```metadata title: BINDER VESTIGES description: >- Additional Vestiges for the Binder Class from Mage Hand Press, and changes to existing Vestiges for the 2024 D&D Rules tags: [] systems: - 5e renderer: V3 theme: 5ePHB ``` {{pageNumber,auto}} {{footnote Vestiges | Aroen Weind}} # BINDER VESTIGES The Binder class for D&D 5e, as made by Mage Hand Press, is a pretty cool one. At its core, it is a class all about versatility, allowing you to switch up your playstyle between one adventuring day and the next, from tank to glass cannon, from skill monkey to crowd control. Only the Wizard, with its endless spell list, can achieve a similar level of versatility, and even then the Binder carves its own niche in that it allows you to choose spellcaster, martial or gish every time you change your Vestiges. The folks at Mage Hand Press have done a great job at creating several Vestiges that fulfill most of those niches, taking myths and RPG archetypes and intertwining them with flavorful subclasses so that almost any character idea can be achieved within it. However, I'm a greedy bastard, and me and my friend want to have even MORE variety, so I started making a few extra Vestiges for very niche game situations, the first being Nautilus, and then I joined the MHP Discord server, where users "Captain Fluff'n'stuff", "Knowledge&Apocalypse", "Zephyr", "Z3brim" and others have helped me cook up some of these for you all to enjoy. ### Hank Faust, the Damned Gunslinger (*3rd-Level Vestige*) #### Bonus Proficiencies While bound to Hank Faust, you gain proficiency with firearms. Additionally, you ignore the loading property of firearms. #### Extra Attack You can attack twice, instead of once, whenever you take the Attack action on your turn. #### Hellish Rounds When you make a ranged weapon attack, you can choose to have it deal fire damage instead of its normal damage type. When you score a critical hit with a ranged weapon, the target takes an additional 1d8 fire or necrotic damage, which you choose each time. #### Trait: *Devil’s Deal* While bound to Hank Faust, your forehead becomes branded with an infernal symbol. Additionally, you can summon a spectral warhorse wreathed in ghostly flames. You can cast the ***Phantom Steed*** spell at will as an action with the following changes: the steed is a Fiend (Devil) and it can ride across liquids as if it were solid ground. {{note ##### Legend Hank “Lucky” Faust was an outlaw, a coward and a cur, but he was lucky indeed. Luck is what allowed him to become the most famous outlaw in his country. Of course, what people called luck was mostly skill and cunning. The only lucky thing about Hank Faust was his penchant to be in the right place at the right time every once in a while. That was only until he met a stranger on the road. The man saw Hank’s guns and boasted that he surely was a worse gunner than the stranger and proposed a duel: whoever made the most accurate called shot would win and could request anything of the other man. Hank, knowing his skill, accepted. The stranger was a good shot, Hank had to admit it, but hitting a sparrow with a headshot from 100 paces was almost a miracle. The stranger, defeated, revealed himself to be a devil and, faithful to his word, offered Hank anything he desired. Hank asked for a horse faster than any other and the power to never be defeated by his enemies. The devil granted his wish, and they parted ways amicably. Hank Faust lived a long and successful life of crime since then, bullets and knives avoiding him at all times, but one day his luck ran out, as the very stranger he once met shot him from the back, no enemy of his since the deal. When he died, the devil took his darkened soul, and ever since, it goes around collecting the souls of other poor fools whose luck runs out, bounty hunter of the devil himself. **Personality Trait: Confident Bastard**. *Never tell me the odds, I make my own luck*. }} ### Meshaema, the Wood-singer (*3rd-Level Vestige*) #### Green Thumb While bound to Meshaema, you can cast the *Thorn Whip* and *Shillelagh* cantrips. #### Welcoming Forest While bound to Meshaema, you have the ability to communicate in a limited manner with Beasts, Plants, and vegetation. They can understand the meaning of your words, and you can understand a Beast’s utterances as if you shared a language, although their communication ability will be limited by their Intelligence. You have advantage on all skill checks you make to influence them. #### Spellcasting: *Wood-singing* While bound to Meshaema, you can cast the following spells without using spell slots or material components: - **2/Day each**: *Entangle, Spike Growth* - **1/Day each**: *Barkskin, Plant Growth* \page {{pageNumber,auto}} {{footnote Vestiges | Aroen Weind}} #### Trait: *Branch and Root* While bound to Meshaema, your arms grow long and your feet grow roots as your skin takes on the texture of tree bark. You cannot be moved against your will and have advantage on ability checks and saves made to avoid being Prone. Additionally, the range of your melee attacks is increased by 5 feet. {{note ##### Legend Meshaema was once a minor goddess, the incarnation of life in the remote forest she inhabited. Her form was that of an enormous tree, with long limbs covered in kudzu and deep roots that drank from the fertile soil, and her song revitalized the ground wherever she roamed in her domain. So fertile was her land that a nearby kingdom set their eyes on it. Slowly, their farmlands expanded into her territory, but Meshaema didn’t mind, for her generosity was plentiful, and life sprouted from the mortals’ work. As they saw no retribution, however, the mortals started digging into the ground for precious minerals and cutting down vast areas of forest for wood, and Meshaema could not move her domain away fast enough. She was quickly running out of land, the mortals draining the life from below and around her. She sent the birds and beasts as messengers to the mortals, but they could not, or chose not to, hear. She shook the earth and sent the trees to scare them, but the mortals ignored her. Industrious as they were, they had made terrible weapons, and they razed the forest in search of her. In her last stand, she faced the mortals for the first time. They looked emaciated, and desperate. They had drained the land and wasted her gift, and now they would take her life as well. Her Vestige is the last song she sang as her branches burned, filled with anguish and regret. **Bond: Defender of the Wild**. *An injury to the unspoiled wilderness is an injury to me*. }} ### Nepheleh, the Nebulous (*3rd-Level Vestige*) #### Wispy Movement While bound to Nepheleh, you are supernaturally nimble. Spaces occupied by other creatures are not considered Difficult Terrain for you, and you can move through the space of a creature that is only one size category larger or smaller than you. #### Turbulent Rebuke While bound to Nepheleh, when a creature within 5 feet of you hits you with an attack, you can use your reaction to cause a burst of wind. The creature must make a Strength saving throw or be pushed 10 feet away and take thunder damage equal to your Binder level. \column #### Spellcasting: *Cloud-shaping* While bound to Nepheleh, you can cast the following spells without using spell slots or material components: - **2/Day each**: *Fog Cloud, Feather Fall* - **1/Day each**: *Blur, Wind Wall* #### Trait: *Airborne* Your skin turns pale and your hair becomes wisp-like, as you become cloud-like, and where once you floated slightly above the ground you now soar. You gain a flying speed equal to your walking speed and resistance to thunder damage. {{note ##### Legend Nepheleh always looked upwards, ever since she was born. She was entranced by the dancing of the clouds in the wind, wishing to be as free as they were. One day, she decided to make herself a huge kite so that she would fly upwards and join the clouds in their travels along the sky. She gathered the materials and built her contraption, and on a particularly windy day she tested it, jumping from a high hill. The wind picked her up, and she started soaring, knowing for the first time the freedom of the clouds. She rose and rose in the air, reaching the cloudbase. Once she was there, however, the weather started changing. The clouds agglomerated, becoming dark and stormy around her, the air crackling with static electricity. Not knowing how to soar back down, she instead tried to rise above the clouds to get out, but the storm took her attempt as an affront, and before she could break above the clouds, she was struck with lightning and dissolved into the storm itself, never making it back down. **Ideal: Freedom**. *I strive to always be the freest person around, rising above those who would weigh me down*. }} ### Endymion, the Selenophile (*4th-Level Vestige*) #### Moon-Touched While bound to Endymion, you know the *Starry Wisp* cantrip, which has a range of 120 feet for you. #### Phase Change While bound to Endymion, you can benefit from one of the following abilities, which you choose when you bind to it: - **Power of the Full Moon**: When you cast a spell that deals radiant damage, you can add your Charisma modifier to one damage roll of that spell. - **Protection of the New Moon**: When you cast Sanctuary, the target also gains Temporary Hit Points equal to half your Binder level + your Charisma modifier. \page {{pageNumber,auto}} {{footnote Vestiges | Aroen Weind}} #### Spellcasting: *Lunar Protection* While bound to Endymion, you can cast the following spells without using spell slots or material components: - **2/Day each**: *Moonbeam, Sanctuary* - **1/Day each**: *Fount of Moonlight, Leomund's Tiny Hut* #### Trait: *Moon’s Veil* While bound to Endymion, an ethereal veil covers your face to match the phase of the Moon you chose. You don’t age, and gain the corresponding effect to the phase you chose: - **Full Moon**: You gain resistance to Radiant damage. The veil is stark white. - **New Moon**: You gain resistance to Necrotic damage. The veil is dark blue. {{note ##### Legend Many legends tell of the Moon’s ever-changing nature, but only one tells of the Moon’s sole obsession. Endymion was a young shepherd, tasked with watching his family’s sheep at night, which he did with glee as he enjoyed being alone in thought, contemplating the moon and stars and sleeping without a care in the world. The Moon, in turn, found Endymion’s beauty to be infatuating, and she sent him a dream that would lead him to the top of a nearby mountain with a promise of great pleasure. Endymion couldn’t help but follow the path set by the Moon, enticed by the things he saw and all too eager to avoid his duties, and upon reaching the top of the mountain, the Moon descended and offered to make him her consort. Endymion accepted, and so the Moon put a veil on his head that would protect him from all harm, including the passage of time, but would trap him atop the mountain. It is said he still resides there, forever gazing up at the Moon, and his Vestige reflects the power and protection he gained as consort of the Moon. **Flaw: Laziness**. *I tend to avoid my responsibilities at the slightest distraction*. }} ### Nautilus, the Deep Dweller (*4th-level Vestige*) #### Sailing Legend While bound to Nautilus, you are proficient with Cartographer’s Tools, the Survival skill and Water Vehicles. You also can cast the *Acid Splash* cantrip, as you conjure briny waters from the depths of the sea. #### Lord of the Seas While bound to Nautilus, you can communicate with any Beast, Elemental, or Monstrosity that has a swimming speed as if you shared a language, even if it cannot understand or speak any. You have advantage on all skill checks you make to influence them. #### Spellcasting: *Favor of the Sea* While bound to Nautilus, you can cast the following spells without using spell slots or material components - **2/Day each**: *Create/Destroy Water, Gust of Wind* - **1/Day each**: *Control Water, Water Breathing* #### Trait: *Underwater Adaptation* While bound to Nautilus, you sprout gills and grow webbing between your fingers. You can breathe underwater and gain a swimming speed equal to twice your walking speed. Additionally, while you are submerged, you don’t provoke opportunity attacks and you cannot be grappled. {{note ##### Legend An old myth speaks of Nautilus, a young man from long ago who fell in love with the Sea. So much so that he invented the greatest ship to ever exist in order to cross her waters. In turn, the Sea gave him her greatest treasures: plenty of fish to catch, coral and pearls for adornment, good wind in his sails and the friendship of all the creatures she bore within her waters. However, he eventually grew tired of sailing, and found a new love upon land, a young and beautiful sorcerer princess. He let his ship run ashore and stopped sailing to lead a new life with her. The Sea was not happy, and she put a curse upon his new wife, sending her dreams that made her jealous and irate, always thinking Nautilus would one day abandon her like he had once abandoned the Sea herself. Nautilus’ wife, then, one day that he slighted her, killed the children of his that she had birthed and, with her own magic, turned him away and drove him mad. Thus, he threw himself to the Sea, who claimed him as her own as he died and changed him so that he could stay with her, forever. **Bond: Siren’s Call**. *The Sea calls me to her depths, where I truly belong and am bound to return to*. }} ### Glrpzt, the All-Consuming (*5th-Level Vestige*) #### Corrosive Skin While bound to Glrpzt, any creature that hits you with a melee attack roll takes 1d8 Acid damage, and your melee attacks deal an additional 1d8 Acid damage. #### Sticky Hold While bound to Glrpzt, you cannot be disarmed against your will, and creatures have disadvantage on ability checks and saving throws made to avoid or escape being Grappled by you. #### Absorb Flesh While bound to Glrpzt, as an action, you can touch a creature and force it to make a Constitution saving throw. On a failure, it takes 3d8 acid damage, and you gain half that amount as temporary hit points. On a success, it only takes half damage. \page {{pageNumber,auto}} {{footnote Vestiges | Aroen Weind}} #### Trait: *Oozeform* While bound to Glrpzt, your body becomes semi-liquid. Your melee attacks gain an additional 5ft. of reach, you can squeeze through spaces as small as 1 inch wide without squeezing, and you have resistance to acid damage. {{note ##### Legend When Boulos, the first Hill Giant, was created, his hunger was endless. He roamed the empty lands at the beginning of Creation, devouring all living things that crossed his path, but that was not enough to sate him. As he grew in size and might, his stomach yearned for more, and he quickly turned to his own kin, and started eating other giants. When the rest of the giants learned of the atrocities he had committed, breaking the taboo of cannibalism, they joined forces to stop him and restrain him. But he was still a giant, and so he deserved fair judgment. During his trial, however, Boulos thrashed against his restraints and cursed against his siblings, and when the sentence of death was emitted and the execution was to take place, he spouted a final curse: that even after death, he would consume them all. With those last words, he was beheaded, but the acid in his stomach came alive and attacked the gathered giants, slaying and devouring many before it, too, was slain. The Giants called that thing Glrptz and believe that the curse that brought it alive still lingers in the form of all oozes. Were they to join in a single entity, Glrptz would be reborn, and fulfill Boulos' curse. **Flaw: “FOOD!”**. *I only think of eating and gorge myself on any food I find. Enemies are food, too*. }} ### Luminaria, the Lightbringer (*5th-level Vestige*) #### First Light While bound to Luminaria, you know the *Dancing Lights* cantrip, which you can cast without material components and requires no concentration from you. #### Blinding Burst Whenever you cast a spell that creates bright light, you can cause it to burst. If you do so, creatures in the area of bright light at the moment the spell is cast must make a Constitution saving throw against your vestige DC or be blinded for 1 minute. A creature that fails this saving throw can repeat it at the end of its turn. If the spell already required a saving throw to avoid the blinded condition, the creatures affected must only make the saving throw the spell requires but roll with disadvantage. \column #### Spellcasting: *Gift of Radiance* While bound to Luminaria, you can cast the following spells without using spell slots or material components: - **At will**: *Faerie Fire* - **2/Day each**: *Daylight* - **1/Day each**: *Dawn, Sickening Radiance* #### Trait: *Radiant Sight* While bound to Luminaria, your eyes start to faintly glow with light of a color of your choosing. You emit dim light in a 5-foot radius. While this trait is active, you cannot be blinded, you gain darkvision out to 60ft. if you didn’t have it already, and magical darkness doesn’t impede your darkvision. {{note ##### Legend In the first days of Creation, the gods gave the world light, but not the true light of divinity, only a fragment of it. They put it in the sun and all the other stars, so that they could illuminate mortal kind. But not all mortals could see such beauty. A young girl born without sight prayed to the gods that she could once in her life see the radiance of the noon, the colors of dawn and dusk, and the twinkling of starlight, for she had heard much about them but could only imagine what they were like. The gods were moved and granted her what she asked for, and more. They gave her sight that could pierce blackest night, and the ability to bring the radiance that her soul held to those that most needed it, as well as take the gift of sight away from the unworthy. Her gifts, however, were also her downfall, for she once tried to fight a great, dark evil, and her powers could not measure up to it. Her death took away a great deal of brightness from the living, and now her task is taken upon by many followers of the divine. **Flaw: Blind Abandon**. *I will often abandon caution and trust blindly when someone is in need of my help*. }} ### Marrow, the Walking Ossuary (*6th-Level Vestige*) #### Bonecraft Weapons While bound to Marrow, you can use a bonus action to grow any melee weapon you are proficient with out of bone. These weapons deal an additional 1d6 piercing damage, as they leave bone splinters on each hit. #### Extra Attack You can attack twice, instead of once, whenever you take the Attack action on your turn. \page {{pageNumber,auto}} {{footnote Vestiges | Aroen Weind}} #### Bonecraft Armor While bound to Marrow, you can use an action to spend and roll a hit die and gain temporary hit points equal to the result of that roll plus your Charisma modifier. While you have these temporary hit points, your AC increases by 1, and you gain resistance to piercing damage. #### Trait: *Bone-Studded Frame* While bound to Marrow, your skin becomes pale and rough, with bone protrusions coming out of it. Each time a creature hits you with a melee attack, it takes 1d8 piercing damage, and you are immune to effects that reduce your maximum hit points. {{note ##### Legend A warrior of legend from an age long past, the name he was given at birth has been forgotten, but not the one he gained on the battlefield. Having inherited a strange power from his lineage, this warrior stood on the battlefield with armor and weapons made of his own bones, hard as steel and twice as deadly. So powerful was he that his enemies froze to the marrow at the mere suggestion of his presence, and so he gained the name Marrow. At his wake, large shards of bone littered the battlefield, and the corpses piled around him. Only Marrow knew the secret of his power. Each time he used it, his life started draining, slowly but surely. Every weapon splintered and replaced, every armor plate shattered and reformed, every bone created stole time away from him and littered the path to his grave. But Marrow didn’t care, for he had only one goal in mind: to reach the heights of mortal kind and live forever, not in body, but in memory. It is said that such was his prowess and power that in his last battle he faced an entire phalanx of powerful enemies and slayed them all, only to finally die standing, supported by the calcified remains of his armor, petrified in glorious death and left by his soldiers to stand forever in the midst of the field of bones, the centerpiece of a monument to war and death. **Ideal: Greatness**. *I shall achieve the greatest heights of mortal kind in battle or die trying*. }} ### Sisig, the Dreamer (*6th-level Vestige*) #### Sleepless While bound to Sisig, you no longer need to sleep and can't be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity. \column #### Touch of the Dreamer While bound to Sisig, if you target an unconscious creature with ***Detect Thoughts***, the spell lasts for as long as the creature remains in that state, it automatically fails the save to resist deeper probing and is unaware that it was affected by it. You can explore their thoughts, dreams, and memories at will while concentrating on this spell, but once the spell ends on this creature, it becomes immune to this effect for the next 24 hours. #### Spellcasting: *Oneiromancy* While bound to Sisig, you can cast the following spells without using spell slots or material components: - **At will**: *Sleep* - **3/Day each**: *Detect Thoughts, Feign Death* - **1/Day each**: *Dream, Mental Prison* #### Trait: *Mind Wanderer* While bound to Sisig, your eyes become inky black voids mottled with dots of light, like a starry night sky. You gain Telepathy out to a range of 60 feet. {{note ##### Legend Mamu and Sisig were twin children of the Sun and a mortal woman, and thus also grandchildren of the Moon. Since birth, they had both been granted with power, and run around the world helping mortals gain the wisdom of the gods. Sisig had power over Sleep, and Mamu had power over the Dreams that the Moon and Stars sent to the mortals after they fell asleep, and they chased their father, the Sun, as it disappeared from the sky. One day, an evil sorcerer, being plagued with nightmares as the Moon and Stars decreed, took an elixir to resist Sisig’s Sleep, waited for Mamu to arrive and imprisoned them so that they couldn’t give him nightmares anymore. Sisig, always running in front of Mamu, didn’t notice until long after, when they were stopped by a mortal Seer, who could no longer divine the future from the lack of Dreams. Sisig then run again around the world, seeking Mamu, forsaking their duty for three days, which were called the Days of Open Eyes, until they found Mamu trapped in the sorcerer’s abode. The sorcerer, having gained no sleep, was tired, but had prepared to kill Mamu in order to avoid his own fate. As he stabbed a poisoned knife in Mamu’s chest, Sisig could only prevent their death by putting them to Sleep forever. The Sun, seeing the commotion on the Earth, smote the sorcerer, but could not revive Mamu. Thus, Mamu lay dormant, and Sisig was punished for their carelessness, being made to forever carry both burdens: granting Sleep and Dreams. **Bond: Duty**. *My duties are never ending, and I will never again avoid them, for the greater good*. }} \page {{pageNumber,auto}} {{footnote Vestige Alterations | Aroen Weind}} # Vestige Alterations for D&D 5e 2024 The most recent changes to the 5th Edition of D&D have made the twelve official classes change dramatically in how they play. Barbarian Rage now lasts longer, gives out-of-combat benefits and has different conditions to keep it up. Bardic Inspiration has also been prolongued. Channel Divinity's number of uses have changed drastically, and you can stack them from different classes. Wild Shape is not a tanking mechanic anymore, giving a small but increasing amount of Temporary Hit Points instead of serving as a secondary Hit Point pool. Action Surge no works to cast several spells in a turn, and Second Wind gets extra uses as well as other benefits at higher levels. Monks' Martial Arts and Focus (previously Ki) abilities have been overhauled, as has been Paladins' Divine Smite (now a spell) and Lay on Hands. Tasha's changes to Ranger have been the base for its new chassis, with the notable exception of Favored Enemy. Cunning Action has seen indirect change due to changes in the Hide Action, and Sneak Attack comes now with added effects in exchange for lower impact. More Metamagics are available to Sorcerers now, and the slight changes to Font of Magic and the addition of Innate Sorcery have bumped up its strength. Eldritch Invocations and Warlock Pacts have been merged and overhauled as well, making Wizard the class with the least relevant changes in the shift from 2014 to 2024. The Binder's many Vestiges emulate some of these mechanics, and where it is relevant, I'll make changes that reflect the ones that the official classes have suffered. However, the first one that should come to mind is one that affects most martial classes: Weapon Masteries. The introduction of these has drastically altered the way combat feels for these classes since these "maneuvers" and their combinations can make or break a build, and several of the martial Vestiges present in this class rely on the use of specific weapons. Thus, I have included the Weapon Mastery feature in each Vestige that gives you proficiency with at least one weapon. This feels like the greatest change for the Vestiges, and one that will bring the non-casting ones in line with the ones that rely on Spellcasting or other Magic abilities. Additionally, I'll add the specification of the type of Actions some Vestige abilities are, especially regarding the Magic Action and the Attack Action, due to their interaction with other classes' abilities when multiclassing. ### Dyogena, the Spear of Sin (*1st-level Vestige*) #### Bonus Proficiencies While bound to Dyogena, you gain armor training with Shields, as well as proficiency with Martial Melee weapons with the Versatile property. Additionally, you can use the mastery property of one kind of weapon of your choice with which you have proficiency. ### K'Sir, Thief Primeval (*1st-level Vestige*) #### Bonus Proficiencies While bound to K'Sir, you gain proficiency with Thieves' Tools, as well as proficiency with Martial weapons with the Light property. Additionally, you can use the mastery property of one kind of weapon of your choice with which you have proficiency. ### Lexicon, the First Word (*1st-level Vestige*) #### Spellcasting: *Mystic Utterances* While bound to Lexicon, you can cast one of the following spells without using spell slots or material components: - **2/Day any**: *Alarm, Detect Magic, Floating Disk, Identify, Mage Armor, Magic Missile, Shield, Thunderwave, Unseen Servant, Witch Bolt* You can cast a spell from this list one additional time for each additional Vestige you have bound. Additionally, whenever you cast a spell as a Ritual, it only takes you 5 additional minutes, instead of 10. ### Asklepios, the Physician (*2nd-level Vestige*) #### Bloodletting For all the Physician's insight, his methods can be quite brutal. When you deal bludgeoning, piercing or slashing damage to a creature with an attack roll, you can deal an extra 1d4 damage. ### Hou Yi, the Archer (*2nd-level Vestige*) #### Bonus Proficiencies While bound to Hou Yi, you gain proficiency with Martial Ranged weapons that lack the Loading property. Additionally, you can use the mastery property of one kind of weapon of your choice with which you have proficiency. \page {{pageNumber,auto}} {{footnote Vestige Alterations | Aroen Weind}} ### Feng Meng, Monster Hunter (*2nd-level Vestige*) #### Bonus Proficiencies While bound to Feng Meng, you gain proficiency with Hand Crossbows and Heavy Crossbows. Additionally, you ignore the loading property of crossbows, and you can use the mastery property of one kind of weapon of your choice with which you have proficiency. ### Tilo, the Colossus (*2nd-level Vestige*) #### Bonus Proficiencies While bound to Tilo, you gain proficiency with Martial weapons. Additionally, you can use the mastery property of one kind of weapon of your choice with which you have proficiency. ### Hank Faust, the Damned Gunslinger (*3rd-Level Vestige*) #### Bonus Proficiencies While bound to Hank Faust, you gain proficiency with firearms. Additionally, you ignore the loading property of firearms, and you can use the mastery property of one kind of weapon of your choice with which you have proficiency. ### Orzi, the Maimed Duelist (*3rd-level Vestige*) #### Bonus Proficiencies While bound to Orzi, you gain proficiency with One-Handed Martial weapons with the Finesse or Ranged property. Additionally, you can use the mastery property of one kind of weapon of your choice with which you have proficiency. ### Rostam, Armor Infernal (*3rd-level Vestige*) #### Bonus Proficiencies While bound to Rostam, you gain training with heavy armor, as well as proficiency with Martial Melee weapons without the Finesse or Two-Handed property. Additionally, you can use the mastery property of one kind of weapon of your choice with which you have proficiency. \column ### Remus, Firstborn of the Wolf (*6th-level Vestige*) #### Bonus Proficiencies While bound to Remus, you gain proficiency with Martial Melee weapons with the Versatile or Two-Handed property that lack the Reach property. Additionally, you can use the mastery property of one kind of weapon of your choice with which you have proficiency. #### Fury On your turn, you can use your bonus action to summon up Remus's bottomless rage. While your Fury lasts, you gain the following benefits: - You can add your Charisma modifier to Strength checks and Strength saving throws, and have advantage on Intimidation, Perception and Survival checks. - You have advantage on all attacks you make with Melee weapons or Unarmed Strikes. However, attacks against you are made with advantage. - You have resistance to bludgeoning, piercing, and slashing damage. - When you attack a creature with a Melee Weapon or Unarmed Strike and bring it to 0 hit points, you can move up to 10 feet and make an additional weapon attack. The Fury lasts until the end of your next turn, and it ends early if you have the Incapacitated condition. If your Rage is still active on your turn, you can extend the Rage for another round by making an attack roll against an enemy or taking a Bonus Action to extend it. You can maintain it this way for up to 10 minutes. Once you use this ability, you can't use it again until you finish a short or long rest. \page {{pageNumber,auto}} {{footnote Minor Spirits | Aroen Weind}} # Minor Spirits for D&D 5e 2024 Much like Vestiges, Minor Spirits constitute a source of utility for the Binder class, providing several in- and out-of-combat abilities. Most of them provide a small benefit in exchange for a Bonus Action: one die of damage. Some of them grant you a different benefit if you instead use an Action: summon a weapon, create light, replicate effects similar to those created by cantrips like Prestidigitation, etc. It is easy, then, to see them as the equivalent of cantrips for this class, but we run into the problem of having a specific subclass that allows you to cast specific cantrips depending on what Minor Spirits you have bound, the Legion's Lodge. Thus, making a change to Minor Spirits must be done with the idea of not treating them like mere cantrips, lest we step on the Lodge's toes. Instead, when trying to create new Minor Spirits, one should lean into the idea of the nameless spirits and ideas of the collective subconscious, while filling in utility niches left by other Minor Spirits. The Blade Spirit is the idea of the archetypal magic sword. The Haunt is the idea of a ghost, while the Grue is the stalker in the night. Thus, I have some Minor Spirits to propose. ### Projectile Spirit ##### *Prerequisite: Level 2+ Binder* Ever speeding around the user, this spirit was born of all the arrows and bolts broken on impact, martyrs of speed. It manifests as a dart, arrow, bolt, bullet or other type of ammunition. As a bonus action, you can make a ranged spell attack with it against a target within 60 feet of you, dealing 1d6 piercing damage on a hit. Additionally, you can use your action to transform your projectile spirit into a ranged weapon with which you are proficient, which makes its own ammunition, or return it to its normal form. You can't make a ranged spell attack with your projectile spirit while it is transformed. {{note ##### Weapons & Spirits Many Vestiges give you weapon proficiencies but, while those proficiencies span the whole gamut of available weapons, only two of those vestiges allow you to "summon" a weapon: Hou-Yi transforms any ranged weapon into his Longbow, and Rostam summons any melee weapon. However, melee builds that don't use Rostam have the Blade spirit to supply a weapon of choice, whereas ranged builds that don't use Hou-Yi are stuck with a shortbow or light crossbow to use/carry in a daily fashion. This Minor Spirit is meant to work with ranged builds that rely on Feng-Meng and my new Vestige, Hank Faust. }}