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Binder

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.
LevelProf BonusFeaturesVestige LevelVestiges Bound
1+2Soul Binding11
2+2Minor Spirits, Rebinding11
3+2Esoteric Cult, Suppress Sign21
4+2Ability Score Improvement21
5+3Minor Spirits(3)32
6+3Ability Score Improvement32
7+3Esoteric Cult Feature42
8+3Ability Score Improvement42
9+4Adamant Mind52
10+4Esoteric Cult Feature52
11+4---63
12+4Ability Score Improvement63
13+5Minor Spirits(4)73
14+5Esoteric Cult Feature73
15+5Rebinding Improvement83
16+5Ability Score Improvement83
17+6---94
18+6Minor Spirits(5)94
19+6Ability Score Improvement94
20+6Voidsoul94

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Kipper_Dagon.

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