• The VOIDRUNNER'S CODEX is LIVE! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!

The Spellbinder

Kisanji Arael

First Post
Ok, so when I heard about the spell-thief, I was psyched. A similar idea had been bouncing around in my brain for years, but I had never really had the motivation to get around to doing it. So I read it and.... well, it was fine. But it wasn't what I had been looking for in a class. So after some delays :uhoh: I decided to make my version. But for the things I want, especially a class that gets its powerups not on a day-to-day basis, I'm a little stumped. So I'd like to see if you all think this is balanced. Oh, and I have the introduction (characteristics, alignment, etc.) back in my file, but that's much more irrelevant.

Uh, the only thing that I think is unclear is that spell slots is how many levels of spells they can cast, while spell level is the highest level of spell that they can cast.

What I was really looking for in a class was a guy who joined a mercenary band as a regular fighter and went along with it for a while, and then some wizard threw out a fireball and he dove on it. The rest of his party looked a little wide-eyed at him, and then he stands up grinning and the mage starts running. Tell me what you think.

Game Rule Information
Abilities: Dexterity is important in how well a spellbinder can absorb spells. Intelligence determines the power of any spells that a spellbinder learns as well as additional spells, and is also important in spellcraft checks for learning spells from a wizard.

Alignment: any non-evil.
Hit Die: d8
Class Skills: Balance, Bladecraft*, Concentration, Craft, Gather Information, Hide, Jump, Knowledge (arcana), Knowledge (witchcraft), Listen, Move Silently, Profession, Search, Spellcraft, Tumble, Use Magic Device
*-Blade Craft, below


Code:
[U]Level  Base Attack    Fort   Ref   Will    Class Abilities[/U]
  1.      +0           +0    +2    +2       Spell Absorb 1-3, Burn, Blade Craft
  2.      +1           +0    +3    +3       Divine Stunt
  3.      +2           +1    +3    +3       Oath of Virtue
  4.      +3           +1    +4    +4       Rune Imprint 1  
  5.      +3           +1    +4    +4       
  6.      +4           +2    +5    +5       	
  7.      +5           +2    +5    +5       Spell Absorb 4-6
  8.      +6/+1        +2    +6    +6       Rune Imprint 2
  9.      +6/+1        +3    +6    +6       
  10.     +7/+2        +3    +7    +7       Spell Gift
  11.     +8/+3        +3    +7    +7       
  12.     +9/+4        +4    +8    +8       Rune Imprint 3
  13.     +9/+4        +4    +8    +8       Spell Absorb 7-8
  14.     +10/+5       +4    +9    +9       
  15.     +11/+6/+1    +5    +9    +9       Vow of Protection
  16.     +12/+7/+2    +5   +10    +10      Rune Imprint 4
  17.     +12/+7/+2    +5   +10    +10       
  18.     +13/+8/+3    +6   +11    +11      Spell Absorb 9    
  19.     +14/+9/+4    +6   +11    +11        
  20.     +15/+10/+5   +6   +12    +12      Final Rune, Divine Unsight


Code:
  Level   Spell Level       Spell Slots
 1            -                 0
 2            -                 0
 3            -                 0
 4            -                 1
 5            -                 1
 6            -                 1
 7            -                 1
 8            -                 2
 9            -                 2
 10           0                 3
 11           0                 3
 12           1                 5
 13           2                 6
 14           3                 7
 15           4                 8
 16           5                 10
 17           6                 11
 18           7                 12
 19           8                 13
 20           9                 15

Spell Absorb: The trademark skill of a spellbinder, spell absorb allows a spellbinder to draw a spell into his body.
He begins only able to absorb the lesser spells, specifically cantrips and 1st through 3rd level spells. He later learns to absorb all arcane spells up to 9th level. Any time he absorbs a spell stronger than a cantrip, he gains a number of spell slots equal to that spell’s level (absorbing a cantrip gives the spellbinder 1 temporary hit point). To successfully absorb the spell, he must succeed at a check (Class Level + Blade Craft + 1d20 vs. DC11 + Spellcraft + Caster Level ), if he succeeds, then the spell is absorbed, and he absorbs a certain number of spell slots equal to the spell level.
The spellbinder may attempt to jump on any spell cast within fifteen feet of him or that ends within fifteen feet of him. If the spell has a blast radius for its AofE, the spellbinder can only keep the area from expanding farther. If the spell lasts more than one round, the spellbinder may attempt to stop it at any point.
He may always ready an action to jump on a spell, and, in addition, any time that a spell is cast within a half round (10 initiative counts) of his turn, he may opt to forfeit his turn to jump on the spell.
Finally, at any point within twenty four hours of absorbing (or partially absorbing in the case of area of effect spells) a spell, he may attempt to learn it. Since spellbinders must intimately merge with spells before they can learn them, it is much easier for a spellbinder to learn spells than it is for Wizards to learn them from scrolls. To learn the spell, he must only succeed at a Spellcraft check (DC 10+ caster level).

Burn: A spellbinder who accumulates enough spell energy may deliver a devastating blow with the stored power. Simply put, he may set the accumulated energy to destroy itself, at which point it will set the sword ablaze. It will burn for 1d4+1 rounds, and then run out of energy. It deals an additional damage equal to the number of spell slots burned on the first attack used in every round. If the damage hits a spellcaster (arcane or divine) and critical hits, it will set all of their magical spells alight as well. This effect is devastating to a spellcaster. In addition to losing all of their spells, they are also dealt one point of damage for every spell thus ignited. A spellcaster may attempt to stop this damage by attempting an opposed concentration check against DC 10+ the spellbinder’s bladecraft skill. This is a spell-like ability. A spellbinder may not use spell absorb, burn to heal, or any rune skills while using this skill.

Blade Craft: Sword craft functions exactly like a skill, except that a spellbinder must put at least 1 point into it at every level. Its standard function is as a modifier to the spell absorb special ability. In addition, when wielding a sword, a spellbinder gains a +1 attack bonus for every four levels in bladecraft. When the spellbinder accumulates twenty five levels in Sword craft, he acts as though he had weapon specialization with all swords. At fortieth level, he functions as though he had greater weapon specialization with all swords. Finally, should a spellbinder choose to multi-class, blade craft will always function as a cross-class skill. Bladecraft uses the wisdom modifier.

Spell Slots: Unlike other arcane spellcasters, spellbinders are able to use only a very small number of spells on any given day. In addition, the energy that charges a spellbinder’s spells also charges most of their magical abilities. However, whenever a spellbinder begins a new day, if his current number of spell slots is lower than the number of free spell slots, raise it to that number. A spellbinder can hold no more than five times his level in spell slots at any given time.

Divine Stunt: A spellbinder at this point becomes more estranged from divine spellcasters and the divine mechanics. In fact, the stronger the spell is, the less likely it is that the spell will occur at all. Divine spellcasters must succeed at a spellcraft check equal to 10+spellbinder class level+ spell level before any other checks are made, despite whether the spell is intended to harm or heal.In fact, eventually only casting low level spells will be feasible.

Oath of Virtue: Spellbinders are not bound to destroy evil, but they do police their own. Starting at third level, they are considered responsible enough to do some police work. Any time that a spellbinder meets another that has turned to evil, he must attempt to turn the other in or, failing that, kill him. In addition, he may only keep 1/5 of the magical items (minimum 1) and gold that the spellbinder was carrying; the rest of his loot is turned into the organization.

Rune Imprint: All spellbinders identify themselves similarly, usually by school or mentor first, then homeland, and followed last by accomplishments. However, since it is so uncommon to find another spellbinder, they have found a method of easy identification in aura branding. They magically burn these facts onto their own auras and, in effect, this gives any spellbinder immediate recognition of any other. These brands also magically appear on any non-artifact sword that the spellbinder holds onto for more than a week, but will fade after a week of disuse. In addition, each rune is usually empowered by a special ability for hunting spellcasters. A spellbinder may pick any one of the following at fourth level and every four levels thereafter
.• Window to the mind
The spellbinder has developed a knack for seeing the spells of his opponents. Every time the spellbinder deals damage to an arcane spellcaster or a creature with spells, he may see all prepared/known spells at any level of his choice. For every spell slot he chooses to spend, he may look at an additional two levels of spells. Every time he hits and deals damage to a monster with spell-like abilities, he sees what they are for one spell point.
• Cut to the Mind
The spellbinder has learned to draw spells out involuntarily, even without the necessary components. At any time when the spellbinder would deal damage to a spellcaster or magic-casting monster, he may choose instead to steal a spell. This may be as nonspecific as asking for the most damaging spell, may be selected randomly from a level of spell, or the spellbinder may name a spell specifically. If the spell is successfully absorbed, nothing more happens, though the spellbinder may still attempt to learn it later. If it is a spell known, then it cannot be used for six hours. If it is a spell memorized, then it is only temporarily unlearned.
If the spell is not properly absorbed, the spell is reintegrated into the spellcaster’s mind knowledge and the spellbinder suffers a backlash of 1d6 /spell level.
• Bestial Assimilation
The spellbinder has become adept at absorbing unique types of magical energy. Whenever he hits a creature with a breath-weapon, a gaze attack, a ray attack, fast healing, or spell resistance, he absorbs one spell slot for each of these attacks. He may absorb a maximum of two spell slots for each ability the monster possesses (Note: this is actually 2/creature/day). In addition, the monster is unable to use these attacks on his next turn.
• Pull Spell
The spellbinder has become a magnet for spells. At will, he may pull a spell cast within his sight 25 feet directly toward him as it is cast. If it is now within the 15 feet rule, he may throw himself on it as normal.
• Favored School
The spellbinder has become particularly talented at handling spells from a certain school. Choose any school, including universal. Any time that the spellbinder attempts to jump on a spell from this school, he benefits from a +2 bonus to absorb it, as well as a +3 benefit to learn the spell later. In addition, whenever the spellbinder successfully jumps on a spell from this school, he heals 1 HP /spell level, if applicable.
• Suppression Field
As a last resort against far more powerful mages, the spellbinder has learned to stop all spells that would affect him. He has learned to create an effect similar to a globe of invulnerability. However, the suppression field has the potential for a far stronger effect. In effect, for every spell slot that he expends, the globe blocks out the effects of one level of spells. The spellbinder has two options when creating the field. If he stands still and concentrates, the field lasts 2 rounds/class level. He may also opt to have the field follow him around, in which case it lasts 2 rounds for every rune imprint that the spellbinder has.
• Feedback
The spellbinder has learned how to push his charged energy into unwilling subjects. Any time that he hits a creature unable to cast arcane magic or use spell-like abilities, he can choose to push some of his energy back into them. He can as a free action see if he can perform this skill and, in effect, for every spell slot that he expends, he adds +2D6 damage, up to a maximum of +2D6/rune imprint.
• Healing Fire: Unfortunately, the immunity that spellbinders build up against divine magic makes them particularly vulnerable to damage. Without clerics, they often find themselves licking wounds for weeks longer than other fighters. Many learn to utilize their burn ability in a positive way, at least healing themselves if not others. In effect, he can ignite all of his spell levels in a similar fashion to burn, but for every spell level thus ignited he is healed for 3 Hit points. In addition, Healing fire automatically cauterizes wounds. Also, if the spellbinder wishes to, he may attempt to cure one poison or disease on himself. To remove a disease, he must succeed to a Fortitude save (DC 15), and to remove a poison he must suceed a save (DC 20). However, for every three spell slots burned, this DC is lowered by 1.

Spell Gift: At tenth level, the spellbinder receives a certain number of spells (although not the ability to cast them). He receives nine spells, four of which must be cantrips. The other spells may be any level from 1 to 9, but must be chosen from the Sorcerer/Wizard spell list. These are the only spells that the spellbinder is ever guaranteed to obtain.

Spells: Starting at 10th level, a spellbinder learns to cast a small number of arcane spells using the energy he accumulates from absorbing spells, as well as any free spell slots. He learns his spells from the Wizard/Sorcerer spell list, and can learn any other spell that either class can learn. He can cast any spell without preparing it ahead of time, like a Sorcerer or Bard. The spellbinder naturally learns no spells other than those gained from spell gift, but he does have a good chance of learning any spell he absorbs.
To learn or cast a spell, a spellbinder must have an Wisdom equal to at least 10+ the spell level (Wis 10 for 0-level spells, Wis 11 for 1st level spells, and so forth). The difficulty class for resisting a spellbinder’s spell is 10+ the spell’s level+ the spellbinder’s Intelligence modifier.
Unlike other spellcasters, the number of spells that a spellbinder casts is directly dependant on the number of spell levels he has. If he has three spell levels, he may cast one 3rd level spell, three 1st level spells, or one 2nd level spell and one 1st level spell. His daily spell slot allotmentis shown on the table. If, however, a spellbinder has more spell levels saved than his daily allotment, he is allowed to retain them.
A spellbinder’s spell list is incredibly limited. Aside from the spells that he gains when he reaches tenth level, the spells he learns are entirely based upon his ability to assimilate spells that are cast on him. Because of this, most of his arsenal will naturally become offensively oriented. He can also learn spells from tutelage or scrolls, but because or the rarity of wizards willing to aid spellbinders, this is usually difficult.

Vow of Protection: Upon attaining fifteenth level, a spellbinder must swear to the Vow of Protection, one of the order’s oldest tenants. It permits no Spellbinder to use higher magic (4th level or greater) in any interests other than bringing a spell weaver or rogue spellbinder to justice. If a Spellbinder violates this code after he has sworn to it, then he is penalized (100/spell level) exp. For instance, using a 6th level spell is given a penalty of 600 exp.Spellbinders are still not penalized for casting any spell below 4th level. This effects all arcane spells, not simply those gained from the spellbinder class.

Final Rune: At 20th level, a spellbinder completes his training, and seals the final rune into her sword and aura. This rune is much more powerful than any of the ones that precede it. The spellbinder, however, only has three options in this final rune. These are the runes Ius, Vis, and Mens.
• Ius- The rune of Justice is a strong tool for those who choose to hunt down wrongdoers. At any point where a spellbinder can justify his motive as being the pursuit of justice (although not personal vengeance), he receives a +2 on all saving throws and a +1 on all attack roles. In addition, the rune will power one spell/day that he casts with justice in mind. If he aims a spell at an individual or group of individuals clearly motivated by evil, no spell slots will be lost. He must still have the spell slots required to cast the spell beforehand. This ability is even capable of overriding the Oath of Protection once/week, though it does not always do so.
• Vis- The rune of Courage can be very powerful, but only for spellbinders confident in their own abilities. First, it grants a +3 to Fortitude in any encounter where the spellbinder has lost 20 or more hit points. In addition, it grants a spell-like ability usable 1/week. The spellbinder must succeed at a touch attack against an opponent before he can use it. Once connected, he can hurt his opponents for any even amount of damage (no save). For every 2 damage his opponent takes, he takes 1D6 damage, which cannot be healed, even by a wish or miracle, for 3 days. If this damage would result in his death, he cannot be raised during those 3 days.
• Mens- The rune of Wisdom fits well with spellbinders who do not always solve their problems with the sword. It grants a continual +2 to Will saves and a +1 bonus to all skill checks focused on the Wisdom skill, even Blade Craft. Any time that a spellbinder with the Mens rune deals damage to an opponent, he becomes very in tune to his enemy’s actions, gaining a +1 to AC on that enemy’s next turn. Finally, as a 1/week spell-like ability, the spellbinder may simulate an augury spell. The spell is considered arcane and requires no material component, but is otherwise identical to the spell.

Divine Unsight: Also at 20th level, a spellbinder becomes permanently invisible to all Gods. The only exceptions to this are gods associated with arcane magic and his patron deity, who can see him when he is unconscious, asleep, or when he chooses to lower the power around them. Affected deities can not cast spells that have the spellbinder as the target, although they can aim spells with the intent of harming the spellbinder. In addition, the spellbinder can (at will) activate a blur effect which affects any cleric, paladin, or ordained priest (such as friars), deacons, etc). A successfully cast true seeing spell, or the use of wish or miracle, undoes this effect for the duration of the spell or for twenty four hours, whichever is shorter.

Ex-Spellbinders: A spellbinder who becomes evil is no longer confined by the Oath of Virtue or the Oath of Protection. He may not take the rune Ius. He still advances as normal, and gains all benefits of gaining a level. However, he is considered a hunted man. At least once a month, a spellbinder two levels higher than him will be sent specifically to hunt after him. After three months, a bounty will be placed on his head. After six months, his aura will become so stained that any spellbinder within one mile of him can immediately discern his general location.

EDIT: Took out one ability, added it as a rune imprint.
EDIT: changed %s to d20s.
This is the final version, unless someone else finds this blatantly unbalanced.
 
Last edited:

log in or register to remove this ad

Sravoff

First Post
When I read this I envisioned a fighter that can absorb spells to either recast them later or to channel into his weapon. if this is not the case then the below comments probably don't apply.

I do very much like the idea. A weaponist who can absorb spells and release them.

Though the spell absorb abiity gives it alot of moving options while it is not its turn. So i would changer that.

I would also alter the blade craft skill. I would drop the attack bonus for the skill. At 20th level he must have atleast 20 ranks in the skill and would thus have fighter BAB. So either give it full bab of a fighter or leve it. but the extrra ranks do not make sense to me.

I like the idea of getting feats for having high blade craft, though they seem too high for most games. perhaps every five ranks or such you get a bonus feat? Then take out the requirement for one point every level? Also make them unable to add more than on point per level except for first so if they miss any they then cannot raise it max. Or some such idea.

Divine stunt is rather confusing. doeas this mean when targetting the spell binder or within a radius of it. And why target divine? I though this was a sort of arcane slayer class.

The aura is a col idea though I did not reas it all....,

Burn to heal does notmake sense to me used in conjunction with divine stunt. I thought divine didn't work around him.

IMHO I would make the spellbinder a warrior who can absorb spells into himself then use them himself or channel the arcane power threough his weapon. I am very intrigued by nthis idea and would like to post my own idea for this class here if that is fine by you. I don't meant to encroach on your class but I think my changes would be easier to see if I could write down my own.

-Sravoff
 

Kisanji Arael

First Post
-Sravoff

Thank you for your comments. The idea behind divine stunt and burn to heal was this:

The character becomes very in tune with arcane magic in general. The higher level he gets, the more alien divine magic becomes to him (thus divine unsight being at his highest level). However, this would make it nearly impossible to heal the character. So I gave him burn to heal so that he could at least have some healing. If you (or anyone) could suggest some changes to my wording to make it less convoluted, that would be great. Thanks.
 

Sravoff

First Post
Ah I see. Well you took it as far a away as from divinity as you can. Very cool idea though, I must say i would never have thought of it. Out of curiosity, divine unsight, does this prevent spell casting that would affect the spellbind? Or just cancel it to wear ity does not affect the spellbind. EXAMPLE: If cleric a casts some spell that wards an area of all people, woud this prevent the cleric from casting it if in the future a spellbind would come near it? Or would the spellbind just negate the spell? I don't have a spell in mind as I do not have my books with me.

I would change burn to heal to heal thine arcana, or some such thing, just for flavor. Also the heal ability should have to be used by "stored" arcane spell energy. say 1d8 per spell level used to heal?

Other than that I like it, though I would still change some of the blade craft stuff liek I said before. All in all very origanal idea, props!

-Sravoff
 

Kisanji Arael

First Post
Nope

No, he doesn't. Neither Divine stunt nor Divine Unsight to anything to area of effect. If the God wants to make an earthquake, it isn't going to stop b/c one spellbinder is in it.
 

Sravoff

First Post
Okay the class seems pretty good now though I would change all those percents to d20 rolls with different modifiers. D20 looks and feels much better when using as much d20 rolling as possible. Other than that I would say a job well done.

-Sravoff
 

Voidrunner's Codex

Remove ads

Top