses your binder level, spell attack bonus, and vestige save DC for any abilities granted by this vestige. A host that is not a binder always forges a poor pact with a vestige. If you are already bound to your Extra Vestige, you can transfer the vestige to a willing host or back to yourself as an action.
Medium
At 15th level, you learn to channel vestiges with much greater efficiency and fluidity. When renegotiating your pacts during a short rest, you can expel any or all of your current vestiges, and make new pacts as if it was following a long rest. You still cannot exceed your maximum number of vestiges bound at one time.
Empty Vessel
Starting at 17th level, you can expend the use of your Extra Vestige feature by binding it to a corpse or skeleton as a 10-minute ritual, animating the body as per the spell animate dead, but with the following differences:
- The undead gains all the features as it would being bound to the chosen vestige.
- The undead can ignore your mental commands if doing so would prevent it from acting in accordance with both influences of its bound vestige.
Twisted Arcana
Twisted Casting
At 11th level, you learn to exploit your bound vestiges for magical power. As a bonus action, you can convert a vestige you currently have bound into a single spell slot. The spell slot level is equal to the level of the vestige used, but can be no higher than what’s shown in the table's Slot Level column for your level. Once you have done so, you lose access to that vestige's powers until you finish a long rest, and you cannot renegotiate your pact with it.
Twisted Mark
At 13th level, you learn to mix your arcane power with your skills at vestige seal-crafting. During a one minute-long ritual, you inscribe a personal mark on a willing creature you can touch. The mark lasts until dismissed, after which it fades away; it cannot be erased or dispelled by magic short of a wish spell. The mark disappears if you die, or if the creature bearing dies. Once you mark a creature in this fashion, you cannot do so again until you finish a long rest, and you cannot have more than one marked creature at a time.
A marked creature is bonded to you, much the same way you are bonded to your vestiges. This grants a number of benefits to the bonded creature:
- While you are within 1 mile of your bonded creature, you can communicate telepathically with it, even if you do not share a language.
- As long as the creature bearing your mark is on the same plane as you, you know which direction the creature is in. If the creature dies, you are instantly aware of it.
- You can choose to cause any spells you cast with a range of Self to affect your bonded creature as well, and you can cast spells with a range of Touch on your bonded creature as long as it is within 60 feet.
- As a reaction, you can cause your mark to surge with power. Doing so allows your bonded creature to re-roll a failed attack roll, saving throw, or skill check. You cannot do so again until you finish a short or long rest.
Vile Mastery
At 17th level, you can use your vestige's bonds as a conduit to the Far Realm, gaining powerful insights at a possibly deadly cost. You can expel a vestige you have bound to cast any warlock or sorcerer spell of the same level as the vestige you sacrificed. After expelling a vestige in this way, you cannot renegotiate its pact until you finish a long rest. You can use this ability to cast spells of a higher level than your pact magic would allow. When using this ability to cast a spell of 5th level or higher, you must make a concentration check with a DC equal to 11 + the spell level: failure causes you to take 1d10 points of unavoidable and irreducible psychic damage for each level of the spell. Once you use this ability, you must finish a long rest before you can do so again.
Twisted Crafting
At 6th level, you perform a ritual which binds a minor spirit to your service, selected from the Minor Spirits list. The spirit manifests itself, hovering around you (though never impeding you). You may bind this spirit to an item by performing a pact with it DC 8. While that you hold this item, you gain use of any powers or abilities it grants.
At 11th level, you may perform a ritual which binds your favorite vestige to your service. You may perform a pact with it and add it to an item of your choice. All abilities the vestige has are accessible to you while you have the item in your person and you may use any of the vestiges powers as if you had made a normal pact with it.
at 15th level, you may perform a ritual which binds a Deamon to the item. This ritual takes an hour to perform and requires a pact roll against a DC of 10+willsave bonus of the creature. In a successful pact, the item is created and has a number of charges equal to 1/3 of your level but on a failure, the Deamon is now free to roam the material plane. You may use any of the Daemons Spellike or Supernatural abilities by spending a charge. On 0 charges the item breaks. You may renegotiate the pact at any time to replenish the spent charges with a disadvantage. Failing the ritual to replenish the spent charges, does not have the risk of releasing the Deamon.
At 17th level, you may perform a ritual which binds a Deamon to the item. This ritual takes an hour to perform and requires a pact roll against a DC of 10+willsave bonus of the creature.
In addition to previous benefits, you may also take an aspect of the Deamon you have bound.
Size. Your size category changes to match that of the bound creature.
Natural weapons. The damage and type of your unarmed strikes changes to that of the bound creature as your hands and feet are transformed.
Skin. You gain all resistances and vulnerabilities of the bound creature as your skin transforms to that of the Deamon.
Wings. You sprout pronounced, membranous wings and gain a fly speed equal to your movement speed if your bound creature has wings and is of your size.
Swim. You gain a Swim speed equal to your movement speed if the bound creature can swim.
Water breathing. You can breathe underwater if the bound creature had such ability.
Twisted Form
Unnatural Weapon
Starting at 11th level, you learn to tap into the form-altering abilities of your favorite vestige and use them to shape your body to your whim. You can grow or shape varying natural weapons from your body, such as horns, fangs, claws, tentacles, (based on the appearance of your favorite vestige). Your unarmed strikes deal 1d4 bludgeoning, piercing, or slashing damage (based on your favorite vestige), which is considered magical for the purposes of bypassing damage resistance and immunity. Also, when you use the Attack action on your turn to make an unarmed strike, you can use a bonus action to make an additional unarmed strike. If you are bound to a vestige which augments your unarmed strike in some way, you can use the vestige's unarmed damage (if it is higher than your own) and your unarmed strikes gain a magical +1 bonus to attack and damage. At 13th level, your unarmed strike damage increases to 1d6, and at 17th level, it increases to 1d8.
Alter Skin
At 13th level, you can change the hue and structure of your skin, providing an abnormal benefit.
You gain one of the following features of your choice. You can activate and suppress this feature as an action.
Adaptive. You have advantage on all Constitution saving throws against environmental conditions that would cause fatigue (i.e. extreme heat or cold, high air pressure).
Amphibious. You grow gills and fins. You can breathe normally water as well as in normal air, and you gain a swim speed equal to your land speed.
Camouflage. You can shift the color of your skin. You can attempt to hide whenever you are adjacent to a solid surface larger than you with a uniform color or simple pattern (i.e. tall trees, stone walls, a noble house corridor, etc.)
Enhanced Unnatural Attack
At 15th level, you enhance your unarmed strikes with a strange deformity, chosen from the following list:
Corded Muscle. The muscles on your limbs tighten into thick, taut fibers. When you hit a creature with your unarmed strike, you can use your bonus action to automatically make a successful shove attempt against the creature you hit.
Elasticity. Your limbs are stretchy and swing somewhat loose. Your unarmed strikes gain Reach.
Poison Gland. You grow a poisonous gland inside your chest, and a number of stingers about your body. On acritical hit with your unarmed strike, you deal an additional 1d12 poison damage.
Otherworldly Form
Beginning at 17th Level, you can, as an action, manifest the eldritch your favored beast that's within you and can take its image. For up to 1 minute, you become an aberration.
During this time, you are Large sized if you were smaller, gain advantage on Strength checks and Strength saving throws, and deal an additional 1d4 damage on melee weapon attacks. After using this ability to become an aberration, you cannot use it again until you complete a long rest.
Depending on your Favored Vestige you gain its Form abilities you may choose one of the following changes to your base form:
Dire. The damage of your unarmed strike increases to1d10.
Impervious. When you first gain this feature, choose 3 types of damage. This selection cannot be changed. You have resistance against these types of damage. The damage you selected do not apply to damage from magical weapons.
Wings. You sprout pronounced, membranous wings and gain a fly speed equal to your movement speed.
Soul Guardian
Soul Guardian (Su): Beginning at 10th level, you have immunity to fear effects as long as you are bound to a vestige. As you attain higher binder levels, the vestige guards its time with you even more jealously, granting you protection from additional effects that would harm your soul and life energy for as long as the pact lasts.
At 13th level, you gain the slippery mind ability, which allows you to wriggle free from magical effects that would otherwise control or compel you. If you fail your saving throw against an enchantment spell or effect, you can attempt it again 1 round later at the same DC. You get only this one extra chance to succeed on your saving throw.
At 19th level, you gain immunity to energy drain and negative levels.
Everlasting Pact
When you reach 14th level, you can form an everlasting pact with a vestige. When you bind a vestige of 2nd level or lower or a trusted vestige, it remains bound to you until you choose to expel it, and it does not count against your total levels of vestiges bound. You can only have 1 vestige bound in this fashion at a time.
Previous Versions
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