School of Binding
The school of binding combines knowledge from both conjuration and abjuration to summon and control planar creatures. Binders, or summoners, employ powerful minions to do their bitting and can force creatures of incredible power into submission.
School of Binding Features
| Wizard Level | Feature |
|---|---|
| 2st | Planar Savant, True Familiar |
| 6th | Improved Summons |
| 10th | Superior Binding |
| 14th | Greater Summons |
Planar Savant
An old sage once said "know your worst enemy better than your best friend", words that you follow faithfully as the creatures you deal with can be dangerous foes indeed.
Starting at 2nd level, you gain knowledge about the creatures you bind. Whenever you make an ability check to recall information concerning planar creatures you are considered proficient in the skill and add double your proficiency bonus to the roll, instead of your normal proficiency bonus.
At 6th level, you learn to speak with and understand planar creatures. Choose 1 language from Abyssal, Celestial, Deep Speech, Infernal, and Primordial. You learn to speak, read and write it. You learn 1 additional language at 10th, and 14th level.
True Familiar
Your advanced knowledge on summoning and binding creatures allows you to have a more powerful familiar at your service. From 2nd level, you add the find familiar spell to your spellbook, if it wasn't there already. When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: gazer, imp, mephit (any type), putto, or quasit.
You can communicate telepathically with your familiar and perceive through your familiar senses as long as you are within a number of miles equal to your proficiency bonus of your familiar. Also, while you are perceiving through your familiar's senses, you can speak through your familiar in your own voice, even if your familiar isn't normally capable of speech.
Augmented Conjuring
Every wizard can pull a rabbit out of a hat, but you can conjure forces beyond what others can even dream of. At 6th level, when you summon or create a creature with a conjuration spell you can give it the following benefits:
- The creature's hit point maximum increases by an amount equal to your wizard level.
- The creature adds your proficiency bonus to its attack's damage rolls.
- The creature's attacks are magical for the purpose of overcoming immunities and resistances.
You can grant these benefits to a number of creatures equal to your Intelligence modifier, regaining expended uses as you complete a long rest.
Additionally you can add your Intelligence modifier to Constitution saving throws that you make to maintain your concentration on an abjuration or conjuration spell.
Superior Binding
Control is everything in your discipline, and you can gain it with unparalleled ease. Beginning at 10th level, you add the spell planar binding to your spellbook, if it wasn't there already. When you cast this spell its duration is increased to 3 times its normal duration (even when cast with higher level spell slots), and creatures have disadvantage on saving throws against it.
Greater Summoning
Your ability to summon powerful creatures has reached peaks beyond what any other wizard can or ever could. From 14th level, when you summon or create a single creature with a conjuration spell, the creature's maximum challenge rating is increased by half your proficiency modifier rounded down.
Variant: Expanded Spell List
Binders are supposed to be the ultimate controllers of planar creatures, so their repertoire of spells that conjure such creatures is wider than most wizards. With your DM's approval the following spells are added to the wizard's spell list for you.
- 3rd Level: conjure animals
- 4th Level: conjure woodland beings
- 6th Level: conjure fey, planar ally
- 7th Level: conjure celestial
Putto
Tiny celestial (shapechanger), lawful good
- Armor Class 13
- Hit Points 10 (3d4+3)
- Speed 20 ft., fly 40 ft.
STR DEX CON INT WIS CHA 6 (-2) 17 (+3) 13 (+1) 11 (+0) 14 (+2) 12 (+1)
- Skills Insight +4, Perception +4, Persuasion +3, Religion +2
- Damage Resistances radiant; bludgeoning, piercing, and slashing damage from non-magical attacks
- Condition Immunities charmed, frightened
- Senses darkvision 120 ft., passive Perception 14
- Languages Celestial, Common
- Challenge 1 (200 XP)
Shapechanger. The putto can use its action to polymorph into a beast form that resembles a dove (20 ft., fly 60 ft.) or an infant (20 ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed. It reverts back to its true form if it dies.
Flyby. The putto doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Innate Spellcasting. The putto spellcasting ability is Wisdom. The putto can innately cast the following spells, requiring only verbal components:
At will: light, spare the dying
2/day each: cure wounds, healing word
Actions
Radiant Strike (Peck in Dove Form). Melee Weapon attack: +5 to hit, reach 5 feet, one target. Hit: 5 (1d4 + 3) bludgeoning damage plus 7 (3d4) radiant damage.
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Putto
Putti are the weakest of all the angels, capable of almost none of the angelic feats of their greater brothers. Being small and weak isn't suitable for divine warriors, so putti often take on the role of messengers of the gods, sent to give directions to their servants and champions.
It sometimes happen that a putto is sent as a helper of a godly servant, acting as their familiar. These are often the chosen of the gods or their greatest champions.
Variant: Putto Familiar
Putti are often sent by the deities they serve as helpers to their clerics and paladins by serving them as familiars. The putto will serve their master faithfully but will not hesitate in abandoning them as soon as they stray to far from the path of the gods. Such putti have the following trait.
Familiar. The putto can serve another creature as its familiar, forming a telepathic bond with its willing master. While the two are bonded the master can sense what the putto senses as long as they are within 1 mile of each other. While the putto is within 10 feet of its master, the master adds the putto's Wisdom modifier to any healing its receives. At any time and for any reason, the putto can end its service as a familiar, ending the telepathic bond.