Binders learn to cast their minds into the Void
between planes, to search the abyss there for beings
that will answer their call. These beings—called
vestiges—are remnants of powerful spirits residing
in the nothingness outside of reality, which is born
from the last echoes of the world’s creation, and from
energies that leak out of the planes.
Vestiges are born of dead gods and tragic heroes,
but their forms, personalities, and motivations
are shaped by the whims of remembrance.
Righteous spirits that are remembered as
villains develop a fiendish aspect and sinister
overtones, while those who are forgotten
fade over millennia into the Void’s static.
Mercifully, binder scholars record and preserve the
original, often apocryphal, tales of these vestiges’
origins, allowing them to persist longer in the Void.
Because vestiges are devoid of all sensation in the
Void, they crave any small taste of reality, and will
answer the call of any binder powerful enough to
draw them forth. Binders can merge a portion of their
soul with a vestige in exchange for some of the power
the vestige commanded in life.
hit dice:
d8
hit points at 1st level:
8+con
hit points at higher levels:
1d8+con
armor proficiencies:
Light armor, medium armor
weapon proficiencies:
Simple weapons,Simple firearms
tools:
N/A
saving throws:
Charisma, Wisdom
skills:
Choose two skills from Arcana, Deception, History, Insight, Investigation, Persuasion, Religion, Yog-Sothothery
starting equipment:
spellcasting:
For this Class Soul Binding is treated as spellcating
Soul Binding
In your studies, you have uncovered the means to
pierce the veil of the planes and call to what lives
beyond. You learn how to summon a vestige and bind
it to your soul.
Binding Ritual
You can spend 10 minutes conducting a special
binding ritual, which entails drawing the signs
of vestiges in chalk, calling each by name, and
performing other, more esoteric acts. During this
ritual, vestiges manifest tangible signs as they press
against the boundaries of reality and find purchase
within your soul.
At 1st level, you can bind one vestige, and can
bind more vestiges at higher levels, as shown in the
Vestiges Bound column of the Binder table. Unless
otherwise specified, you can only bind vestiges whose
combined level is no greater than your binder level.
Vestiges remain bound until you finish a long rest.
Once you perform a binding ritual, you can’t do so
again until you finish a long rest.
Spellcasting Ability
Charisma is your spellcasting ability for all spells
and powers granted to you by your vestiges, since
you command the power of your vestiges though
your very soul. Use your Charisma score whenever
a spell refers to your spellcasting ability. In addition,
use your Charisma modifier when setting the saving
throw DC for a spell or ability granted to you by one
of your vestiges.
Vestige save DC = 8 + your proficiency bonus
+ your Charisma modifier
Spell attack modifier = your proficiency bonus
+ your Charisma modifier
class features:
Minor Spirits
Beginning at 2nd level, you can use the
runoff energy from your binding ritual
to enlist two minor spirits to your service,
selected from the Minor Spirits list. These spirits
manifest faintly around you, though you can cause
them to become invisible or return it to visibility once
on each of your turns (no action required).
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.
Rebinding
Starting at 2nd level, you can use your action to
perform a modified version of the binding ritual,
allowing you to expel a bound vestige early and
bind another vestige of equal or lower level in its
place. Any effects created by a dismissed vestige
immediately end. Once you use this ability, you can’t
use it again until you finish a long rest.
Starting at 15th level, you can rebind two vestiges
instead of one when you use this ability.
Esoteric Cult
Starting at 3rd level, you align yourself with an
esoteric cult, a secretive organization of binders
bound together by similar motives and shared mystic
knowledge. Choose one of the cults presented at the
end of the class description. Your choice in cult grants
you features at 3rd level, and again at 7th, 10th, and
14th level.
Suppress Sign
Also at 3rd level, you can use your action to
conceal all Trait features offered by your bound
vestiges. All physical signs created by these Traits
vanish, but you can’t use any Trait features until you
use your action to reveal your vestiges’ Traits.
Adamant Mind
At 9th level, your experience in sharing your soul
with otherworldly entities has taught you how to
guard your thoughts, and punish those that dare to
influence them. You have advantage on saving throws
against being charmed, frightened, or possessed, and
on saving throws against any effect that would sense
your emotions or read your thoughts.
Additionally, when you succeed on a save against
such an effect caused by a creature, the creature which
created the effect takes psychic damage equal to your
binder level + your Charisma modifier.
Voidsoul
By 20th level, your soul is so cracked from its
inhabiting vestiges that you can surrender the last
sliver of your soul to the Void for a time. As a bonus
action, you can bind an additional vestige of your
choice of 3rd level or lower for 1 minute. This vestige
doesn’t count against the total number or level of
vestiges you can bind.
Once you use this ability, you can’t use it again
until you finish a long rest.
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 with
it against a target within 5 feet of you, dealing 1d8
slashing damage on a hit.
Additionally, you can use your action to transform
your blade spirit into a shield or melee weapon with
which you are proficient or return it to its normal
form. You can’t make a melee spell attack with your
blade spirit while it is transformed.
Chill
A chill is a minor elemental spirit resembling a
multifaceted snowflake. As a bonus action, you
can make a ranged spell attack with
it against any creature within 30
feet of you, dealing 1d6 cold
damage on a hit.
Additionally, as an action, you can also use the
chill to freeze a handheld object, create an icicle, or
extinguish a torch or small campfire.
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 with it against any creature
within 120 feet of you, dealing 1d4 force damage on
a hit. The glitch ignores half cover and three-quarters
cover as it clips through solid objects.
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
15 feet to make a Dexterity saving throw or take
1d6 acid damage. If the target is in darkness, it has
disadvantage on its saving throw.
Haunt
A haunt is a spirit of regret or woe which persists long
its death. As a bonus action, you can use the haunt to
cause a creature within 30 feet to make a Dexterity
saving throw or take 1d6 necrotic damage.
Additionally, as an action, you can use the haunt
to project faint, ethereal noises or create up to four
ghostly lights which move as you direct. These effects
must remain within 30 feet of you, and last until the
beginning of your next turn.
Lantern
A minor divine spirit of pure goodness, a lantern
manifest as a fist-sized ball of light. 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.
The lantern sheds light as a torch. You can use your
action to brighten the lantern such that it sheds bright
light in a 40-foot radius and dim light an additional
40 feet until the beginning of your next turn.
Stone
A stone is a rocky, hovering elemental spirit, the
smallest unit of living elemental earth. As a bonus
action, you can make a melee spell attack with it
against a target within 5 feet of you, dealing 1d8
bludgeoning damage on a hit. Alternatively, you
can throw the stone up to 30 feet as an improvised
weapon. After being thrown, the stone returns to you
at the beginning of your turn.
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 with it against any
creature within 30 feet of you, dealing 1d6 lightning
damage on a hit. You can repeat this attack roll against
a second target within 5 feet of the first if both targets
are wearing metal armor.
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.
As an action, you can use the strange to cloud the
thoughts of a creature within 30 feet with bizarre
images, making it impossible for its thoughts to be
read or for it to use telepathy until the end of your
next turn.
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 with it against
any creature within 60 feet of you, dealing 1d6 fire
damage on a hit.
Additionally, as an action, you can use the
torchling to start a fire, melt snow or ice, or boil
water.
Totem
A totem is a manifestation of an animal spirit. As a
bonus action, you can make a melee spell attack with
the totem’s bite against a target within 5 feet of you,
dealing 1d8 piercing damage on a hit.
Additionally, you can use your action to channel
your totem’s animal instincts, allowing you to make a
Wisdom (Perception) check that relies on scent with
advantage.
Wisp
This wisp is a faintly-glowing spirit of capricious fey
energy which produces poisonous spores. 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.
The wisp shines light as a torch. As an action, you
can cause the wisp and its light to be visible only to
yourself until the end of your next turn.
subclass options:
The Avatarists
All binders call to their vestiges from the howling
Void, but only the Avatarists bring them into physical
form, outside their very bodies. Doing so is an ancient
discipline, harnessing the very magic which conjures
fiends from the underworld—as with all the other
great secrets of binding, conjuring an avatar is heresy
of the highest magnitude. Those that manage this
feat may join the ranks of the avatarists, a selective
legion of binders who combat others using only
manifestations of their spirits. Such combat is a battle
of the ego as much as a physical brawl, for a fraction
of any injury bestowed upon an avatar is in turn laid
on the binder.
Summon Avatar
Beginning when you join this cult at 3rd level, you
can use your bonus action to manifest an avatar of
your vestiges, a tangible spirit that appears within
5 feet of you, tethered to you by a ghostly cord.
The avatar is a Medium undead with ability scores
equal to your own and an Armor Class equal to 10 +
your Charisma modifier + your Dexterity modifier.
It appears as an amalgamation of all your bound
vestiges.
The avatar does not have hit points, but you take
the damage it would take as if it had resistance to all
damage. It vanishes if you fall unconscious or if you
dismiss it as a bonus action. It instantly appears at
your side if you would ever be more than 60 feet from
it.
On your turn, you can command the avatar to
fly up to 30 feet. You can make one or more of your
attacks through the avatar when you take the Attack
action on your turn. The avatar conjures a spectral
duplicate of any weapon you’re holding and uses your
attack bonus and the damage or your weapon. You
can use your reaction to make an opportunity attack
through your avatar when a creature moves out of its
reach.
Your avatar benefits from all your vestige abilities
as if it had them bound. When you cast a spell or use
a vestige ability, you can choose to deliver it through
your avatar, as if it was the origin of the effect.
Spirit Transposition
By 7th level, you can use your bonus action to
exchange places with your avatar. Once you use this
ability, you can’t use it again until you finish a short or
long rest.
Ritual of the Titan
Starting at 10th level, you can perform a special ritual
over the course of 10 minutes, empowering your
avatar into a towering spirit. When you summon
your avatar, its size is Large, it can move only 20
feet on each of your turns, and it can add half your
binder level to its damage rolls. These changes persist
until you finish a long rest or you dismiss them as an
action.
True Avatar
Beginning at 14th level, as an action, you can trade
roles with your avatar, becoming spirit, while it
becomes more tangible in your place. For the next
minute, you fade to the ethereal plane, as per the spell
etherealness, from whence you can command your
avatar in your place. At the end of this duration, or
when you end this ability as an action, you return to
the space you left or the nearest unoccupied space, if
that space is occupied.
Once you use this ability, you can’t use it again
until you finish a long rest.
Brotherhood of Ascetics
Quite to the contrary of other binders, the
Brotherhood of Ascetics believe that self-discipline
is the only path to enlightenment. Binding vestiges
isn’t enough: one must have perfect control of their
own soul to truly accept the gifts of wandering spirits.
Thus, Ascetics deprive themselves of worldly pleasures
and the very power of their bound vestiges in order to
assert their will perfectly and achieve transcendental
wisdom.
Suppress Vestige
Starting when you choose this cult at 3rd level, you
can use your action to suppress one of your bound
vestiges to focus your body and mind. You can
resume normal use of this vestige as a bonus action
on your turn. While this vestige is suppressed, none
of its features affect you, and you gain the following
benefits:
• While you are wearing no armor and not wielding
a shield, your AC equals 10 + your Dexterity
modifier + your Charisma modifier.
• You can use Charisma instead of Strength for the
attack and damage rolls of your unarmed strikes.
• Your unarmed strikes use a d4 for damage. This
die changes as you gain binder levels, as shown in
the Ascetic Unarmed Strikes table.
• You can use your bonus action to make a ranged
spell attack with a range of 30 feet. You are
proficient with this attack, and you add your
Charisma modifier to its attack and damage rolls.
It uses your unarmed strike damage die and deals
psychic damage.
• Starting at 7th level, your unarmed strikes
count as magical for the purposes of
overcoming damage resistance and
immunity.
Binder Level |
Unarmed Strikes |
3 |
1d4 |
7 |
1d6 |
10 |
1d8 |
14 |
1d10 |
Thousand Fists
Starting at 7th level, while you are
suppressing a vestige, you can use
your action to manifest a wave of psychic
fists to strike your foes. You can make up
to four unarmed strikes against creatures
which are within 5 feet of you. You can’t
attack a creature more than twice using this ability.
Once you use this ability, you can’t use it again
until you finish a short or long rest.
Ritual of the Third Eye
Starting at 10th level, you can perform a special
ritual over the course of 10 minutes, granting you
blindsight with a range of 15 feet. You maintain
concentration on this ability as you would a spell.
Transcendent Control
By 14th level, you can achieve total focus by
suppressing all your vestiges as a bonus action. For up
to 1 minute, you gain the following benefits:
• Your Armor Class is 20, if it would be lower.
• Whenever you make an attack roll and the result is
less than 15, you can treat the result as 15.
• Your unarmed strikes use a d12 for damage.
Once you use this ability, you can’t use it again until
you finish a long rest.
Church of Gyx
Gyx was the first binder known to history, and the
first to establish an Esoteric Cult. In those early days,
the nature of vestiges, the Void, and the effects of
binding magic on the soul were not well understood;
therefore, Gyx’s fanatical followers believed that they
were at the forefront of a new religion, not a cult.
Multiple inquisitions have since seen the church
driven into the shadows, their message and practices
stifled, but not eradicated.
Members of the Church of Gyx seem almost cleric-
like, but brandish different holy symbols and tell
entirely different tales. Their scriptures are the legends
of various vestiges, woven into a sort of pantheon,
with the enigmatic Erebus at its head. For her part in
this mythology, Gyx plays the role of messenger of
the gods, delivering to mortals the art of binding, and
opening the Void for the divine vestiges.
Bonus Proficiency
Starting when you choose this cult at 3rd level, you
gain proficiency with the Religion skill, if you don’t
have it already.
Heretical Divinity
Also at 3rd level, you can emulate divine magic
through your vestigial heresy. You can cast the spells
command, cure wounds, healing word, and sanctuary
once each without expending a spell slot. Charisma is
your spellcasting modifier for these spells. You regain
all expended uses when you finish a long rest.
Blessing of the Vestigial Pantheon
By 7th level, you receive the blessings of all the
forgotten gods through your vestiges. As a reaction
when you make a saving throw, you can add half your
binder level (rounded down) to the roll. Once you
use this ability, you can’t use it again until you finish a
long rest.
Ritual of Turning
Starting at 10th level, you can perform a special
ritual over the course of 10 minutes, warding yourself
against undead threats. For the next hour, whenever
an undead targets you directly with an attack or
harmful spell, that creature must make a Wisdom
saving throw. On a failed save, that creature is turned
for one minute or until it takes any damage. A turned
creature must spend its turns trying to move as far
away from you as it can, and can’t willingly move to a
space within 30 feet of you. It also can’t take reactions.
For its action, it can use only the Dash action or
try to escape from an effect that prevents it from
moving. If there’s nowhere to move, the creature can
use the Dodge action. If a creature’s saving throw is
successful, it is immune to this ability for the next 24
hours.
Sacrifice to the Void
At 14th level, you can cast your bound Vestiges into
the Void to bring forth miracles. On your turn, you
can expel a vestige you have bound to cast a spell
from the cleric spell list without using a spell slot.
This spell must be of a level no greater than the level
of the vestige expelled. Once you use this ability, you
can’t do so again until you finish a long rest.
Ishtar’s Faithful
Nearly all binders learn that Ishtar, the vestige of love
and sexuality, is forbidden, for once she is summoned,
she can never be dismissed. Driven by jealousy and
obsession, the once-goddess seizes the soul of her
binder and embraces it tightly. Her love is like a
grasping weed, and it strangles all it touches. Yet those
who reciprocate her love and placate the envious
goddess might join the ranks of Ishtar’s Faithful, a cult
of binders who prize Ishtar above all others.
If the binders of Ishtar’s Faithful devote themselves
wholly to the goddess, they are slowly bequeathed
with her gifts in return. However, they can never
neglect the goddess or question their devotion for
even a moment, as Ishtar the Envious is fickle and
prone to rage at the slightest perceived infidelity.
Bonus Proficiencies
Beginning when you join this cult at 3rd level, you
gain proficiency in the Insight and Persuasion skills, if
you don’t have them already.
Ishtar’s Embrace
Starting at 3rd level, you are bound to Ishtar, the
Envious, and can’t be unbound from her. Ishtar does
not count as a bound vestige, and does not count
against your total number or level of vestiges bound.
You only gain her Embrace and Ishtar’s Mark features.
At 7th level, you gain the use of her Enamor feature
and at 14th level, you gain the use of her Trait: Arms
of Embrace feature.
Ritual of Idolatry
Starting at 10th level, you can perform a special ritual
over the course of 10 minutes, enrobing you in a
30-foot radius aura that infects the minds of others.
When a creature enters aura for the first time on a
turn or starts its turn there, it must make a Charisma
saving throw against your spell save DC. On a failure,
if the creature regards you as of a species and gender
to which it is normally romantically attracted, it is
charmed by you while it remains in the aura, up to
a maximum of 1 minute. Once this effect ends for a
creature, it is immune to the effects of the aura for 24
hours. This aura lasts for one hour, and its effects end
early for a creature that takes damage or succeeds on
an opposed ability check made to socially interact
with you.
Heartbreak
By 14th level, Ishtar’s love can drive mad those
who you expose to it. As an action, you can end the
charmed condition on each creature charmed by you
that you can see within 120 feet. A creature affected
takes 4d8 psychic damage.
Ishtar
The Envious
1st-level vestige
Embrace
While bound to Ishtar, you have advantage on
opportunity attacks.
Ishtar’s Mark
As a bonus action, you can force a creature within 30
feet to make a Wisdom saving throw. A creature immune
to being charmed automatically succeeds on this saving
throw. On a failed save, a special mark representing
Ishtar’s favor appears on the creature for up to 1 minute.
While the creature is marked, it can’t willingly move
more than 30 feet away from you. Additionally, you can
use your bonus action on subsequent turns to magically
pull the marked creature up to 10 feet closer to you. You
can only mark one creature with this ability at a time.
Enamor
You can pry open another creature’s heart and force the
love of Ishtar into it. As an action, choose a humanoid
creature you have marked to be charmed by you for up
to 10 minutes. While charmed, the creature regards
you as its true love. When this effect ends, the creature
knows it was charmed by you. This effect ends early if
you or your companions deal any damage to the creature.
Once you use this ability, you can’t use it again until you
finish a short or long rest.
Trait: Arms of Embrace
While bound to Ishtar, you grow a second set of arms
belonging to Ishtar, which grasp you in an embrace.
These arms are fully functional and can be used to hold
weapons and shields (allowing you to hold 2 two-handed
weapons, or 4 one-handed weapons), perform somatic
components of spells, and perform other actions.
Using these arms, once per round, you can make an
opportunity attack against a creature you have marked
without using a reaction.
Legion’s Lodge
The binders of Legion’s Lodge fill their souls with an
abundance of spirits, becoming hives of wandering
ghosts and whispered voices from beyond the pale.
With each new spirit they bind, they develop even
greater power, as the whole of their collection is
mightier than the sum of its parts. At the peak of their
strength, these binders speak with the voice of dozens
in uncanny unison and sling attacks for a swarm of
minor spirits which linger around them.
We Are Many
Beginning when you join this cult at 3rd level, you
gain an additional minor spirit, which doesn’t count
against your total number of minor spirits. At 10th
level, you gain another additional minor spirit.
Additionally, you can add your Charisma modifier
to damage you deal with your minor spirits.
Spirit Arcana
Also by 3rd level, you have unlocked the hidden
potential of the myriad spirits residing within you.
Each minor spirit you have bound grants you the
ability to cast a cantrip, as shown on the Spirit Arcana
table to the right.
Minor Spirits |
Cantrips |
Blade Spirit |
True Strike |
Chill |
Ray of Frost |
Glitch |
Prestidigitation |
Grue |
Acid Splash |
Haunt |
Chill Touch |
Lantern |
Guidance |
Spark |
Shocking Grasp |
Stone |
Resistance |
Strange |
Message |
Torchling |
Produce Flame |
Totem |
Shillelagh |
Wisp |
Minor Illusion |
Extinguish Soul
Beginning at 7th level, you can burn the totality
of a minor spirit’s essence for a flash of great power.
When you hit with a minor spirit’s spell attack or
a creature fails its saving throw against your minor
spirit’s ability, you can choose to deal four dice of
damage, instead of only one. Once you do this with a
minor spirit, the spirit is dismissed until you finish a
long rest. While a minor spirit is dismissed, you can’t
use any of its abilities or the cantrip the minor spirit
allows you to use.
Ritual of Fellowship
Starting at 10th level, you can perform a special ritual
over the course of 10 minutes, manifesting a minor
spirit you have bound in a physical form. This minor
spirit becomes a familiar, as per the find familiar
spell, and remains in this form until you take a long
rest. Additionally, on your turn, you can command
your familiar to use any of its abilities it offers as a
minor spirit (using your action or bonus action, as
appropriate), which originate from it.
Spirit Horde
Beginning at 14th level you can bring your army of
minor spirits to bear all at once. When you use your
bonus action to make a spell attack with a minor
spirit or use a minor spirit to cause a target to make
a saving throw, you can use this ability twice, or use
the bonus action of another minor spirit, targeting the
same or different creatures.
Order of Crimson Binding
The Order of the Crimson Binding sees the nature
of the soul as not unlike that of the Void itself:
unknowable, fractal, and ultimately hollow. With their
special ritual implements and ink made of lodestone,
they can form special red seals with which to entrap
vestiges deeper into their souls, capturing more of the
vestige’s essence and allowing them greater control of
the binding process.
Flexible Rebinding
Starting when you join this cult at 3rd level, you can
use your Rebinding feature twice, instead of once,
between long rests.
Vestigial Skill
At 3rd level, when a vestige’s Trait allows you to
replace a skill roll with a 10 or your binder level plus
your Charisma modifier, you can choose to gain
advantage on the roll. You can choose to use this
ability after seeing the result of the check. Once you
use this ability, you must finish a long rest before
using it again.
Soul Transfer
Beginning at 7th level, you can transfer some of the
damage you take to your vestiges. As a reaction when
you take damage, you can halve the damage
taken.
Once you use this ability, you can’t use it again
until you finish a short or long rest.
Ritual of the Crimson Brand
Starting at 10th level, you can perform a special
ritual over the course of 10 minutes, allowing you
to partially bind an additional vestige. You can only
bind one vestige at a time using this ability, and this
vestige doesn’t count against the number of vestiges
you can bind nor toward the number of vestiges you
have bound. While it is bound, you gain only the
vestige’s Bonus Proficiencies feature, if it has one, or
one of its Traits, if it offers the ability to replace a skill
roll with a 10 or your binder level plus your Charisma
modifier. You remain partially bound to this vestige
until you finish a long rest.
Deep Binding
Starting at 14th level, the total level of vestiges you
can have bound increases by 3.
Society of the Stygian Seal
Initiates to the Society of the Stygian Seal learn the
story of Erebus, The Shadow Interminable, a vestige
of singular age, profound implication, and terrible
portent. She is a vestige inextricably linked to the
creation and destruction of the multiverse, the latter
of which is prophesied to be heralded by her sign,
the Stygian Seal, being fixed in the sky for forty days
and nights before the multiverse is to be unraveled.
Initiates of the Society seek Erebus’s sign and the
ritual means to draw her true form from the Void to
hasten the end of the multiverse, and by extension,
the coming of a new, more perfect world, uncorrupted
by the shortfalls and compromises made by the
primeval gods of our multiverse. By drawing parts of
the Stygian Seal, binders of the Society can pull
forth voidstuff, a manifest absence in space, and
shape it to their whims.
Voidsight
At 3rd level, you gain darkvision out to a range of 60
feet. If you already have darkvision from your race,
its range increases by 30 feet.
Tenebrous Initiate
Starting at 3rd level, you can bend the walls of the
universe, creating small rifts into the Void. Once on
each of your turns when you hit a hostile creature
with a melee attack, you can teleport 5 feet to a
location you can see.
Oblivion Exile
At 7th level, you can use your action to cause a
creature you can see within 60 feet to make a Wisdom
saving throw against your Vestige save DC. On a
failed save, the creature is banished into an endless
sable demiplane adjacent to the Void. While there, the
target is incapacitated. At the beginning of your next
turn, the target reappears in the space it left or in the
nearest unoccupied space if that space is occupied.
You can also target yourself with this ability, requiring
no saving throw.
Once you use this ability, you can’t use it again
until you finish a short or long rest.
Ritual of the Aegis
Starting at 10th level, you can perform a special ritual
over the course of 10 minutes, shrouding yourself in
plates of voidstuff which act as ablative armor. You
gain temporary hit points equal to your binder level
plus your Charisma modifier. While these hit points
remain, your AC equals 10 + your Dexterity modifier
+ your Charisma modifier. These temporary hit points
remain until you finish a long rest.
Stygian Sanctuary
Beginning at 14th level, Erebus whisks you away to
the Void, rather than subjecting you to death. As a
reaction when you take damage, but are not reduced
to 0 hit points or killed outright, you can use your
reaction to teleport yourself to an endless demiplane
adjacent to the Void. You remain in this plane as long
as you wish, and can use your action to return to the
space you left or in the nearest unoccupied space if
that space is occupied.
Vestiges
Bluetongue, the Trickster
A duplicitous shapeshifter, Bluetongue offers his sly
words and shape-changing powers to those who bind
him.
Legend. The old myths remember Bluetongue as
a lizard, a liar, and a shapeshifter that traveled from
land to land, scheming and swindling those that he
met, such that he never needed to work.
One day, Bluetongue came across a hunter’s camp
whose owner had left it unguarded as he hunted
for the day. Bluetongue laughed at his good fortune
and stole everything from the camp that he could,
including every scrap of food he could find. When the
hunter returned, he was outraged, but found a trail of
food and items dropped by Bluetongue as he ate.
When Bluetongue saw the hunter arrive at the cave
where he slept, he hid his treasures and transformed
into the form of a feeble old man. But the hunter was
wise to Bluetongue’s tricks and set fire to the cave as
he left. Bluetongue, too greedy to leave his belongings
and too unfit to outrun the flames, perished in the
flames. The hunter told the story of the shapeshifter,
and the story spread into legend and, eventually, into
vestigehood.
Personality Trait. While bound
to this vestige, you gain the following
personality trait: “I speak in a
sonorous tone, but always sounds like
I’m trying to sell something.”
Bluetongue
The Trickster
1st-level vestige
Bonus Proficiencies
While bound to Bluetongue, you gain proficiency with
Deception and Persuasion. Additionally, Bluetongue
steals power from other vestiges, granting you
proficiency in one additional skill or tool of your choice
for each other vestige you have bound.
Deep Pockets
While bound to Bluetongue, a pocket, bag, or other
container of your choice becomes a portal to a
personal extradimensional space, which is 64 cubic
feet in volume. The container’s opening stretches to
accommodate items of any size which can fit within the
space, and items within the space are weightless until
removed. When you reach into this space, any item you
intend to take is magically on top. A container loses this
property and its contents are expelled when you are no
longer bound to Bluetongue.
Persuasive Words
You can cast the spell charm person once without
expending a spell slot. Once you cast this spell, you can’t
cast it again in this way until you finish a short or long
rest.
Trait: Blue Tongue
While bound to Bluetongue, you can cast the spell
disguise self without using a spell slot or spell
components. Casting the spell in this fashion requires
1 minute. No matter what your appearance, however,
whenever you speak, a serpentine blue tongue can be
seen within your mouth.
Dyogena, the Spear of Sin
A trained warrior of a bygone empire, Dyogena grants
her binders skill with sword, shield, and spear.
Legend. Thousands of years ago, a great empire
spanned the continents, unifying its many territories
under an unshakable banner. Oracles spoke of the
empire’s demise at the hands of a wrathful prophet, an
instrument of the gods’ disdain for the wicked regime.
In response, the paranoid emperor ordered his
governors to execute all holy men that did not swear
fealty to him alone. Thousands of priests were slain,
and the gods themselves wept at the bloodbath.
Dyogena was one of a legion of soldiers ordered
to carry out the massacre. However, when she was to
impale Nezare, the martyr, her heart softened, and
she instead thrust her spear into his heart, mercifully
sparing him of all suffering.
Historians, however, recall a different story. They
paint Dyogena as a cruel warden that tormented
Nezare for weeks before his inevitable demise. They
even misremember her gender, portraying her as a
male soldier. As such, Dyogena’s vestige is an effigy of
her sins: a twisted creature in soldier’s armor divided
down the middle, with a noble celestial woman on the
left and a diabolic male fiend on the right.
Flaw. While bound to this vestige, you have the
following flaw: “I always feel irreconcilable guilt when
I must take a life.”
Dyogena
The Spear of Sin
1st-level vestige
Bonus Proficiencies
While bound to Dyogena, you gain proficiency with
shields, as well as with battleaxes, longswords, spears,
tridents, and warhammers.
Legion Tactics
While you are wielding a shield in one hand and a
versatile weapon in the other, you can use the weapon’s
two-handed damage die.
Coup de Grâce
When you take the Attack action on your turn, you can
use your bonus action to make one additional melee
weapon attack. On a hit, this attack deals additional
damage equal to your binder level. Once you use this
ability, you can’t use it again until you finish a short or
long rest.
Trait: Bloodstained
You are stained with the blood of saints, which never
washes off. Immediately after you take damage from
a melee attack, you can use your reaction to gain 5
temporary hit points, which last until the end of your
next turn. The amount of the temporary hit points you
gain increases by 5 for each vestige other than Dyogena
you have bound.
Gyx, the Storyteller
Prerequisite: bound to at least one other vestige
Gyx, the mother of binding, offers no power of her
own, but lets you fully seize the might of your other
bound vestiges.
Legend. The first binder, Gyx, had no ambitions
of founding a religion or pioneering a new form
of magic, no matter what her later followers might
claim. Instead, she stumbled upon the existence of
vestiges quite by accident when trying her scrying
spell malfunctioned. As often happens when this spell
fails, Gyx heard a whoosh of static and saw a flash of
deep black. But on this occasion, she heard a whisper
in the noise. Through experimentation, she refined
the spell into a rudimentary binding ritual and
communed with the distant spirits of the Void. They
had always been there, just out of earshot, just beyond
the limitations of sight, only Gyx had learned to look
for them.
She took fastidious notes on anything the fleeting
voices told her: their names, their symbols, all they
could remember. Many of them possessed names
she had heard of in history books or being spoken of
in temples, but these voices were different, and told
stories of hardship and heartbreak, not of glory and
triumph. She collected these stories of the forgotten
dead gods and heroes in a tome, and printed ten
copies. These books would go on to inspire legions of
binders, as well as legions of others that would brand
them heretics.
Gyx’s final story, however, she took to grave. It was
a collection of all she learned, a succinct tale now told
only by her vestige:
In the beginning, there was Void. Then, great
suffering. In the end, there was Void.
Personality Trait. While bound to this vestige,
you gain the following personality trait: “I love
hearing and telling new stories, especially those with
a tragic end.”
Gyx
The Storyteller
1st-level vestige
Prerequisite: bound to at least one other vestige
Heretical Lore
You have advantage on ability checks you make to
recall legends, myths, or lore. Additionally, the GM can
allow you to make such checks, even when it would be
impossible for you to know such information.
Strength in Numbers
While bound to Gyx, you gain a bonus to your vestige
spell save DC, spell attack modifier, and any attack roll
you make which uses your Charisma, instead of Strength
or Dexterity. This bonus equals to the number of other
vestiges you have bound and does not stack with
bonuses provided by magic weapons or items.
Legendary Vestige
If a creature succeeds on a saving throw against a spell
or feature offered to you by one of your vestiges, you can
force that creature to repeat that save. Once you use this
ability, you can’t use it again until you finish a long rest.
Trait: Hidden
While bound to Gyx, you can cloak your vestiges with
ease. You can suppress or reveal any of your vestiges’
traits one on each of your turns (no action required).
Moreover, you can instantly tell when another creature is
bound to vestiges, and how many vestiges to which they
are bound. You have advantage on attack rolls against
other creatures bound to vestiges.
K’Sir, Thief Primeval
A mythic thief who once stole power from the mighty
dragons, K’Sir offers binders his roguish cunning and
his infamous mark.
Legend. Legends say that in the early days of the
world, the dragons knew the Words of Creation by
heart. It was by speaking these forbidden words, the
very same words which brought the whole multiverse
into being, that dragons gained their fearsome breaths
and auras.
This power was coveted by all mortal beings, but
only one brave soul attempted to claim it: K’Sir, the
thief, snuck into the dragons’ lair while they slept.
With expert precision, he slipped past every trap,
avoided every guard, and silently stole the Words of
Creation for himself.
When at last he was away safely with his prize,
K’Sir might have translated the words into mortal
runes, but his curiosity got the better of him: K’Sir
opened his satchel and read all the Words of Creation
at once. When he was at last done, the magical energy
was too great to bear, and K’Sir was spread thinly
across time and space, such that even his name is
distorted today. Though, if the legends are true, K’Sir,
in his reckless arrogance, is the only mortal to have
ever read all the Words of Creation.
Flaw. While bound to this vestige, you gain the
following flaw: “My curiosity always gets the better of
me.”
K’Sir
Thief Primeval
1st-level vestige
Bonus Proficiencies
While bound to K’Sir, you gain proficiency with scimitars,
shortswords, and thieves’ tools.
Sneak Attack
While bound to K’Sir, once per turn, you can deal an extra
1d6 damage to one creature you hit with an attack if you
have advantage on the attack roll. The attack must use a
finesse or a ranged weapon. You don’t need advantage
on the attack roll if another enemy of the target is within
5 feet of it, that enemy isn’t incapacitated, and you don’t
have disadvantage on the attack roll.
The amount of the extra damage increases by 1d6
for each vestige other than K’Sir you have bound. If you
already have Sneak Attack from another class feature, you
add this damage to the Sneak Attack roll.
Thief’s Instincts
You can take the Dash, Disengage, or Hide action as a
bonus action. You can use this ability twice and regain all
expended uses when you finish a short or long rest.
Trait: K’Sir’s Mark
While bound to K’Sir, your skin becomes branded with all
manner of ancient runes and symbols, which magically
silence your movements. You don’t gain disadvantage on
Dexterity (Stealth) checks for wearing any type of armor.
Additionally, if you make a Dexterity (Stealth) check, you
can treat the result as 10, or your binder level plus your
Charisma modifier, whichever is higher.
Lexicon, the First Word
An ancient sage and the first god of the written
word, Lexicon grants his binders a variety
of spells and mastery over the written and
spoken word.
Legend. Before Lexicon, all knowledge
could be passed only by speech and example
through the generations. Man’s oral traditions were
rich but fragile, for a single death from a common
disease could wipe away untold generations of
understanding.
And so, a wise sage known as Lexicon, gathered
the Words of Creation scattered by K’Sir and devised
the means to record information and spare it from
oblivion: The Written Word. With a few strokes of
charred ash, Lexicon recorded very first word known
to man: “Un”, which in that time and tongue would
come to mean “me”, or “I am”.
By naming things, and writing them
in certain ways, The Written Word allowed
Lexicon to make permanent things that were
fleeting and to establish definitive truth. In this way,
Lexicon also become the first spellcaster.
With his great boon of writing and his power
over arcana, Lexicon ascended to godhood to take
his place among the primordial deities. In time,
however, his tale was replaced by apocryphal ones,
and was eventually forgotten entirely. Men today
believe that writing has always been with man and
that spellcasters have always practiced their trade.
Therefore, Lexicon’s vestige is like his legacy, faded
to near nonexistence, with an outline of ink and the
vague impression of written symbols within.
Personality Trait. While bound to this vestige,
you have the following personality trait: “I obsessively
write down and record new information.”
Lexicon
The First Word
1st-level vestige
Words of Power
While bound to Lexicon, you learn 2 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 modifier 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 using spell slots or spell components:
2/day any: detect magic, feather fall, floating disk, fog
cloud, mage armor, magic missile, shield, sleep,
thunderwave, unseen servant
You can cast a spell from this list twice, plus one
additional time for each vestige other than Lexicon you
have bound. 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. As well, you can understand and
read any language.
Asklepios, the Physician
The fathers of all medicine, Asklepios and his
serpent grant their binders supernatural healing and
unsurpassed medicinal knowledge.
Legend. All great physicians stand on the
shoulders of their predecessors; so too was it with the
first physician. While Asklepios was walking through
the woods, he deeply punctured his leg on a splintered
log. A wise serpent named Sirssiro came to his aid and
constricted his wound, teaching Asklepios the first of
many secret principles of Medicine. By way of thanks,
Asklepios took the serpent with him, coiled on his
staff, and the two traveled together from then on.
Together, the two founded the first temples of
Medicine, where healers could learn the true art of
mending bodies, curing illness, and easing the mind.
Asklepios even created a salve of medusa blood that
could raise the dead from the underworld. The God of
Death shuddered at this, for it was the first time that
souls were wrenched from his grasp, and conspired
with the God of Lightning to strike down Asklepios.
The fearsome bolt of lightning struck Asklepios and
the serpent alike, but fortunately, the medusa salve
spilled out on the serpent, resurrecting it from death.
Though Asklepios laid dead, his temples would
remain, and the symbol of his serpent-entwined staff
would forever remain the emblem of Medicine. His
vestige is this very image: the staff speaking with the
voice of the Physician and the serpent chiming in with
profound medicinal insight.
Ideal. While bound to this vestige, you gain the
following Ideal: “Do No Harm. I have taken the oath
of a physician, swearing to do no harm to those in my
care. (Good)”
Asklepios
The Physician
2nd-level vestige
Triage
While bound to Asklepios, you know whether each
creature you see has all its hit points, more than half of
its hit points, less than half of its hit points, or less than
10 hit points. You also know if a creature you see is
cursed, poisoned, or diseased.
Bloodletting
For all the Physician’s insight, his methods can be
quite brutal. Once on each of your turns when you deal
bludgeoning, piercing, or slashing damage to a creature,
you can add a d4 to the damage dice.
Physician’s Balm
While bound to Asklepios, you can use your action to
touch a humanoid, which regains hit points equal to
your binder level plus your Charisma modifier. You can
also end one disease afflicting the creature or end the
blinded, deafened, poisoned condition affecting it. You
can use this ability three times and regain all expended
uses when you finish a long rest.
Trait: Serpent Staff
While bound to Asklepios, his serpent materializes and
coils on your arm, or on a staff, tool, or a weapon you are
holding, and whispers medicinal wisdom in your ear. If
you make a Wisdom (Medicine) check while bound to
this vestige, you can treat the result as 10, or your binder
level plus your Charisma modifier, whichever is higher.
Hou Yi, the Archer
A legendary archer that shot down many suns, Hou
Yi grants his binders his eagle vision and his skill with
the bow.
Legend. In the early years of the world, the
deep flaws in its creation manifested as terrible
catastrophes, each more cataclysmic than the last. In
one such catastrophe, ten suns rose over the horizon,
boiling the seas and scorching the land. It seems the
gods were powerless to stop it, so the great hunter
Hou Yi rode to the peak of the highest mountain with
his bow. One by one, he shot the suns down, which
crashed to the earth, forming islands where they
landed.
As thanks for his great deed, the gods bequeathed
Yi a boon of apotheosis, an elixir that would grant
whoever drank it eternal life and propel them to
godhood. Instead of drinking it immediately, Yi hid
the potion in his home, hoping that he might find a
way to bring his wife with him to godhood.
However, Yi’s jealous apprentice, Feng Meng,
attempted to steal the elixir for himself. Rather than
let the thief take the potion, Yi’s wife drank it instead,
ascending and becoming a goddess of the moon. Yi
was furious, having lost his wife and his own bid at
immortality, so he battled his apprentice to the death.
However, having used all but one of his arrows to slay
the suns, Yi was no match for his apprentice, who
drew close and beat him to death with a club.
Yi’s vestige is a battered and bruised amalgamation
of eagle and man, with piercing eagle eyes and broken
arms.
Ideal. While bound to this vestige, you gain the
following Ideal: “Challenge. I will rise to any test
that presents itself. (Neutral)”
Hou Yi
The Archer
2nd-level vestige
Bonus Proficiencies
While bound to Hou Yi, you gain proficiency with
blowguns, hand crossbows, heavy crossbows, longbows,
and nets.
Fighting Style: Archery
You gain a +2 bonus to attack rolls you make with ranged
weapons.
Sunkiller’s Quiver
Whenever you would draw a weapon, you can summon
the antique, but exquisitely crafted longbow and quiver
used by Hou Yi. The quiver contains an unlimited supply
of regular arrows and 9 sunkiller arrows. This equipment
lasts until you dismiss it on your turn (no action
required) or you are no longer bound to Hou Yi.
A sunkiller arrow deals fire damage instead of piercing
damage and deals an additional 1d4 fire damage on a
hit. When a sunkiller arrow hits a target, it explodes in
a 5-foot radius sphere and is destroyed. The arrow can
be fired at an unoccupied space within its range. Each
creature other than the target within the blast radius
must succeed on a Dexterity saving throw, taking half
the damage rolled on a failed save or no damage on a
successful one.
Once a sunkiller arrow is used, it can’t be used again
until you finish a long rest.
Trait: Eagle’s Eyes
While bound to Yi, your eyes are replaced with that of
an eagle’s, bordered by resplendent feathers. Because
of this, you can use your Charisma, instead of your
Dexterity modifier, for attacks and damage rolls with
ranged weapon attacks.
Additionally, if you make a Wisdom (Perception)
check that relies on sight, you can treat the result as
10, or your binder level plus your Charisma modifier,
whichever is higher.
Tilo, the Colossus
Once a brave but tiny mousefolk knight, Tilo grants
his binders titanic weapons and incredible size.
Legend. Tilo was a mouseling knight, small of
stature but brave in spirit. In his youth, he traveled
the world as a knight errant, doing honorable deeds
where he could, and searching for a master worthy of
his blade. At last, he arrived in the southern kingdom
of Osira, where he saw the golden knights of the royal
guard, and instantly knew he wished to be among
their number. At first thinking Tilo to be a new court
jester, the king mirthfully accepted his service.
When the kingdom was beset by a terrible
goblinoid army, Tilo led the defense. Eventually, the
castle’s defenses crumbled, and the keep’s outer wall
was breached. As the other golden knights of the royal
guard fell, Tilo alone held the breach, and held it true
for seven days and seven nights.
In life, Tilo was tiny, but he died a
colossus. Due to his courage, his king
escaped, and the legends of Tilo’s
bravery propelled him to persist in the
Void as a vestige.
Personality Trait. While bound
to this vestige, you gain the following
personality trait: “I never fear
anything larger than myself.”
Tilo
The Colossus
2nd-level vestige
Bonus Proficiencies
While bound to Tilo, you gain proficiency with martial
weapons.
Fighting Style: Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you
make with a melee weapon that you are wielding with
two hands, you can reroll the die and must use the new
roll, even if the new roll is a 1 or a 2. The weapon must
have the Two-Handed or Versatile property for you to
gain this benefit.
Gigantic Size
You can cast the enlarge/reduce spell, targeting yourself
with the “enlarge” effect of the spell only, once as a
bonus action without expending a spell slot or spell
components. You do not need to concentrate on this
spell. Once you cast this spell, you can’t cast it again in
this way until you finish a long rest.
Trait: Colossal Strength
While bound to Tilo, you grow an inch taller and your
muscles have greater definition. You can wield heavy
weapons without penalty, even if you are Small size.
Additionally, you can use your Charisma, instead of your
Strength modifier, for attacks and damage rolls with
melee weapon attacks using heavy weapons.
Evocatia the Red
Evocatia, the legendary spellcaster for whom the
Evocation School of magic is named, grants her
binders wild, fiery arcana.
Legend. All wizards know the story of Evocatia
and Elozahr, the ill-fated mages that founded the
School of Evocation.
In the days before the schools of magic, all
spellcasters projected pure, unformed arcana in
the form of protospells, whose effects shifted from
moment to moment. With time, the cleverest
spellcasters learned to tame magic, channeling it into
spells with direct intent.
Evocatia the Red was one such spellcaster. Studying
under the tutelage of the venerable Elozahr the Blue,
she forged spells from flame, creating first the cantrip
fire bolt, and then the spell burning hands. Yet, her
talent and ambition knew no bounds, and soon she
crafted her singularly devastating masterpiece: fireball.
With her new spells in hand, she went to visit the icy
tower of her mentor, but discovered that his crystal
ball was fixed to scry upon her―surely, the old man
meant to copy her spells and steal them for himself! In
rage, Evocatia burned the tower to the ground.
The two wizards worked in secret to outdo one
another, each laying the foundations for their own
schools of magic. At last, Elozahr and Evocatia met on
the field of Armistal to parlay settle their differences.
But Evocatia saw that the scoundrel Elozahr brought
with him a staff of frost to slay her once and for all,
and so she struck first with a burst of flame.
Summoning all their canny and arcane might,
the two wizards unleashed a torrent of wrath upon
each other. When all was done, nothing remained
of Evocatia and Elozahr but dust. Evocatia’s vestige,
a manifestation of her ambition, is but a burning
effigy of a wizard built of magic wands and discarded
spellbook pages.
Personality Trait. While bound to this vestige,
you gain the following personality trait: “I don’t
shy away from using overwhelming force to solve
problems, especially when it involves fire.”
Evocatia
The Red
3rd-level vestige
Inheritance of Flame
While bound to Evocatia, you know the fire bolt cantrip.
Additionally, you can add your Charisma modifier to
damage rolls you make with spells that deal fire damage.
Fire Spin
As a bonus action, you can launch yourself in a spiral
of flame. When you do so, you can make a melee spell
attack against a creature within 5 feet of you, dealing fire
damage equal to 1d4 + your Charisma modifier on a hit.
You then move up to 10 feet in any direction without
provoking opportunity attacks.
Spellcasting: Pyromancy
While bound to Evocatia, you can cast the following
spells without using spell slots or spell components:
2/day each: burning hands, scorching ray
1/day each: fireball, heat metal
You regain all expended uses when you finish a long rest.
Trait: Inferno Within
While bound to Evocatia, your skin is hot to the touch,
and flickering embers can be seen within your mouth,
nostrils, and eyes. You have resistance to fire damage.
Orzi, the Maimed Duelist
Once the world’s greatest blademaster, Orzi lends his
binders his incredible speed and peerless skill with
one-handed blades.
Legend. Conflicting legends tell of how the
Maimed Duelist lost his arm, but all relate his
singular, almost supernatural skill with a blade, even
without his dominant sword-hand.
One legend recalls a rivalry between Orzi and
the demon-knight Rostam over the affections of a
maiden, culminating in a duel. Orzi struck true time
and again, but Rostam’s impenetrable armor repelled
each blow until Rostam retaliated with a single strike,
felling Orzi and severing his arm at the shoulder.
Another legend recalls Orzi’s conflict with a dire
purple worm, who encroached on his lands. In a great
battle, the beast bit Orzi’s sword-arm, turning it black
and numb within seconds. Rather than succumb to
the venom, he cut off his own arm and struck the
monstrosity dead with his one remaining limb.
With but one arm remaining, Orzi trained
relentlessly to become stronger than before, a
shieldless blademaster. He invented a new, blindingly
fast fighting style to turn his opponents’ strength
against them, while avoiding their deadly blows. For
this style, and an endless record of lethal duels, Orzi
is remembered as history’s greatest blademaster.
Likewise, his vestige is a humanoid blur wielding a
lightning-quick blade.
Personality Trait. While bound to this vestige,
you gain the following personality trait: “I neglect my
non-dominant hand, preferring to use just one hand
whenever possible.”
Orzi
The Maimed Duelist
3rd-level vestige
Bonus Proficiencies
While bound to Orzi, you gain proficiency with hand
crossbows, rapiers, scimitars, shortswords, and whips.
Fighting Style: Dueling
When you are wielding a melee weapon in one hand and
no other weapons, you gain a +2 bonus to damage rolls
with that weapon.
Extra Attack
You can attack twice, instead of once, whenever you take
the attack action on your turn.
Trait: After Image
While bound to Orzi, you move with an unearthly speed
that leaves a lingering trail behind you. You can use your
Charisma, instead of your Strength or Dexterity modifier,
for attacks and damage rolls with finesse weapons.
Additionally, as a bonus action, you can move 15
feet in a flash, without provoking opportunity attacks.
You can use this ability a number of times equal to your
Charisma modifier and regain all expended uses when
you finish a long rest.
Rostam, Armor Infernal
Mythical armor of indescribable evil, Rostam will
appear about his binders and shelter them from harm.
Legend. All the legends of Rostam the paladin
tell of his seven great deeds in the demon land of
Mazandaran, but a few make passing mention of his
impregnable armor: black, stout, and indescribably
hideous.
Rostam was a brave knight, to be sure, but he was
no match for the demons of Mazandaran; he was not
even a match for the deserts of that land. After a week
of wandering aimlessly through the sands, Rostam
was on the verge of death from dehydration, when he
came across a lone woman, a devil in disguise. She
offered him a pact for his soul: she would give him
food, water, and enough strength to slay the demons.
Rostam accepted and was bestowed a living suit of
infernal armor: hideous, hairy, and indestructible.
Guided by his infernal plate, Rostam went on
to complete his seven deeds, and further to earn
a reputation as a fearsome and savage warrior. Each
new battle brought Rostam greater glories and new,
terrible crimes. He slew every foe he met. One story
even claims that he butchered his own son in a fit of
rage.
In his last and bloodiest battle, Rostam fell into a
deep pit of spikes, which skewered him between the
plates of the armor. Rostam himself bled to death,
but the armor was not yet finished. It moved of its
own accord, wading through the battlefield, slaying
friend and foe alike, cackling with infernal cadence.
Therefore, Rostam’s vestige is not the hero himself,
but the hideous armor, which bleeds from every joint,
the corpse of the so-called hero still within.
Flaw. While bound to this vestige, you gain the
following flaw: “Once I draw blood, I don’t stop
fighting until my enemies are dead.”
Rostam
Armor Infernal
3rd-level vestige
Bonus Proficiencies
While bound to Rostam, you gain proficiency in heavy
armor, as well as with flails and morningstars.
Mortal Bargain
While bound to Rostam, whenever you drop to 0 hit
points, but are not killed outright, you remain conscious
and do not begin making death saving throws until the
end of your next turn. If you take any damage while at 0
hit points, you instantly fall unconscious and suffer one
death saving throw failure.
Fiendish Resilience
Whenever you take bludgeoning, piercing, or slashing
damage while wearing heavy armor, you can use your
reaction you reduce the damage taken by 1d12. You can
further reduce the damage by an additional 1d12 for
each vestige other than Rostam you have bound.
Once you use this ability, you can’t use it again until
you finish a short or long rest.
Trait: Hideous Armor
While bound to Rostam, you use your action to summon
his hideous, infernal armor around you, along with any
melee weapon with which you have proficiency. The
armor is full plate which cannot be destroyed, which you
can wear without penalty, regardless of your Strength
score. This equipment vanishes when you dismiss them
as an action, or when you are no longer binding Rostam.
The armor seems to be alive and is terrible to gaze
upon. If you make a Charisma (Intimidation) check while
wearing this armor, you can treat the result as 10, or your
binder level plus your Charisma modifier, whichever is
higher.
La Diablesse, the Devil Woman
A creature of equal enthralling beauty and terrifying
ugliness, the Devil Woman offers her binders powers
over fear itself.
Legend. Long ago, the Devil Woman prowled the
night, seeking to lure men to their doom. Appearing
as a beautiful stranger at the annual harvest festival,
La Diablesse cut a striking figure in a flowing dress
and wide-brimmed hat. Intoxicated and infidelitious
men would flock to her side (sometimes encouraged
by potent enchantments) and be lured away from
the firelight, deep into the wilderness. Once far
from help, the Devil Woman would reveal her true
nature: her face was like that of a rotting corpse and
her eyes burned like coals in their sockets. Her body
was an amalgamation of beast and man, with one leg
possessing a cloven foot. The terrified and disoriented
men that saw her usually became hopelessly lost,
plunging into ravines or falling prey to wild animals
by sunrise.
Binder scholars have learned that the Devil Woman
was once a mortal, perhaps even a beautiful one,
cursed to become a monster. However, her vestige
refuses to acknowledge her life before being cursed,
and seems to prefer her hideous appearance and
flowing gowns. Perhaps she found empowerment
in her withering curse, or perhaps, she merely likes
watching men scream and flee into the night.
Flaw. When you bind this vestige, you gain the
following flaw: “I constantly seek validation from
others, especially in regard to my appearance.”
La Diablesse
The Devil Woman
4th-level vestige
Evil Eye
As an action, choose one creature you can see that can
see you within 60 feet to make a Wisdom saving throw.
On a failed save, the creature is frightened of you until
the end of your next turn.
You can extend the duration that a creature is
frightened of you by using your bonus action to
cackle loudly. When you do so, this effect requires
concentration, as a spell, but you can concentrate on
these abilities and a spell at the same time. You make
only one saving throw to maintain concentration on
both.
Waking Nightmare
Once on each of your turns, when a creature fails an
Intelligence, Wisdom, or Charisma saving throw against
one of your spells or vestige features, you can cause that
creature to take 2d8 psychic damage.
Spellcasting: Spellbind
While bound to La Diablesse, you can cast the following
spells without using spell slots or spell components:
2/day each: bane, darkness
1/day each: fear, phantasmal killer
You regain all expended uses when you finish a long rest.
Trait: Cloven Hoof
While bound to La Diablesse, one of your legs transforms
into a cloven hoof, a mark of her enduring curse. By
leveraging this curse, you can use your action to cause
one creature that you can see within 60 feet that is
frightened of you to flee. The creature must use its
reaction to move away from you by the safest available
route, unless there is nowhere to move. The creature can
then repeat its saving throw against the spell or effect
which caused it to be frightened, ending the effect on
itself on a success.
Nezare, the Broken One
Wronged by his friends and enemies alike, the hateful
Nezare grants his binders his thorny flesh and boiling
blood.
Legend. In ancient days, Nezare was a commoner
turned cleric, an ordinary man who discovered that
he possessed extraordinary blessings and a singular
divine connection. He traveled the land and amassed
a small band of followers. Together, they lived on
alms and preached a peaceful message of forgiveness
and complete devotion to faith, but quickly garnered
enemies.
The wicked emperor ordered a slaughter of holy
men to purge Nezare and his followers. When the
soldiers came for Nezare, his followers abandoned
him one by one, leaving him to die.
It is the fashion to retell the story of the Broken
One in gory specificity, improvising the details
for maximum shock value. Though his ultimate
execution—brutal torture and impalement in front of
a crowd by a soldier named Dyogena—is always the
same, the tortures and tribulations he endured on his
way to the stake become more gruesome with each
telling. In this way, his suffering should heighten his
martyrdom, but it seems his vestige would not agree.
The vestige of the Broken One appears as a maimed
and mutilated sheep, hateful of all holy men.
Flaw. While bound to this vestige, you gain the
following flaw: “I despise all saints, clerics, paladins,
and priests.”
Nezare
The Broken One
4th-level vestige
Martyr’s Path
While bound to Nezare, your hit point maximum
increases by your binder level plus your Charisma
modifier.
Blood Sacrifice
Once on each of your turns, when you hit a creature with
a melee weapon attack, you can spill your own boiling
blood to deal additional damage to the target. When
you do so, choose a number of d8s up to your Charisma
modifier of additional radiant damage to add to the
damage roll. You take 3 damage for each additional die
added to the roll.
Mercy
You can use your bonus action to regain hit points equal
to your binder level. Once you use this ability, you can’t
use it again until you finish a short or long rest.
Trait: Thorny Flesh
While bound to Nezare, your flesh toughens and sprouts
long, sharp thorns. Whenever a creature within 5 feet
of you hits you with a melee weapon attack, it takes
piercing damage equal to your Charisma modifier.
Tyche, the Luck Thief
The kindly and bold Tyche stole Luck itself, and offers
it in turn to her binders.
Legend. When K’Sir scattered the words of
creation, a lone commoner named Tyche uncovered
the word of Luck and stole it for herself. The gods and
heroes of that age scoured the world for every Word
of Creation, for the Words’ power could alter the very
laws of the multiverse. Many who found one became
tyrants or demigods, abusing their Word until they
met a grisly end, either through their misused magic
or the envious daggers of others.
The gods, however, never uncovered the word for
Luck. Even as the Words were compiled into Magic by
Lexion, Luck remained elusive. The commoner Tyche
lived a good life, an unnaturally long and happy one,
content to only use her gift to help those around her.
When the avatar of Death arrived to claim Tyche
and her Luck, she greeted its cold visage cheerfully.
She asked of the reaper only that she could spread
Luck among those who deserved it, rather than pass it
along to the gods. That way, the patient, the bold, the
tenacious, and the needy might have their day. Clever
as always, Death agreed, stealing a measure of Luck
for itself, such that it might win any game it plays
against mortals. Tyche doesn’t seem to mind, as her
vestige rolls dice with Death often, and has never lost.
Flaw. While bound to this vestige, you gain the
following flaw: “I compulsively gamble, no matter the
odds.”
Tyche
The Luck Thief
4th-level vestige
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 of skill.
Lucky Hit
Once on each of your turns, when you deal damage,
you can reroll a damage die and must keep the number
rolled.
Stolen Luck
When you bind Tyche, roll a d20 and record the number
rolled. This is your stolen luck roll. Once per turn, you
can trade your stolen luck roll with any attack roll, ability
check, or saving throw made by you or a creature that
you can see. Your stolen luck roll becomes the number
rolled for the attack roll, ability check, or saving throw,
and your new stolen luck roll becomes the number that
was been rolled on the d20. You can use this ability three
times, and regain all expended uses when you finish a
long rest.
Trait: Third Chances
While bound to Tyche, three small sigils (associated with
a game of chance you are familiar with) float in front
of your forehead. You can extinguish one of these to
add 1d8 to an attack roll, ability check, or saving throw.
However, when you extinguish all three, you subtract
2 from all subsequent attack rolls, ability checks, and
saving throws you make while bound to Tyche.
Elozahr the Blue
Elozahr, the legendary founder of the Evocation
School of magic, grants his binders frigid arcana and
his steely concentration.
Legend. All wizards know the story of Evocatia
and Elozahr, the ill-fated mages that founded the
School of Evocation.
In the days before the schools of magic, the
rules of arcana were fluid, and only those of patient
countenance and forceful will could tame arcana.
With time, the cleverest spellcasters learned to tame
magic, channeling it into spells with direct intent.
Elozahr the Blue was one such spellcaster. Patiently
and deliberately, Elozahr sculpted his spells from
ice, first creating the cantrip ray of frost, and then
the spell ice storm. With decades of work and the
assistance of his apprentice, Evocatia the Red, he
perfected his masterpiece, a spell so powerful that few
mages could lay claim to it: cone of cold. He traveled
to his apprentice’s scorching, iron tower to test her
mettle with this new spell, but instead discovered that
Evocatia’s familiar was a sinister fiend, who tempted
her with secrets of hellfire magic. Outraged, Elozahr
froze her tower solid and shattered it to bits.
The two wizards worked in secret to outdo one
another, each laying the foundations for their own
schools of magic. At last, Elozahr and Evocatia met
on the field of Armistal to parlay and settle their
differences. But Elozahr found that his apprentice
carried with her a flame tongue meant to slay him, so
he struck first with an icy blast.
Summoning all their canny and arcane might,
the two wizards unleashed a torrent of wrath upon
each other. When all was done, nothing remained
of Evocatia and Elozahr but dust. True to his work,
Elozahr’s vestige is a sculpture of a mage, carved from
black ice, whose voice is like a howling wind.
Personality Trait. While bound to this vestige,
you gain the following personality trait: “I spend
much of my time in deep concentration, speaking
slowly and methodically when I must speak.”
Elozahr
The Blue
5th-level vestige
Inheritance of Frost
While bound to Elozahr, you know the ray of frost
cantrip. Additionally, you can add your Charisma modifier
to damage rolls you make with spells that deal cold
damage.
Crystalline Arcana
When you cast a spell that affects an area and requires
your concentration, you can choose a number of
Medium or smaller creatures equal to your Charisma
modifier to be protected from its effects. A 5-foot
cube gap in the spell effects opens around each chosen
creature. These creatures do not need to make saving
throws against the spell. Additionally, for the spell’s
duration, these creatures are immune to the effects of
the spell within its area and ignore conditions, such as
difficult terrain, created by the spell.
Spellcasting: Cryomancy
While bound to Elozahr, you can cast the following spells
without using spell slots or spell components:
2/day each: sleet storm
1/day: each: ice storm, cone of cold
You regain all expended uses when you finish a long rest.
Trait: Hoarfrost
While bound to Elozahr, your skin, as well as your
clothing, weapons, and armor, are covered with a thick
frost, and your breath is visible, as if on a cold night.
Whenever you begin concentrating on a spell, this frost
grows into large ice crystals on your skin. As long as you
maintain concentration, you can subtract the spell’s level
from the damage taken. Fire damage ignores this ability.
Korine, the Displaced
A renowned planar researcher who discovered the
true nature of the Void, Korine offers her binders the
power to defy physics, chiefly through teleportation.
Legend. Korine was a talented arcanist and
planar researcher, among the first to study the Void.
After years of research, she made a breakthrough
realization: the Void is not simply a mathematical
constant, a force, or a dividing boundary, but
an actual plane of existence, like the Ethereal or
Elemental Planes, albeit with even stranger rules.
When she revealed her findings to her colleagues,
they mocked her and decried her discovery, touting
centuries old planar models instead.
Undeterred, Korine set about crafting a plane
shift spell to travel to and traverse this unexplored
Void and ameliorate her reputation. The spell, which
drew power from an active sphere of annihilation,
functioned perfectly, but its result was disastrous.
Korine cast her spell in front of an audience of fellow
arcanists, and in an instant of magical tumult, she was
spread thinly across time and space. But in her last
moments, she saw the curvature of space, saw it wrap
around, and saw the hideous secrets behind it laid
bare. And at last, she saw her place in it all. Then she
met oblivion.
Appropriately, Korine’s vestige is only loosely
associated with reality: her humanoid figure is
disconnected at every joint, floating about in a strange
orbit, and open, darting eyes cover every body part
in the mutilated cloud. Perhaps, this is her physical
personage, which has persisted in the Void. No other
creature, after all, has successfully traveled to that
strange place, and it is unclear what truly remains of
her body or soul.
Personality Trait. While bound to this vestige,
you gain the following personality trait: “I hatch
elaborate plans on the fly, but don’t always think out
the consequences.”
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 you take
half damage from falling.
Telefrag
Whenever you cast a spell which teleports you, you
can choose to teleport into a space occupied by a
creature. When you do so, the creature takes 1d4
force damage for every 10 feet you teleported, up to
a maximum of 5d4, and, if you and the creature are
within two size categories of one another, it moves
into an adjacent unoccupied space of its choice.
Spellcasting: Blink
While bound to Korine, you can cast the following spells
without using spell slots or spell components:
At will: misty step
2/day each: dimension door
1/day each: blink, teleportation circle
You regain all expended uses when you finish a long rest.
Trait: Dimensional Error
While bound to Korine, your body becomes wedged
between reality and nonexistence. Your joints, including
your neck, shoulders, elbows, hips, and knees, seem to
have vanished into some other plane, leaving your other
body parts loosely floating in their positions. As a result,
whenever you are hit with an attack, roll a d20. On a 20,
the attack misses.
Vortirrackt, the Outsider
A creature from beyond our multiverse, Vortirrackt
warps his binders into a reflection of his bizarre
anatomy.
Legend. When the brilliant scientist Korine
cast the fateful spell that thrust her to the Void,
an eldritch, horrific thing crept through behind
her in the dimensional hole to our world. This
creature, Vortirrackt, was unlike anything seen in
the multiverse: it had pale, slimy skin, impervious
to weapons, a long head which terminated in razor-
sharp teeth, and six sickeningly long limbs, each
with one joint more than a terrestrial creature and
claw-like barbs at the end. Worse yet, this creature
was no mere beast, as its frightful intellect would
demonstrate.
Vortirrackt stalked out of the dimensional pit
in front of a gathering of wizards, researchers, and
arcanists. It exchanged a long glance with those in
attendance, then pounced, butchering any
it caught in its elongated grasp. Dozens of
innocents perished, and the mages of the arcane
university retreated from their great tower to
regroup. Bands of knights were sent to slay the beast
and reclaim the tower, to no avail; their heads were
seen to be arranged at the tower’s windows mere
hours later.
Thankfully, a powerful warding spell managed
to seal Vortirrackt within, but it did not contain its
telepathy. The creature mocked the wizards of the
tower and their petty attempts to slay it. Gradually, it
learned their names, their specialties, and what best
to say to torment them.
With no other options, the archmagi concluded
that they would widen the rift, swallowing the
whole of the tower and the monster, before sealing
it the widened rift beneath a mountain. A hundred
adventures entered the warded tower, which
Vortirrackt had rigged into a fiendish dungeon, but
only one, Carthin the Runebreaker, escaped the
monster’s deathtrap.
Today, Vortirrackt’s foul name
is synonymous with spells gone
awry, the folly of mages, and the
hideous things that lie beyond the stars.
Moreover, its legend drew forth a vestige:
a spitting image of the beast itself, whose
figure appears distorted as if seen though a
warped mirror.
Flaw. While bound to this vestige,
you gain the following flaw: “I enjoy
tormenting my enemies, sowing hate
and doubt in their minds.”
Vortirrackt
The Outsider
5th-level vestige
Snap Reflexes
You can make an opportunity attack without using a
reaction. You have advantage on this attack roll. Once
you use this ability, you can’t use it again until you finish
a short or long rest.
Trait: Spider-Climber
When you bind Vortirrackt, your skin becomes pale and
strangely adhesive. You can move up, down, and across
vertical surfaces and upside down along ceilings, while
leaving your hands free. You also gain a climbing speed
equal to your walking speed.
Trait: Abominable Limbs
When you bind Vortirrackt, your hands sprout sickening
claws, which you can use the make unarmed strikes.
The claws deal 1d4 slashing damage, and you can use
Charisma, instead of Strength, for their attack and
damage rolls. The claws count as magical for the purpose
of overcoming resistance and immunity.
When you take the Attack action, you can make
one unarmed strike with the claws as a bonus action.
Additionally, when use your claws to hit a creature that
has already been hit with them during that turn, you deal
an additional 2d6 slashing damage.
Trait: Extraneous Joint
When you bind Vortirrackt, your arms and legs deform,
lengthening and cracking until they each contain an
additional joint. The reach of all of your melee attacks, as
well as your reach for opportunity attacks, extends out to
10 feet. Additionally, you can make an opportunity attack
against any creature that moves while within your reach.
Methuselah, Eldest Dead
A man who grew so old that he slipped between life
and unlife, Methuselah grants his binders authority
over undeath and his strange disconnect from
mortality.
Legend. Methuselah was a man so loved by the
gods that they blessed him with unnaturally long life
—so long, in fact, that he became the oldest mortal to
have lived.
Methuselah spent his first century of life raising
a family. But when he outlived his children and his
grandchildren, Methuselah was heartbroken. He
went to live with the elves, but in time he outlived
generations of them too. In his most venerable age, his
bones became brittle, his teeth fell out, and his skin
wrinkled and lost its color. When at last Methuselah
lay on his deathbed, he was little more than a husk,
cursing the gods for their so-called blessing and
pleading for the release of death.
Today, Methuselah is venerated by necromancers
and intelligent undead as the Eldest, the wisest and
most venerable among the deceased. Their reverence
paints him with a kind of undeath, as demonstrated
by his vestige: a shambling corpse missing its eyes,
teeth, and nose, with wispy white hair and a beard
that hangs to the floor.
Personality Trait. While bound to this vestige,
you gain the following personality trait: “I believe
myself to be far older, wiser, and wearier than others.”
Methuselah
Eldest Dead
6th-level vestige
Grave Empathy
The undead can innately sense your closeness to their
kind. Whenever an undead tries to attack you, it must
make a Wisdom saving throw. On a failed save, its attack
misses. On a successful save, the undead is immune to
this ability for the next 24 hours.
Corpse Shephard
You can perform a 10-minute ritual to summon a
Medium humanoid corpse or pile of bones (your choice),
which is magically teleported to your location from a
random cemetery.
Spellcasting: Dead Alive
While bound to Methuselah, you can raise corpses at
your touch. You can cast the following spells without
using spell slots or spell components:
At will: false life (self only)
3/day each: animate dead
1/day each: create undead
You regain all expended uses when you finish a long rest.
Trait: Venerable
While bound to Methuselah, you appear dramatically
aged. You voice descends into a hoarse rasp, your
hair grows white, deep wrinkles appear in your skin.
Additionally, you can siphon the life and youth from
others. As an action, make a melee spell attack against
a hostile creature within your reach. On a hit, the target
takes 4d6 necrotic damage and you regain hit points
equal to half the necrotic damage dealt.
Mr. Joe, Master Puppet
Mr. Joe was a show-stopping puppeteer who climbed
to the height of godhood. Those who bind him can
find that his strings can manipulate others as well as
he manipulated puppets.
Legend. When Ruse, the trickster god, perished,
none truly believed his fate until his last will and
testament was proclaimed by the other gods: there
would be a contest of cunning and subterfuge to
determine his successor. Only one truly worthy of the
mantle of “God of Lies, Lord of Fools” could ascend
to godhood in his passing. Many, from powerful
demigods to lowly jesters, arrived at the Temple of
Ruse to engage in the contest.
Among the contestants was an entertainer known
as Hogarth the Astounding, who dressed in wizards’
garb and performed mundane tricks with his
“assistant,” a ventriloquist’s puppet named Mr. Joe. In
the contest, Hogarth barely avoided elimination, but
managed to persist to the final ten.
In the final game, each contestant was given a
unique insignia ring. If any contestant could secure
all ten rings, then step into the lit pyre at the temple’s
center, they would ascend to Ruse’s place at the divine
table. After a week of feints and illusions, a demigod
of gambling assembled the full set of rings. Stepping
into the flames, he was immolated in screaming
agony; one of his rings, a wooden fake, burned to ash
on his finger.
It was then that Hogarth revealed his grand façade:
beneath his robes were wooden joints and marionette
strings; he was but an elaborate fabrication, a puppet
expertly controlled by Mr. Joe, a matryoshka—an
animated puppet-person—posing as a prop the entire
time. Mr. Joe, held the true insignia ring, whereas
Hogarth’s was a fake as convincing as himself.
Picking up the remaining rings, Mr. Joe stepped into
the flames and ascended to become Sham, Lord of
Trickery.
Personality Trait. While bound to this vestige,
you gain the following personality trait: “I love to put
on performances for others, especially when using
unwilling participants.”
Mr. Joe
Master Puppet
6th-level vestige
No Strings on Me
While bound to Mr. Joe, you are immune to being
charmed or possessed.
Puppeteering
Whenever you cast the spell dominate beast, dominate
person, or dominate monster, you can take total and
precise control of the target as a bonus action, rather
than an action. Additionally, you can concentrate on two
of these spells at once, taking control of both targets
using one bonus action, and making only one saving
throw maintain concentration on both spells.
Spellcasting: Soul Strings
While bound to Mr. Joe, you can cast the following spells
without using spell slots or spell components:
At will: command
2/day each: dominate beast, dominate person
1/day each: compulsion, irresistible dance
You regain all expended uses when you finish a long rest.
Trait: Dummy
While bound to Mr. Joe, your skin appears wooden and
lacquered, your joints seem to be wooden hinges, and
your nose grows into a conspicuously long peg. While
you remain motionless, you are indistinguishable from a
puppet. Moreover, you can throw your voice, causing it
to originate from any point you choose within 60 feet.
Remus, Firstborn of the Wolf
The embittered twin who nearly founded an empire,
Remus grants his binders a taste of his barbaric
demigod fury.
Legend. Romulus and Remus, the twin sons of a
god of war, were bundled in a basket and set adrift in
a river shortly after their birth. Helpless and alone, the
twins were rescued by Lupa, a she-wolf, who nursed
them for weeks and granted the sickly Remus the gift
of lycanthropy, so that he might grow to be as strong
as his brother. The twins grew quickly, and (demigods
as they were) inherited their father’s immense
strength and savagery.
By adulthood, nothing could stand in the twins’
way, save for their own bickering. Despite their godly
power, the two could never decide on anything. Most
of all, they quarreled over their legacy. Remus wanted
to conquer the city-states from which the two of them
had been cast off as infants, but Romulus had resolved
to establish a city-state of his own. Remus acquiesced,
but the two could not decide on where to build it.
The twins stood on their hills and cast augury. In
their wisdom, the gods delivered a sign of weal and
woe, hoping this would bring the bothers solidarity,
but they argued over the result and came to blows.
Romulus and Remus fought bare-fisted, and Remus
grew more bestial as he grew in fury. As last, Romulus
stabbed Remus in the side with a small silver dagger,
killing him.
Romulus built his city atop his brother’s corpse
and named it after himself. Through his contempt,
Remus persisted as a vestige, appearing furious and
animalistic, growing only more bitter with the passing
of centuries, as his brother’s city grew and swelled into
a world-spanning empire.
Flaw. While bound to this vestige, you gain the
following flaw: “I harbor a seething resentment for my
family.”
Remus
Firstborn of the Wolf
6th-level vestige
Bonus Proficiencies
While bound to Remus, you gain proficiency with
battleaxes, greataxes, mauls, and warhammers.
Extra Attack
You can attack twice, instead of once, whenever you take
the Attack action on your turn.
Fury
On your turn, you can use your bonus action to summon
up Remus’s bottomless rage. For the next minute, you
gain the following benefits:
• You can add your Charisma modifier to Strength
checks and Strength saving throws.
• You have advantage on all melee weapon attacks
which use heavy weapons, versatile weapons, or
unarmed strikes. However, melee weapon attacks
against you are rolled with advantage.
• You have resistance to bludgeoning, piercing, and
slashing damage.
• When you reduce a hostile creature to 0 hit points
with a melee weapon attack, you can move up to 10
feet and make an additional weapon attack.
You can end this effect early as a bonus action. Once
you use this ability, you can’t use it again until you take a
short or long rest.
Trait: Lycan’s Bloodthirst
While bound to Remus, you assume the savage guise and
violent aspect of a lycanthrope: coarse hair covers your
body, your nose lengthens, your fingernails lengthen into
claws, and your teeth sharpen. When you take damage
from a creature that is within 5 feet of you, you can use
your reaction to make a melee weapon attack against
that creature.
Hammurabi, the Lawbringer
One of the first great kings of humankind,
Hammurabi set forth mortal law on a stone obelisk.
Today, his vestige grants binders the authority to
judge others by the first laws, and inflict their cruel
punishments.
Legend. Mortals have always been judged by the
whims of the gods when they passed onto the afterlife,
but it was not until the early kings of mankind that
mortals passed judgement on each other. Hammurabi,
king of a long-forgotten province, beseeched the gods
for laws that would solidify his rule with exacting
authority. The gods granted his plea, and delivered an
obelisk inscribed with every conceivable crime and
punishment to his kingdom.
These primeval gods believed in order above such
petty qualms of good and evil. After all, they carved
all of creation from sprawling chaos and struck a
mathematical equilibrium—they did not take such
balance for granted. As such their laws were perfect
counterbalances: an eye for an eye, a bone for a bone,
a hand for an errant strike, and so on. Brutal as they
were, the people of Hammurabi found them effective.
However, as Hammurabi would learn, no man is
above this law. As all people could read the obelisk’s
code, some came to their king with grievances
enforced by the law. In recumpence, Hammurabi
lost his own eye, fingers from each hand,
his teeth, and the hair from his head, and
suffered many other punishments for his
fleeting crimes as king. Even his vestige is
maimed and broken, a symbol that truly fair
punishment endures even after death.
Ideal. While bound to this vestige,
you gain the following Ideal: “Eye for
an Eye. I strive for absolute equity in
all things, and will go to extremes to
ensure fair recumpence for all deeds.
(Lawful)”
Hammurabi
The Lawbringer
7th-level vestige
Enduring Punishment
Whenever you deal damage to a creature, the creature
can’t regain hit points until the start of your next turn.
Law of Retribution
When a creature you can see hits you with a melee
weapon attack, you have advantage on the first attack
you make against it on your next turn.
Forbid
If a hostile creature you can see uses its action to attack
or takes a legendary action or a lair action, you can use
your reaction to intercede, preventing the action from
happening. Once you use this ability, you can’t use it
again until you finish a long rest.
Trait: Maimed
While bound to Hammurabi, you are missing multiple
fingers, several teeth, and an eye—all gouged out as
recompense for past crimes. You are immune to the
following conditions: blinded, deafened, exhaustion,
paralyzed, poisoned, and stunned. If a creature attempts
to impose one of these conditions on you, you can use
your reaction to instead impose the same condition
upon the creature.
Sariel, The Fell Angel
The first fallen angel, Sariel tried and failed to
destroy the multiverse as a mercy to its inhabitants.
As penance, he offers his binders his wings and his
once-holy blade.
Legend. When the primeval gods spoke the
Words of Creation, the world sputtered, cracked, and
bled into existence. It wrenched itself and edged close
to utter disaster, for it was built on a deeply imperfect
plan.
Seeing the havoc of the multiverse firsthand, the
archangel Sariel descended from the upper planes
to Erebus and beseeched that she might unmake
the world, that it could be made again. Sariel struck
the Stygian Seal with his blade, and the quarreling
gods above took notice. Before Sariel could break the
seal with a final blow, the gods halted his blade. In
judgement for his betrayal, for attempting to destroy
the multiverse itself, the gods cast Sariel down into
Erebus, from which he might never escape.
Binders know the story of Sariel’s betrayal well,
for it illustrates their deepest secret: the world’s flaws
were crafted at the onset, and Erebus represents a
destructive, merciful remedy, paving the way a new,
perfect multiverse. The sign is nearly broken, which is
why vestiges draw so near to the Material Plane. For
his part, Sariel’s vestige only regrets his actions, and
offers his wings that he might go flightless as penance
for his sin.
Personality Trait. While bound to this vestige,
you gain the following personality trait: “I feel a
melancholy regret for my mistakes; such sadness
follows me everywhere I go.”
Sariel
The Fell Angel
7th-level vestige
Broken Halo
Whenever you fail a saving throw, roll a d6. On a 6, you
succeed the saving throw instead.
Flyby Attack
When you make a melee attack against a creature, while
flying you don’t provoke opportunity attacks from that
creature for the rest of the turn, whether you hit or not.
Judgement
When you hit a creature with a melee weapon attack, you
can deal an additional 6d8 necrotic or radiant damage
(your choice) to the target. Once you use this ability, you
can’t use it again until you finish a short or long rest.
Trait: Angelic Wings
While bound to Sariel, you sprout broad, feathered wings
from your back, granting you a flying speed of 60 feet.
Carthin, the Runebreaker
In life, Carthin was a mage who forsook all arcana,
except that which might be used to strike down the
archmagi who betrayed him. He offers his binders a
rebuke of magic, along with his unsettling eyes.
Legend. Carthin descended into the lair of,
Vortirrackt, the dimensional monster, alongside a
band of a hundred other warriors. It was a deathtrap.
The creature was as ferocious as it was cunning, and
it had converted its accommodations—the tower of
the arcane university—into an insidious dungeon.
One by one, Carthin’s comrades fell to the tower’s
perilous traps, bloodthirsty summoned monsters, and
occasionally to Vortirrackt itself.
At last, Carthin and his remaining allies uncovered
the artifacts they required and did the deed:
expanding the dimensional rift from which the
creature originated, until it swallowed Vortirrackt and
the whole of the tower with it. Only Carthin emerged
before the tower was destroyed.
From Vortirrackt in the dungeon, Carthin learned
that he and his allies had been sent on a suicide
mission; none were meant to survive. All of the death
within the university was the fault of the reckless
archmagi and their futile experiments; it would stand
no longer.
Taking up the mantle of “Runebreaker”, Carthin
swore off all magic, save that which might kill the
archmagi, and embarked on a journey of vengeance.
The Runebreaker left a trail of spellcaster corpses in
his wake as he hunted down the former headmasters
of the university. Some histories paint this as a folk
tale about the common man standing up to authority,
others remember it as a horror story. In the end,
his vestige cares only that he continues his endless
inquisition, evidenced by his unflinching red stare
that unravels magic itself.
Flaw. While bound to this vestige, you gain the
following flaw: “I believe that those who wield magic
are innately corrupted, and I will trust nothing they
say or do.”
Carthin
The Runebreaker
8th-level vestige
Blade of the Inquisition
You can cast the spell magic weapon at will as a 4th-level
spell without using spell slots or spell components. Your
concentration on the spell breaks if the weapon ever
leaves your hand.
Spellcasting: Mage-Killer
While bound to Carthin, you can cast the following spells
without using spell slots or spell components:
3/day each: counterspell, dispel magic
1/day each: antimagic field, true seeing
Casting antimagic field in this way does not disable any
of your vestige features, except for spellcasting and
magic items. You regain all expended uses when you
finish a long rest.
Trait: Dead Magic Eyes
While bound to Carthin, your eyes become vacant pits
with two bright coals burning within them, granting you
vision that can pierce arcana. You are constantly under
the effects of the spell detect magic, which does not
require your concentration. Additionally, you can use
your action to focus on a creature you can see within 30
feet. You can determine if that creature has cast a spell
within the last 24 hours, and the spell’s school of magic,
if any.
Döpple, the Archivist
An archivist of countless treasures from the Vaults of
Venagoth, Döpple shares history’s greatest artifacts
with his binders.
Legend. When the Arcane Archive burned,
many of its surviving treasures, including tomes of
ancient lore and magic items of boundless power,
were transported thousands of miles away to the
Vaults of Venagoth, where they rested in safety for
centuries. In its prime, the Venagoth family was
immensely rich and influential, and chose to amass
their wealth in their ancestral Vaults, which were
practically impregnable, built deep into a mountain,
and secured with excessively potent wards. No thief
ever successfully infiltrated the Vaults of Venagoth
and made it out alive. But one archivist, Döpple, was
freely permitted into the Vaults to organize and curate
their vast collection.
Alas, the record of history is long and unforgiving.
With the Venagoth’s waning influence came the ire of
a barbarian warlord from the north, who campaigned
south to burn cities, dethrone kings, and eventually
sack the Venagoth estates. Knowing their treasure
to be too momentous to lose, the Venagoth patron
commanded Döpple to seal himself within the Vaults
until the military could drive back the savage horde.
But rescue never came. The Archivist lived out
his final days, perhaps his final decades, surrounded
by the amassed artifacts of millennia. The Vaults of
Venagoth were lost to history, but the search for their
location always lingers on the entombed Archivist,
organizing the collection until his death. Ironically,
Döpple’s vestige is exceedingly generous where history
is not: he is represented by a learned, bespectacled
man, standing at the Vaults’ door, offering his
treasures to those who understand their significance.
Personality Trait. While bound to this vestige,
you gain the following personality trait: “I look after
the fine details of all my possessions, keeping them
organized and in excellent repair.”
Döpple
The Archivist
8th-level vestige
Minor Relic
When you bind Döpple, a magic item appears in your
possession. The item vanishes when you are no longer
bound to Döpple.
The item is your choice of the following: 2 beads
of force, a necklace of fireballs (2 beads), an oil of
etherealness, a potion of gaseous form, or a potion of
invisibility.
Relic
When you bind Döpple, a magic item appears in your
possession. You are automatically attuned to it, if it
requires attunement, and it does not count against the
number of items you can have attuned. Moreover, no
other creature can attune to the item or, if the item is a
weapon, use it make an attack. The item vanishes when
you are no longer bound to Döpple.
The item is your choice of the following: a carpet of
flying, a cloak of the bat, a flame tongue, gauntlets of
ogre power, an instant fortress, a ring of regeneration, a
ring of telekinesis, a sun blade, or a wand of wonder.
Trait: Spectacles
As a final parting gift, Döpple offers his binders his very
spectacles. While wearing the spectacles, if you make an
Intelligence (Arcana), Intelligence (History), Intelligence
(Nature), or Intelligence (Religion) check, you can
treat the result as a 10, or your binder level plus your
Charisma modifier, whichever is higher.
Erebus,
The Shadow Interminable
Binders alone remember the esoteric legend of
Erebus, the wellspring of all vestiges, the one being all
gods fear.
Legend. Before the primeval gods laid the
universe’s foundations, a groundwork upon which
they could sculpt the antediluvian Chaos, they
devised a failsafe to ensure their success. Before all
else, they beckoned Erebus, a being of unmaking from
beyond the veil of Chaos, to unravel and destroy their
creations. For the gods, in their wisdom, realized that
not even they could forge a perfect world on the first
try—indeed, countless universes were created and
discarded before the gods settled for the current one,
with its particular compromises and imperfections.
Erebus was the tool for erasure, made to consume
flawed universes and return them to the Chaos so
that the gods might try again.
Eventually, it seems the primeval gods grew
weary of fruitless creation, for then they committed
the First Sin: suffering our universe to live through
its painful gestation. Cataclysmic disasters swept
the world in its early years, but, perhaps by chance,
it persisted and settled into what it is now: petty,
brutish, and broken. Our universe’s denizens are all
sentenced to die from the moment of their births,
magic is fleeting and volatile, and the fabric of the
universe itself is surely unraveling, imperceptibly and
steadily to a pathetic end.
To safeguard their flawed creation, the gods bound
Erebus with the Stygian Seal and scatted the Words of
Creation. Most speculate that Erebus lies deep within
the Void, but history tells a more complex story: in
ancient languages, the word Erebus simply means
Darkness, and is used both as the name of the entity,
and the name for the Void itself. This implies either
the ancients saw no reason to distinguish between the
two, or simply believed they were one and the same.
Fittingly, Erebus does not speak to this; her vestige is
merely a howling abyss, upon which all of creation is
perched, and from which nothing escapes.
Flaw. While bound to this vestige, you gain the
following flaw: “I do not speak.”
Erebus
The Shadow Interminable
9th-level vestige
Obliviate
At your touch, you unmake. As an action, you can touch
an object or creature, which must make a Constitution
saving throw. On a failure, the target takes 10d10 + 50
necrotic damage, or half as much on a successful save.
If this damage reduces the target to 0 hit points, it is
totally unmade. An unmade creature and everything
it is wearing or carrying, except for magic items, is
completely annihilated, leaving behind nothing, not even
dust. The creature can be restored to life only by means
of a true resurrection or a wish spell. You can use this
ability once, and regain the ability to do so when you
finish a long rest.
Trait: Vestigial
While bound to Erebus, you are divorced from reality,
much like vestiges themselves, causing you to appear
hazy and indistinct, as your form is stretched between
the Material Plane and the Void. You have resistance to
all damage. Additionally, you can move through other
creatures and objects as if they were difficult terrain.
You take 4d10 force damage if you end your turn inside
a creature or object, as you are ejected into the nearest
unoccupied space.
Qadir, the Damned Djinn
An ill-fated genie who abandoned the one who
summoned him, Qadir offers his binders a lone wish
before abandoning them as well.
Legend. For centuries, an unremarkable lamp sat
untouched, nestled amongst piles of gold in an long-
forgotten treasure hoard. Then one day, War’Red, the
twin brother of legendary thief K’Sir, happened upon
the lamp and rubbed its side. Emerging in a swirling
cloud of lightning and wind, the noble genie Qadir
offered his rescuer three wishes in exchange for his
freedom from the lamp.
First, War’Red wished to become an all-powerful
sultan. Qadir agreed, and in a flash, War’Red became
a brutal despot of his own kingdom. Then War’Red
wished for an army, a million men strong, to spread
bloodshed and conquest wherever he turned his
gaze. Again, Qadir acquiesced, and legions of foot
soldiers sprang into existence around them. Lastly,
War’Red wished for immortality, that his reign might
be unending. At this, finally, Qadir could comply no
longer: he reversed the wishes, banished War’Red to a
forsaken desert, and returned to his lamp.
When K’Sir learned of this, he sought out the lamp
and summoned Qadir himself. Again, bound by the
magic of the lamp, Qadir offered three wishes to his
discoverer, which K’Sir happily accepted: his first
wish would be to destroy the genie’s mind, his second
to destroy his body, and his final wish to destroy
his soul. In a whirlwind of deadly magic, Qadir was
obliterated. He lives on only as a vestige, a cautionary
tale that you should always honor your promises, no
matter the cost.
Flaw. While bound to this vestige, you gain the
following “I must honor my promises, no matter what
consequences they might bring.”
Qadir
The Damned Djinn
9th-level vestige
Fatal Wish
While bound to Qadir, you can cast the spell wish,
without expending spell slots or spell components, to
duplicate the effects of any other spell of 8th level or
lower. Once you cast this spell, Qadir is expelled and is
replaced by a vestige of your choice of 3rd level or lower.
You can’t rebind Qadir until you take a long rest.
Trait: Djinn Aspect
When you bind to Qadir, your skin tints to a blueish hue,
and you constantly float a few inches off the ground on a
layer of smoke. You ignore the effects of difficult terrain,
your speed increases by 10 feet, and you can walk across
fluid surfaces, such as water and quicksand.
Level | Prof Bonus | Features | Vestige Level | Vestiges Bound |
---|
1 | +2 | Soul Binding | 1 | 1 |
2 | +2 | Minor Spirits, Rebinding | 1 | 1 |
3 | +2 | Esoteric Cult, Suppress Sign | 2 | 1 |
4 | +2 | Ability Score Improvement | 2 | 1 |
5 | +3 | Minor Spirits(3) | 3 | 2 |
6 | +3 | Ability Score Improvement | 3 | 2 |
7 | +3 | Esoteric Cult Feature | 4 | 2 |
8 | +3 | Ability Score Improvement | 4 | 2 |
9 | +4 | Adamant Mind | 5 | 2 |
10 | +4 | Esoteric Cult Feature | 5 | 2 |
11 | +4 | --- | 6 | 3 |
12 | +4 | Ability Score Improvement | 6 | 3 |
13 | +5 | Minor Spirits(4) | 7 | 3 |
14 | +5 | Esoteric Cult Feature | 7 | 3 |
15 | +5 | Rebinding Improvement | 8 | 3 |
16 | +5 | Ability Score Improvement | 8 | 3 |
17 | +6 | --- | 9 | 4 |
18 | +6 | Minor Spirits(5) | 9 | 4 |
19 | +6 | Ability Score Improvement | 9 | 4 |
20 | +6 | Voidsoul | 9 | 4 |