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Need Feedback: Binder Conversion to 5e

Garresh

First Post
Hey everyone. I'm looking for feedback on a conversion I did to bring Binders into 5e from 3.5. It's not done yet, but since I'm about halfway along, with vestiges up to level 10 and the core mechanics there, I figured I'd post here for feedback. If you see any glaring balance issues, I'd appreciate a heads up. I've also tried to streamline the class a bit so its a bit more intuitive. I'm debating on whether to keep binding checks or just have it as an "always on" roleplay guide instead. As such, some of the stuff under Mysteries has been struck out as it may not be ported over. Also, I can't post links to the google doc that contains it for some reason, so I'm posting plaintext. There are also some comments included. I was going to remove them, but I'd rather you just see the discussions had between myself and some others on the mechanics.

Soulbinder:

Hit dice: 1d8 hit die.

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


Level
Proficiency Bonus
Features
Soul Slots
Vestiges Known
Soul Points
Vestige Level

1
+2
Soul Binding
1
2
1
1

2
+2
Specialization
1
3
2
1

3
+2
1st Mystery
1
4
2
2

4
+2
Ability Score Improvement
1
5
2
2

5
+3
Specialization Feature
1
6
2
3

6
+3

2
7
2
3

7
+3
2nd Mystery
2
8
2
4

8
+3
Ability Score Improvement
2
9
2
4

9
+4

2
10
3
5

10
+4
Specialization Feature
2
11
3
5

11
+4

3
12
3
6

12
+4
Ability Score Improvement
3
12
3
6

13
+5
3rd Mystery
3
13
3
7

14
+5
Specialization Feature
3
13
3
7

15
+5

3
14
4
8

16
+5
Ability Score Improvement
3
14
4
8

17
+6

4
15
4
9

18
+6
4th Mystery
4
15
4
9

19
+6
Ability Score Improvement
4
15
4
9

20
+6

4
15
4
9

Ok, first of all, you need to define pact limit. I get the fact that at first level you can only bind with one vestige per day, but it needs to be explicitly stated.Done.
Soul Binding:
Each day, a binder may spend 10 minutes calling out the vestiges he or she wishes to bind. After performing the ritual, the binder selects a number of equal to their available soul slots, and becomes bound to them. You may only select vestiges from your list of vestiges known. While bound to the vestige, you may use any of its minor powers at will, and its lesser powers by expending soul points.

Vestiges known: You may only bind a vestige that you know(I like this). You gain additional vestiges when leveling up, in accordance with the vestiges known list on the class table. When you level up, you may also swap out one of the vestiges on your list of vestiges known, in order to learn a new one. You may never exceed your limit on vestiges known in this manner.(I don’t like this. Specify that you can only unlearn one to learn a new one)

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

Soul Points: Used to fuel Vestige abilities. Minors consume nothing, while Lessers consume a single point. Soul points recover on a short rest. Greaters do not consume points, but have other limitations. Usually they are once per short rest, but sometimes there are other effects.

Mystery Levels: 3, 7, 13, 18
Talents or specialization features which give the binder odd abilities, or ways to modify pacts.

At 2rd level, the Soulbinder picks a specialization.

Avatar - Avatars of the Pact choose to forego martial abilities to instead heighten their connection with their vestiges.

At 2rd Level, An Avatar of the Pact may overdraw power from a Vestige. Doing so allows the Avatar to use any of the vestiges abilities one last time, without spending Soul Points, even if the ability has already been used and requires a short or long rest. After doing so, the Avatar loses access to all of that vestiges abilities until they finish a short rest. This ability may only be used once per long rest.


Improved Binding: At level 5, avatars of the Pact may now utilize the Greater Powers of their vestiges.

Swift Invocation: At level 10, avatars of the Pact may now choose to spend 2 Soul points instead of 1 when using a lesser power that is used as an action, or a minor power that is used as an action. If they do so, this power instead can be used as a bonus action. Regardless, no other greater powers, lesser powers, or spells that aren't cantrips may be used on this turn.



Warden – Wardens of the Pact choose to increase their martial abilities and weave together soulcraft and swordplay.

At level 2, Wardens of the Pact gain proficiency with all Martial Weapons, Medium Armor, and Shields.


At level 5, Wardens gain an extra attack as the fighter class feature.

At level 10, Wardens of the Pact gain the ability to spend 1 soul point when making an attack roll, in order to gain +10 to that roll. You may make this choice after you see the roll, but before you know if the attack hits or misses(See War Domain Channel Divinity).(If you want to make it an autohit, as the intent of this seems to be, why not grant advantage, with damage effects for a miss? :/ )(I mostly picked this because I wanted to give them something that allowed them to boost melee skills, without being too strong. It was kind of a toss up between the war domain ability or the ability from Eldritch Knights but only for minor powers.)



Mysteries
Mysteries are features that a Soulbinder can learn which modify the nature of their connection to their Vestiges.

Escape Clause: Once per day, during a short rest, you may choose to expel a single vestige, freeing up that slot at no cost.(I assume this is where you mean pact limit slot, be more specific. Because if that is what that means, this is where your class starts to become stupid broken. This class immediately becomes anything I want to be given a short rest, by third level. ALSO. You had no cost specified to break a pact. So please specify at least that the 24 hour pact cannot be broken, or make a penalty. Alternatively, make some kind of penalty for breaking the pact using this. You can play basically 3 different class role types by, what, 5th level in the span of one day’s time?)(Yeah Gonna scrap this. I honestly don’t see it as particularly overpowered, but it doesn’t fit with the game anymore. Back in 3.5 there were lots of things that had stupid effects like this, but in 5e it would be an exclusively binder thing, and doesn’t fit with the game anymore.)

Skilled Negotiator: You have advantage on all binding checks.(Deprecated due to the removal of binding checks)

Favored Soul: You may gain boons from vestiges who you have poor pacts with. (Needs rework)

Favored Vestige: Choose when vestige when you learn this mystery. Your pacts are always treated as good with this vestige from now on, and you start with a boon from it after every binding.(Needs rework)

Marked Soul: Choose one vestige when you learn this mystery. You mark your body with the vestige's seal. From that point onward, you do not need to draw the seal of the vestige in order to make a pact with it. In addition once per day, if you are not bound to that vestige, you may bind to it as a standard action, expelling one other vestige of your choice if you are out of slots. This is permanent, and you may not exchange the marked vestige for another when leveling up.(This could be strong in the context of the other changes made, but I’m leaving it pending a better idea)

Spiritual Reserves: You gain 1 additional Soul Point, which replenishes as usual during a short rest.(I want to change this to once per day)

Soul Depletion: You can convert a good pact to a poor pact as a bonus action. Doing this grants you your choice of either an extra soul point, or a boon for that vestige.(Needs rework)

Soul Transference: You may spend soul boons from one vestige to enhance another vestige's abilities, or pay off another vestiges soul debts.(Needs rework)

Knowledge from Beyond: You gain 2 additional vestiges known, and may exchange 2 vestiges on a level up instead of one.

Trickle Down Necronomics: As a bonus action, you may expend a use of a vestige's greater power in order to gain 2 extra Soul Points. You may only do this once per day.


Vestiges:
Amon – Void Before The Altar – lvl 1
Minor:
Spit Fire: Firebolt as the cantrip, except it comes out as a breath attack.

Darkvision 60 Feet.

Rams Horns: You gain a set of curling rams horns, which are a natural attack that does 1d6 damage + Strength. Additionally, if you use a dash action and move a total distance greater than your movement speed, you may use a bonus action to attack with the horn. If you have the extra attack feature, you may attack twice. This feature is capped at 2 extra attacks regardless of additional attacks you may have.

Lesser:

Breathe Fire(1): As the spell Burning Hands, but requiring only verbal components. Damage increases by 1d6 for every 2 levels above 1st, up to a maximum of 10d6 damage. Reflex Half.

Rending Charge(1): When you use a bonus action to attack with your Rams Horns following a dash, you may spend 1 soul point to deal an additional +5 damage on each attack. At 9th level this increases to +10 damage.

Greater:
Gout of Flame:Spews forth a line of fire 100 feet long which does 8d6 fire damage, +1d6 damage for every 2 levels above 5th, up to a maximum of 12d6 damage. Reflex Half. After using this ability, you cannot use it again until you finish a short rest.


Aym – Queen Avarice – lvl 1


Minor:
Dwarven Step – You are not slowed by the required strength for heavy armor, and are proficient with medium armor.

Flame Touch – As a standard action, you can make a touch attack against a target. On hit, the targets takes 1d10 damage. Damage increases to 2d10 at level 5, 3d10 at level 11, and 4d10 at level 17.

You gain resistance to Fire.

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

Lesser:

Halo of Flame(1)– As a reaction to taking damage, you may cause the creature that damaged you to make a reflex save. It takes 2d10 fire damage on a failed save, and half as much on a successful one. The damage increases by 1d10 for every 3 levels above 1st, to a maximum of 7d10.


Greater:
Avarice Incarnate – As the spell Shatter, except it does 5d8 damage, and has a 20 foot radius. Damage increases by 1d8 for every 2 levels above 5th, to a maximum of 10d8. After using this ability, it cannot be used again until you finish a short rest.

Leraje – The Green Herald – lvl 1


Minor:
You have proficiency in stealth checks

You have darkvision 60 feet.

You are proficient with longbows and shortbows

You gain +2 bonus to attack rolls you make with ranged weapons.

At 5th level you can ignore partial and 3/4ths cover, and do not attack at disadvantage at falloff.

Lesser:

Hunter's Mark(1): As the spell.

Greater:

Shadow Arrows: As the spell Flame Arrow, excepting doing cold damage. If no ammunition is available, magical ammunition is created which disperses after being fired, or the spell ends.12 rounds are enhanced/generated, with an additional 2 for each level above 5th. At 13th level, the damage increases to 2d6 damage. After using this ability, you cannot use it again until you finish a short rest.

Naberius – The Grinning Hound – Lvl 1

Minor:

You have proficiency in bluff and persuasion.

Vicious Mockery at will, as the cantrip.

Lesser:

Disguise Self(1): As the spell

Command(1):As the Spell.

Greater:

Suggestion: As the spell. After being used, this cannot be used again until after you finish a short rest.
At level 13, this improves to Mass Suggestion.

Ronove – The Iron Maiden – Lvl 2

Minor:

You gain Mage Hand

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

Lesser:

Feather Fall(1) – You may cast feather fall as the spell.

Flurry of Blows(1): When fighting using Martial Arts, you may spend a Soul Point as a bonus action to take an extra unarmed attack. If you have the Extra Attack class feature, you may instead take 2 extra attacks.

Ronove's Haste(1): As a bonus action, you can take a Dash action as the spell Expeditious Retreat. If used in this way, you can sustain it as the spell, using Concentration.

Greater:

Lesser Telekinesis(1)(Concentration): As a standard action, starting on the turn that this ability is used, you can move any one unattended object 15 feet per round. It must weigh less than your carrying capacity, and cannot be used to cause harm or make attacks. Alternatively, you can attempt to push a creature up to 15 feet away from you. The creature makes a strength saving throw against this effect. If concentrated on, this lasts for 1 minute. This ability cannot be used again until you finish a short rest.

At level 11, this upgrades to Telekinesis, as the spell. This ability cannot be used again until you finish a short rest.(You do not specify that this can only be used once per short rest.)(Good catch. It does now :p )


Dahlver Nar – The Tortured One – Level 2
Minor:

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

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

Lesser:

Pain Link(1): As a standard action, you select a willing creature within a range of 60 feet, and link your souls. So long as you remain within range, all damage that would be dealt to one of you is split evenly between both of you. You can choose to block the transfer along one direction. For example, you could choose to take their split damage, but keep all of your own(keeping them much safer while putting yourself at risk). Or you could greedily force them to absorb your damage without reciprocating. Regardless, you can change the type of link you have, or break the link as a Standard action. This effect lasts until you take a rest, or until you use it on another creature. The link immediately breaks if the distance between you exceeds 60 feet.

Dissonant Whispers(1): As the Bard Spell. Damage increases by 1d6 for every 2 levels above 3rd.

Greater:

Maddening Moan: As a standard action, you release a wail in a 30 foot radius around you. Every hostile creature must succeed on a wisdom save or become incapacitated for 1 round. This ability cannot be used again until you finish a short rest.

At 9th level, you may instead choose to have the targets afflicted with Confusion instead, as the spell. This requires concentration to maintain, as the spell.

Haagenti – Mother of Minotaurs – lvl 2
Minor:

Shape Water: As the cantrip.

Immunity to Polymorph, Petrification. You may choose to allow individual effects to bypass this immunity, but otherwise you cannot be shapechanged by any means.

You are proficient with shields, greataxes, hand axes, throwing axes, and battleaxes.

Lesser:

Confusing Touch(1): As a standard action, you can make a spell touch attack. On a hit, the creature gains the Confused status effect as the spell for a duration of 1 minute. At the end of each of its turns, it gets another save. This does not require concentration.

Greater:

Gaseous Form: As the spell. You must finish a short rest before you can use this again.



Malphas – The Turnfeather – Lvl 2
Minor:
Hawk Familiar – At will, you can summon a Hawk familiar as a standard action. You may only have one, but if it dies you can simply resummon it as a standard action. Use the rules for Familiars under Find Familiar to determine what the creature can or can’t do.

Poison Spray – As the cantrip.

Sneak attack – As the rogue class feature. You get 1d6 sneak attack damage + an additional 1d6 for every 5 levels above 3rd.
This stacks with other sources of sneak attack, but cannot exceed what a rogue would be capable of at your level.(Dev note: It shouldn't even be possible to exceed a rogue using this, but if someone manages to break things then this should be a deterrent against abuse)

Lesser:

Blur(1) – as the spell.

Greater:

Invisibility - as the spell. This cannot be used again until you finish a short rest.
At level 9, it improves to be able to be cast as Greater Invisibility


Savnok – The Instigator – lvl 3
Minor:

Call Armor – As a full round action, you can summon a set of Full Plate which is immediately equipped onto your body. It is identical in all ways to mundane Full Plate, however it also grants resistance to bludgeoning and slashing damage. You are always proficient with this armor, and can ignore any movement speed reductions as a result of wearing it without meeting the strength requirements. This armor cannot be removed, and if it is removed by any means it immediately vanishes. The armor can be dismissed as a free action.

Friends – As the cantrip.

Lesser:

Move Ally(1) – You may instantly swap position with an ally within 30 feet as a bonus action. The ally must be willing.

Shield(1) – As the spell.

Greater:
Sanctuary – As the spell. This requires a short rest before it may be used again.
At 9th level, attackers who succeed on their save still have disadvantage on their attack rolls against the target..
At 13th level, the target also has advantage on all spell saving throws.

Andromalius – The Repentant Rogue – lvl 3
Minor:

You have proficiency in Insight

Sneak Attack: You gain an additional 2d6 sneak attack damage, plus 1d6 for every 5 levels above 5th.
This stacks with other sources of sneak attack, but cannot exceed what a rogue would be capable of at your level.(Dev note: It shouldn't even be possible to exceed a rogue using this, but if someone manages to break things then this should be a deterrent against abuse)

Lesser:

Tasha's Hideous Laughter(1) – As the spell.

Locate Object(1) – As the spell.

See Invisibility (1)- As the Spell. At 13th level, it improves to function as True Seeing.

Greater:

Clairvoyance – As the spell. Requires a short rest between uses.

Focalor – The Prince of Tears – lvl 3
Minor:

You can breathe water as well as air.

Lightning Strike – You can fire bolts of lightning as a standard action. This is effectively identical to fire bolt except it does lightning damage.

Lesser:

Focalor's Breath(1) – As a standard action, you can breathe at a creature within 30 feet, blinding it. This is otherwise identical to the spell Blindness/Deafness, except it only blinds. The creature can save against it on subsequent turns.

Aura of Sadness(1) – As a bonus action, you can radiate an aura which gives any creature within 5 feet of you disadvantage on attack rolls, saves, and skill checks. This can affect friendly creatures. This lasts for 1 minute, and requires concentration.

Greater:

Lightning Bolt: As the spell. After using this you cannot use it again until you finish a short rest.


Paimon – The Dancer – lvl 3
Minor:

You gain proficiency with rapiers and short swords.

Dueling Style: As the fighter class feature.

Lesser:

Uncanny Dodge(1): As the rogue class feature.

Dance of Death(1): As a full round action, you may move a distance up to your full speed, provoking attacks of opportunity as normal. For each creature you move into melee range with, you may attack that creature once. You may attack a maximum number of creatures equal to double your attack limit for your attack actions(As affected by the extra attack: 2 for base. 4 If you have extra attack.).

Paimon's Grace(1): As a bonus action, you can grant yourself advantage on all dexterity checks, for up to an hour. Requires concentration.

Greater:

Haste: As the spell. Once you use this you must finish a short rest before you can use it again.



Karsus – Hubris in the Blood – lvl 4
//we gon come back to dis







Andras – The Gray Knight – lvl 4
Minor:

Weapon Proficiencies – Longsword, Lance, Rapier, Greatsword

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

You have advantage on handle animal checks involving mounts.

Lesser:

Conjure Warhorse (1) – You can summon a trained warhorse, complete with lance and saddle. It lasts until the end of the die, it dies, or you take a short rest, whichever comes first.

Divine Smite (1) – When you hit a creature with a melee attack, you may expend a Soul Point to do an extra 2d8 radiant damage. This damage increases by 1d8 for every 3 levels above 7th, to a maximum of 5d8.

Greater:

Sow Discord – As a standard action, you can force an enemy within 30 feet to spend its next attack action attacking a randomly/DM determined ally. If no ally is in range, or the creature is not aware of an ally within range, this ability has no effect. Will save negates. You must finish a short rest before you can use this ability again.


Buer – Grandmother Huntress – lvl 4
Minor:

You have resistance to damage from poisons and diseases, and advantage on saves against poisons or diseases. At the time of binding, you may take a free save against any diseases or poisons affecting you, with no penalties for failure.

You have proficiency in Knowledge(Nature) and Medicine, and Survival checks.

Aura of Purity: Allies within 30 feet of you can make saves against diseases and poisons at advantage

Lesser:

Healing Touch(1): As an action, you can touch a creature to cause it to regain hit points equal to 4d8 plus your charisma modifier. This increases by an additional 1d8 for every 2 levels above 7th, to a maximum of 7d8.

Healing Word(1): As a bonus action, a creature within 60 feet of you regains hit points equal to 4d4 + your charisma modifier. This increases by 1d4 for every 2 levels above 7th, to a maximum of 7d4.

Greater:

Preserve Life: As an action, you can heal an amount equal to 4 times your binder level, divided among any number of creatures you select within 30 feet. A creature can be restored to no more than half its hit point maximum in this manner. You cannot use this feature again until you finish a short rest.




Eurynome – Mother of the Material – lvl 4
Minor:

All animals are initially friendly towards you.

You have resistance to piercing, bludgeoning, and slashing damage.

Poison Blood – Any creature that strike you in melee must make a reflex save, or takes 2d6 points of poison damage, which increases by 1d6 for every 3 levels above 7, up to a maximum of 5d6.

Water Walk – You can walk on liquids as the spell water walk.

Lesser:

Eurynome's Maul(1) – As a standard action, you can conjure a +1 Maul, you are proficient with, and capable of wielding as though it were a one handed weapon. The maul lasts until it leaves your hand, you finish or a short rest, or the pact ends, whichever comes first.

Greater:

Control Water, as the spell. Once used, you require a short rest before you can use it again.


Tenebrous – Shadow that Was – lvl 5
Minor:

True Darkvision: You can see through darkness, even of the magical variety.

Lesser:

Clinging Darkness(1): As the spell, except the darkness is permanently centered on you, and moves with you.

Flicker(1): As a reaction to being attacked, you gain +5 AC against that attack, and can vanish and reappear anywhere within 30 feet.

Touch of the Void(1): As a bonus action, you can charge one melee weapon(natural or otherwise) with cold energy. All attacks with that weapon on this turn deal an extra 1d8 cold damage. This damage increases by 1d8 for every 5 levels above 9th.

Greater:

Destroy Undead: You turn undead as though you were a cleric of the same level as your soulbinder level. Undead who fail their saves are destroyed as per the Destroy Undead table of a cleric.




Agares – Truth Betrayed – lvl 5
Minor:

You can understand, read, write, and speak all language spoken by creatures within 30 feet of you. To gain a new language in this manner, you must hear it spoken, or read it, at least once. A language gained in this manner persists until the end of the pact(so at most 24 hours). While speaking any language gained in this manner, you are incapable of lying.

You have advantage on saves against fear.

Master of Earth and Air: You gain +2 on attack rolls if both you and the target are touching the ground. Creatures that are not touching the ground have -2 on attack rolls against you if you're touching the ground.

Lesser:

Earthshaking Step(1): As the spell Earth Tremor, but starting at 4d6 damage. This damage increases by 1d6 for every 2 levels above 9th, to a maximum of 7d6.

Greater:

You may summon an earth elemental, as the spell Conjure Elemental. After using this, you must finish a long rest before you can use it again. At 13th level, you must only finish a short rest to regain this power.



Balam – the Bitter Angel – lvl 5
Minor:

Ray of Frost: As the cantrip, except a targeted gaze attack.

True Strike: As the cantrip, at will.

Prescience: You get a +2 bonus to AC, reflex saves, and initiative rolls.

Lesser:

Balam's Cunning(1): You may roll an additional d20 on any attack roll, saving throw, skill check, as though you were using a Luck reroll from the Luck feat.

Greater:

When you bind Balam, you roll a d20, and record the result. You may use this roll in place of another roll, as per the Wizard's Portent class feature. This is subject to all the same limitations as that feature. Whenever you take a short rest, any unused rolls are lost, and you roll a new d20.


Dantalion – The Star Emperor – lvl 5
Minor:

Dantalion Knows: You have proficiency in all knowledge checks.

Lesser:

Awe of Dantalion(1): As a move action, you can cause any creature that sees you to be unable to attack you or target you with hostile spells or effects for 1 round. This effect ends prematurely if you take any hostile actions against the targets or their friends.

Read Thoughts(1): As a standard action you can attempt to read the thoughts of any creature you can see within 30 feet. If the creature fails a will save, you hear its surface thoughts for as long as you concentrate. If you attempt to read the thoughts of a creature who has vastly superior intellect to yours(10 higher intelligence, or DM discretion), you are stunned and automatically fail.

Thought Travel(1): You can teleport to a location you can see within 30 feet as a standard action.

Greater:

Rary's Telepathic Bond, as the spell. Once used, you cannot use this again until after you finish a short rest.
 

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