Base Class: Warlock
By drawing their seals and speaking words of power, the binder summons strange entities, bargains with them, and binds them to his service.
The Binder
This subclass is based on the 3.5 dungeons and dragons class "The Binder." As such if you have any intention of using this subclass then I would like to have you look up "Tome of Magic." You can easily find a PDF of it online. If you're still with me I want you to work with your DM to figure out what abilities you can get from Vestiges. Some abilities are redundant like weapon finesse. You will be binding your character to vestiges and they have abilities that work constantly and one or two, depending on the vestige that works every 5 rounds. I suggest a few things to change when using the every 5 rounds bit. Change this to a 1d6 dice roll. Other than that make a call with each vestige case by case. The rate of gaining Vestiges should stay the same as the original 3.5 class. You start with 1st level vestiges that you are able to bind to and so on and so forth as you get stronger so do your vestiges that you can bind to.
Soul Binding
Through special methods known only to binders, you can contact a vestige and make a pact with it. At 1st level, you can make a pact with one vestige at a time. At higher levels, you can form and maintain pacts with multiple vestiges simultaneously. You must complete the summoning and binding process with each separately, so each has its normal chance to influence you. You bear the physical sign of binding for each one.
To contact a vestige, you must draw its unique seal visibly on a surface (generally the ground), making the image at least 5 feet across. Drawing a seal requires the ability to mark a surface and 1 minute of concentration, and the act provokes attacks of opportunity. A seal not used within 1 minute of its drawing loses all potency, and you must draw a new one to contact the vestige. A vestige might also have other requirements for contact, as noted in its entry (see The Vestiges, page 16).
Once the seal is drawn, you must perform a ritual requiring a full-round action to summon the corresponding vestige. During this time, you must touch the seal and call out to the vestige using both its name and its title. The ritual fails if you cannot be heard (for example, if you are within the area of a silence spell). Otherwise, a manifestation of the vestige appears in the seal's space as soon as you fi nish the ritual. This image is not the actual vestige; it is merely a figment an illusion that cannot harm or be harmed by any creature. Creatures that interact with the image or study it carefully automatically recognize it as illusory. The summoned image ignores everyone but you. If you fail to address it within 1 round, it disappears. The vestige speaks in whatever language you used to call it.
To make a pact with your summoned vestige, you must make a binding check (1d20 + proficiency bonus + your Cha modifier+ 3). This process requires 1 minute, but you can choose to make a rushed binding check as a full-round action at a —10 penalty. The DC for this check is provided in the description of each vestige. You must make your perilous pact alone; others cannot aid you in any way.
Whether the binding check succeeds or fails, you gain the powers granted by the vestige until you finish a long rest. During that time, you cannot rid yourself of the vestige, success or failure does, however, determine other aspects of the pact. If you fail the binding check, the vestige influences your personality and your actions, and you are said to have made a poor pact. (Specifically, the vestige's presence changes your general demeanor, and it can force you to perform or refrain from certain actions.) If your binding check is successful, the vestige has no control over your actions and does not influence your personality. In this case, you are said to have made a good pact.
While under the influence of a vestige, you must adhere to its requirements to the best of your ability. If you are conscious and free-willed, and you encounter a situation in which you cannot or will not refrain from a prohibited action or perform a required one, you take a —1 penalty on attack rolls, saving throws, and checks until that vestige leaves you. If you are influenced by more than one vestige, you must act according to all their influences. If you fail to fulfill the requirements of more than one vestige or disobey a single vestige more than once, the penalties stack.
As long as you are bound to a vestige, you manifest a specific physical sign of its presence, as given in its entry. This sign is real, not an illusory or shapechanging effect, and someone using true seeing perceives it just as it is. You can hide a sign by mundane or magical means without penalty, or you can prevent it from appearing at all if you have the suppress sign ability.
Vestiges are bound to your soul by the pact. They cannot be targeted or expelled by any means, nor can they be suppressed except by an antimagic field or similar effect.
The Difficulty Class for a saving throw against any supernatural power granted by a vestige is your warlock spell save DC.
Suppress Sign
At 6th level and higher, when you make a good pact, you can choose not to exhibit the physical sign that normally accompanies a pact with a vestige. You can suppress or reveal the sign at will as a swift action. With a poor pact, you gain the powers of the vestige, but you cannot suppress its sign. You show it for the duration of the pact and are influenced by it as normal.
Extra Vestige
Starting at 10th level, you can now bind to a number of vestiges at a time.equal to your charisma modifier (min 1).
Soul Guardian
When you attain 14th level, your bound vestiges completely protect your mind, granting you immunity to all mind-affecting spells and abilities.
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