Complete Binder (2-22-23)
Complete Binder (2-22-23)
Complete Binder (2-22-23)
Binder
On the Cover
Mariana Livraes illustrates a binder performing
a summoning ritual, conjuring a bestial minor
spirit to her aide.
Mage Hand Press and their associated logos are Disclaimer: All the vestiges in this book are fictitious,
trademarks of Mage Hand Press LLC and no relationship with actual persons (living
© 2021 Mage Hand Press LLC. All Rights Reserved. or deceased) should be inferred. Also, original
Printed in China – Jan 2023 character, do not steel. If u don’t like, dont read.
ISBN 978-1-7357079-2-1
Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game
License version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper
names (characters, place names, deities, etc.), new rules, classes, plots, story elements, locations, characters,
races, monsters, artwork, graphics, maps, sidebars, and trade dress. (Elements that have previously been
designated as Open Game Content or are in the public domain are not included in this declaration.)
Open Content: The Open content in this book includes material taken from the Systems Reference Document.
No other portion of this work may be reproduced in any form without permission.
Complete Binder is published by Mage Hand Press LLC under the Open Game License version 1.0a. Copyright
2021 Mage Hand Press LLC. All Rights Reserved
MAGE HAND PRESS
www.magehandpress.com
Chapter 1: Binder
When he finally spoke, it was with the voices of several A Soul Fractured
beings at once, overlapping in an unnatural harmony.
In order to harbor a vestige, a binder must divide their
But the most prominent voice was gruff and confident,
very soul and offer part of it to the vestige for residence.
which he used to lull his targets into complacency
Sharing their soul in this way leaves profound marks
seconds before he struck with a hidden dagger. By the
as the vestige pushes its way into reality: it influences
next morning, the gruff, independent voice was gone,
its binder’s personality and usually warps their body
instead replaced with a profound melancholy. He also
in accordance with the vestige’s esoteric form. Last but
discarded the daggers in favor of a sturdy spear and
not least, the soul itself is permanently fractured, which
imposing armor. The day after that, he struck an air
could have unforeseen consequences in the afterlife.
of erratic rage, and he abandoned weapons altogether
It is for this reason that binding magic is usually
in favor of eldritch flame. Each morning, he woke up
forbidden.
anew, possessed by other new infernal spirit, dead god,
Skilled binders learn to break their soul into
or forgotten sinner.
smaller and smaller pieces to bind greater and more
Binders are students of soul magic, an ancient and
numerous spirits. At their pinnacle, a binder can wield
forbidden art that allows them to call to entities that
magic of ancient, forgotten gods while swinging the
live beyond the known planes, in the spaces between
blades of legendary heroes, but their voice becomes
worlds. Through this specialized magic, binders can
quiet among the clamor of disparate spirits and their
draw these entities into their own souls to steal their
soul is relegated to but a fraction of their persona.
power—though not always without a price.
Equipment
Class Features You start with the following equipment, in addition to
As a binder, you gain the following class features. the equipment granted to you by your background:
Hit Points • A light crossbow, 20 bolts, and any simple weapon
Hit Dice: 1d8 per binder level • (a) scale mail or (b) leather armor
Hit Points at 1st Level: 8 + your Constitution • 10 pieces of chalk and a component pouch
modifier • (a) a scholar’s pack or (b) a dungeoneer’s pack
Hit Points at Higher Levels: 1d8 (or 5) + your
Constitution modifier per binder level after 1st Soul Binding
Proficiencies In your studies, you have uncovered the means to
Armor: Light armor, medium armor pierce the veil of the planes and call to what lives
Weapons: Simple weapons beyond. You learn how to summon a vestige and bind it
Tools: None to your soul.
The Vestiges
Vestige
Level Name Role: Features
1st Bluetongue, the Trickster Social: Bonus skill proficiencies, bag of holding, disguise self
1st Dyogena, the Spear of Sin Versatile Melee: Shield proficiency, temporary HP, additional attack
1st Gyx, the Storyteller Meta: Bonuses for additional vestiges, repeat vestige save
1st K'Sir, Thief Primeval Rogue: Sneak Attack, bonus actions, Stealth
1st Lexicon, the First Word Wizard: Arcane spellcasting, cantrips, resistance to spell damage
2nd Asklepios, the Physician Healer: Healing, cure disease, bonus melee damage, Medicine
2nd Hou Yi, the Archer Archery: Cha for ranged attacks, Archery, Perception
2nd Tilo, the Colossus Heavy Melee: Weapon proficiencies, enlarge, Cha for heavy weapons
3rd Evocatia the Red Evocation: Fire spellcasting, bonus cantrip damage, fire resistance
3rd Orzi, the Maimed Duelist Finesse Melee: Extra Attack, Cha for finesse weapons
3rd Rostam, Armor Infernal Heavy Armor: Damage reduction, heavy armor, Intimidation
4th La Diablesse, the Devil Fear: Fear spellcasting, bonus psychic damage
Woman
4th Nezare, the Broken One HP Sacrifice: Bonus HP, self-heal, sacrifice HP to deal bonus damage
4th Tyche, the Luck Thief Luck: Steal luck, reroll damage dice, bonuses for d20 rolls
5th Elozahr the Blue Evocation: Cold spellcasting, bonus cantrip damage, concentration
bonus
5th Korine, the Displaced Teleportation: Teleportation, misty step, teleportation damage
5th Vortirrackt, the Outsider Reach: Opportunity attacks, reach, claws, spider climb
6th Methuselah, Eldest Dead Necromancy: Necromancy spellcasting, false life, HP drain touch
6th Mr. Joe, Master Puppet Manipulation: Dominate spellcasting, charm immunity, false appearance
6th Remus, Firstborn of the Wolf Barbarian: Extra Attack, reaction attack, Fury: resistance and advantage
7th Hammurabi, the Lawbringer Denial: Prevent actions, reflect conditions, advantage on revenge
7th Sariel, the Fell Angel Flight: Flight, smite damage, avoid failed saves
8th Carthin, the Runebreaker Antimagic: Antimage spellcasting, magic weapon, dispel magic
8th Döpple, the Archivist Magic Items: One consumable, one magic item, Intelligence skills
9th Erebus, the Shadow Void: Resistance to damage, high damage touch
Interminable
9th Qadir, the Damned Djinn Wish: Wish, movement speed
Forgotten Vestiges
1st Palette, Inventor of Color Sorcerer: Spellcasting at will, breath weapon, resistance to spell
damage
2nd Feng Meng, Monster Hunter Critical: Expanded critical, bonus damage, Cha for ranged weapons
2nd Sissiro, Shrewd Serpent Buff, Social: Bonus to allies’ rolls, suggestion, Persuasion
5th En-Irok, The Absence Invisibility: Invisibility, bonus damage with finesse weapons
9th Seven O’ Seven, the Chronomancy: Extra action, time stop
Temporal
Words of Power
While bound to Lexicon, you learn two cantrips
of your choice from the bard, sorcerer, or wizard
spell list, plus an additional cantrip for each
other vestige you have bound. Charisma is your
spellcasting ability for these cantrips.
Pale Arcana
While bound to Lexicon, whenever you take
damage from a spell, you can use your reaction
to gain resistance to the damage taken.
Spellcasting: Mystic Utterances
While bound to Lexicon, you can cast the
following spells, without expending a spell slot or
material components:
Spells: detect magic, feather fall, floating disk,
fog cloud, mage armor, magic missile, shield,
sleep, thunderwave, unseen servant
You have a number of uses of this feature equal
to 1 plus the number of vestiges you have
bound. Casting a spell from this list expends
one use. You regain all expended uses when you
finish a long rest.
Additionally, you can cast any spell from this
list as a ritual if it has the ritual tag.
Trait: Glossolalia
You constantly speak in a language that mixes
all known (and unknown) forms of speech,
and your writing at a glance seems to be
gibberish. Despite this, your speech and writing
are comprehensible by any creature that can
understand a language. In addition, you can
understand and read any language.
Bonus Proficiencies
While bound to Tyche, you gain proficiency with
all gaming sets. Additionally, you can reroll any
ability check you make to play nonmagical games
Nezare of skill.
The Broken One Lucky Hit
4th-level vestige Once on each of your turns, when you deal
damage, you can reroll a damage die, and you
Martyr’s Path must use the new roll.
While bound to Nezare, your hit point maximum Stolen Luck
increases by an amount equal to your binder When you bind Tyche, roll a d20 and record the
level plus your Charisma modifier. number rolled. This is your stolen luck roll. Once
Blood Sacrifice per turn, you can trade your stolen luck roll with
Once on each of your turns, when you hit a any attack roll, ability check, or saving throw
creature with a melee weapon attack, you can made by you or a creature that you can see. Your
spill your own boiling blood to deal additional stolen luck roll becomes the number rolled for
damage to the target. When you do so, choose the attack roll, ability check, or saving throw, and
a number of d8s up to your Charisma modifier your new stolen luck roll becomes the number
of extra radiant damage to add to the damage that was been rolled on the d20. You can use this
roll. You lose 3 hit points for each additional die feature three times, and you regain all expended
added to the roll. uses when you finish a long rest.
Mercy Trait: Third Chances
You can use your bonus action to regain hit While bound to Tyche, three small sigils
points equal to your binder level. Once you use (associated with a game of chance you are
this feature, you can’t use it again until you finish familiar with) float in front of your forehead. You
a short or long rest. can extinguish one of these sigils (no action
required) to add 1d8 to an attack roll, ability
Trait: Thorny Flesh check, or saving throw you make. However, once
While bound to Nezare, your flesh toughens and all three are extinguished, you take a −2 penalty
sprouts long, sharp thorns. Whenever a creature to all subsequent attack rolls, ability checks, and
within 5 feet of you hits you with a melee weapon saving throws you make until you finish a long
attack, it takes piercing damage equal to your rest or are no longer bound to Tyche.
Charisma modifier (a minimum of 1.)
Korine
The Displaced
5th-level vestige
Loose Gravitation
While bound to Korine, the distance of your long
jump and height of your high jump are doubled,
and any falling damage you take is halved.
Telefrag
Whenever you cast a spell that teleports
you, you can choose to teleport into a space and ameliorate her reputation. The spell, which drew
occupied by a creature. When you do so, the power from an active sphere of annihilation, functioned
creature takes 1d4 force damage for every 10
feet you teleported, up to a maximum of 6d4, perfectly, but its result was disastrous.
and, if you and the creature are within two size Korine cast her spell in front of an audience of
categories of one another, it is pushed into an fellow arcanists, and in an instant of magical tumult,
adjacent unoccupied space of its choice. she was spread thinly across time and space. But in her
Spellcasting: Blink last moments, she saw the curvature of space, saw it
While bound to Korine, you can cast the wrap around, and saw the hideous secrets behind it laid
following spells, without expending a spell slot or bare. And at last, she saw her place in it all. Then she
material components:
met oblivion.
At will: misty step Appropriately, Korine’s vestige is only loosely
2/day: dimension door
associated with reality: her humanoid figure is
1/day each: blink, teleportation circle
disconnected at every joint, floating about in a strange
You regain all expended uses of these spells
orbit, and open, darting eyes cover every body part
when you finish a long rest.
in the mutilated cloud. Perhaps, this is her physical
Trait: Dimensional Error
personage, which has persisted in the Void. No other
While bound to Korine, your body becomes
wedged between reality and nonexistence. Your creature, after all, has successfully traveled to that
joints, including your neck, shoulders, elbows, strange place, and it is unclear what truly remains of
hips, and knees, seem to have vanished into her body or soul.
some other plane, leaving your other body parts Personality Trait. While bound to this vestige,
loosely floating in their positions. As a result, you gain the following personality trait: “I hatch
whenever you are hit by an attack, roll a d20. On
a 20, the attack misses. elaborate plans on the fly, but don’t always think out the
consequences.”
Feng Meng
Monster Hunter
2nd-level vestige (replaces Hou Yi)
Sissiro
Bonus Proficiencies Shrewd Serpent
While bound to Feng Meng, you gain proficiency 2nd-level vestige (replaces Asklepios)
with hand crossbows and heavy crossbows.
Additionally, you ignore the loading property of Forbidden Knowledge
crossbows. You can use your Charisma modifier, instead of
Precision Critical Intelligence, for any Intelligence checks you make
Your ranged weapon attacks score a critical hit on while bound to Sissiro.
a roll of 19 or 20. You can also roll one additional Wise Words
weapon damage die when determining the extra As a bonus action on your turn, you can lend
damage for a critical hit with a ranged attack. words of advice to a willing creature that can hear
Monster-Killer you within 60 feet of you. The creature adds 1d4
When you hit a creature with a weapon attack, to the next attack roll or ability check it makes
you can deal an extra 1d6 damage to the before the end of its next turn.
creature. Once you use this feature, you can’t use Serpentine Suggestion
it again on that creature until you finish a short or You can cast the suggestion spell, without
long rest. expending a spell slot or material components.
Trait: Scars Once you cast this spell in this way, you can’t do
While bound to Feng Meng, you bear every so again until you finish a short or long rest.
scar he ever received from a monster, covering Trait: Snake Tongue
practically every inch of your body. When you While bound to Sissiro, your tongue transforms
have no more than half your hit points left, you into a forked serpent tongue, well-versed in
gain a +2 bonus to your attack rolls. Additionally, convincing others. If you make a Charisma
you can use your Charisma modifier, instead of (Persuasion) check, you can treat the result as
Dexterity, for your attack and damage rolls with a 10, or your binder level plus your Charisma
ranged weapons. modifier, whichever is higher.
Unseen Eyes
You can sense if there are invisible creatures
within 10 feet of you, but not their number or
location.
Filch
While bound to the Absence, you can cause one
item you are holding to become invisible while
you are holding or carrying it.
Invisible Blade
Before you make a melee attack with a light or
finesse weapon that you are proficient with, you
can choose to take a −5 penalty to the attack
roll. If the attack hits, you add 3d6 to the attack’s
damage roll.
Trait: Vanishing
While bound to the Absence, your body is
translucent. You can cast the invisibility spell at
will, targeting only yourself, without expending a
spell slot or material components. You can also
cast the greater invisibility spell once without
expending a spell slot, and you regain the ability
to do so when you finish a long rest.
Sissiro questioned the elves: How could they know En-Irok, the Absence
contentment if they have never felt anything more or The Absence lets its binders retreat from the world
anything less? What joys and mysteries awaited them where they invisibly hide away.
in the vast world beyond their groves? Soon, the elves Legend. When the wizard, Korine, traveled
questioned without prompting, and resolved to travel to the Void, she did not do so in one piece. She left
far and wide. behind echoes and fragments of the life she once
Apart from one another, the elven people gradually lived, but most of all, a tangible Absence in her wake.
divided into high elves, drow, and fey elves, while This Absence took its own name and lived its own
those who remained behind were deemed “wood” invisible life in her stead, performing tasks unseen in
elves. The wood elves remembered the Serpent who the background, much to the chagrin and confusion of
spoke to them long ago and sparked their diaspora, others.
and branded it a vile trickster. What else but evil Much like Korine, the Absence persisted long
incarnate would cause such upheaval, such division? after the others from the ill-fated mage’s tower had
The Serpent’s vestige, however, remembers the truth: it been hunted down and slain. Its disembodied whisper
is an ouroboros twisted into a question mark, teaching remains the only vestige without a physical form,
others to ask questions, and resigning them to grapple the sole remaining witness to the story of Korine,
with the answers. Vortirrackt, and Carthin, known to all as “The Tragedy
Personality Trait. While bound to this vestige, of Mages”.
you gain the following personality trait: “I try to ask Personality Trait. While bound to this vestige,
questions whenever possible, especially when someone you gain the following personality trait: “I scarcely
else must see the answers.” speak above a whisper.”
Seven O’ Seven
The Temporal
9th-level vestige (replaces Qadir)
Freeze Time
While bound to Seven O’ Seven, you can cast the
time stop spell, without expending a spell slot.
Once you cast the spell in this way, you can’t do
so again until you finish a long rest.
Trait: Hypertime
While bound to this vestige, you gain an
additional action on each of your turns. This
action can only be used to take the Attack (one
weapon attack only), Dash, Disengage, Hide, or
Use an Object action. This feature doesn’t stack
with the haste spell, or any other effect that
grants additional actions on your turn, such as
the fighter’s Second Wind feature.