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Minor Spirits | Rebinding

By December 13, 2018September 21st, 2022Article
In this series, I’ll be slowly tackling a rework of one of our favorite classes, the Binder. The class was originally a straight update of the class of the same name from D&D 3.5’s Tome of Magic, including most of the original vestiges, but as we revisit this class, we’d like to examine its mechanics and its concepts with fresh eyes, improve upon them, and write a whole new list of vestiges. 

If we at Mage Hand Press have made one addition to the Binder from its original version in D&D 3.5, it’s the inclusion of minor spirits, less-powerful souls that the binder can more easily and flexibly bind. This adds a huge measure of flexibility to the class, especially at lower levels, but has plenty of room for improvement.

Minor Improvements, Minor Length

 

Upon looking back at the old binder, it’s really bizarre how much space we reserved for minor spirits. Even the feature that spelled out its rules was needlessly long. Though still tiny by vestige standards, minor spirit entries generally had three features: a cantrip to offer the binder, a bonus action ability that dealt one die of damage, and a once-per-rest spell of 1st or 2nd level. The most interesting of these additions for gameplay were the bonus action abilities, since they gave the binder something interesting to do on their turn, even if their vestige choices fell short.

This is a case where the best design choice is subtraction: removing everything but the bonus action abilities will make the minor spirits shorter and easier to understand, but not substantially impact their fun coefficient. Especially given the need to make the binder as condensed as possible, this is a godsend.

There were, of course, also balancing considerations with offering handfuls of cantrips and higher level spells (some undoubtedly too powerful compared to the rest). Stripping those out will ensure that we aren’t overlooking spell or cantrip inclusions and will make the spellcasting vestiges feel much more rewarding for their cost.

Here’s what we got this time:

Minor Spirits
Beginning at 2nd level, you can use the runoff energy from your binding ritual to enlist a minor spirit to your service, selected from the Minor Spirits list. The spirit itself manifests faintly hovering around you, though you can cause it to become invisible or return it to visibility as an interaction on your turn.
     You can bind additional spirits to your service as you gain additional levels in this class, as shown on the Binder table. When you gain a level in this class, you can choose to replace a minor spirit you can bind with another.

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Minor Spirits
These minor spirits are presented in alphabetical order. If a minor spirit calls for an attack roll, it uses your spell attack bonus, and if it calls for a saving throw, it uses your vestige save DC. 

Blade Spirit
The remnants of an intelligent item’s soul, a blade spirit manifests as a faint, ethereal weapon. As a bonus action, you can make a melee spell attack against a target within 5 feet of you, dealing 1d8 slashing damage on a hit. 

Chill
A chill is a minor elemental spirit resembling a multifaceted snowflake. As a bonus action, you can make a ranged spell attack against any creature within 30 feet of you, dealing 1d6 cold damage on a hit. You can also use the chill to create ice cubes. 

Glitch
Abruptly shifting and flashing, the glitch is a time-lost spirit from a distant era. As a bonus action, you can make a ranged spell attack against any creature within 120 feet of you, dealing 1d4 force damage on a hit. 

Grue
A ravenous spirit that haunts dark places, the grue is feared for its stealth and acidic saliva. As a bonus action, you can use the grue to cause a creature within 30 feet to make a Dexterity saving throw or take 1d6 acid damage. 

Lantern
A minor divine spirit of pure goodness, a lantern manifest as a fist-sized ball of light and sheds light as a torch. As a bonus action, you can use the lantern to cause a creature within 30 feet to make a Dexterity saving throw or take 1d6 radiant damage. 

Stone
A stone is a minor elemental spirit, the smallest unit of living elemental earth. As a bonus action, you can make a melee spell attack against a target within 5 feet of you, dealing 1d8 bludgeoning damage on a hit. 

Shade
A shade is a spirit of regret or woe which haunts a place following its death. As a bonus action, you can use the shade to cause a creature within 30 feet to make a Dexterity saving throw or take 1d6 necrotic damage. You can also use the shade to project faint, ethereal noises within 30 feet. 

Sin
The very least among fiends, a sin is an evil spirit that tempts mortals into evil acts. As a bonus action, you can make a ranged spell attack against any creature within 30 feet of you, dealing 1d6 necrotic damage on a hit. 

Spark
A spark is a minor elemental spirit, resembling a small blue bolt of crackling lightning. As a bonus action, you can make a ranged spell attack against any creature within 30 feet of you, dealing 1d6 lightning damage on a hit. The spark can attack a target up to 60 feet of you, if that creature is wearing metal armor or is primarily composed of metal. 

Strange
The shifting, incomprehensible form of a strange must originate in a far-off dimension whose rules differ from our own. As a bonus action, you can use the strange to cause a creature within 60 feet to make a Wisdom saving throw or take 1d4 psychic damage. 

Torchling
A torchling is a flickering, living flame, a minor elemental spirit of elemental fire. As a bonus action, you can make a ranged spell attack against any creature within 60 feet of you, dealing 1d6 fire damage on a hit. You can also use the torchling to start a fire or boil water. 

Totem
A totem is a manifestation of an animal spirit. As a bonus action, you can command the totem to bite; make a melee spell attack against a target within 5 feet of you, dealing 1d8 piercing damage on a hit. The totem always knows which ways is north and how long remains until sunset. 

Wisp
A faintly-glowing spirit of capricious fey energy, a wisp sheds light as a torch. As a bonus action, you can use the wisp to cause a creature within 15 feet to make a Constitution saving throw or take 1d8 poison damage.

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I anticipate that the biggest complaint about the new Minor Spirits is that they’re not as varied as they used to be. If you’ve got any suggestions on ribbons or changes we can implement to improve the list, leave them below!

 

 

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