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   Binder  
  When he finally spoke, it was with the voices of several 
  beings at once, overlapping in an unnatural harmony. But 
  the most prominent voice was gruff and confident, which 
  he used to lull his targets into complacency seconds before 
  he struck with a hidden dagger. By the next morning, the 
  gruff, independent voice was gone, instead replaced with a 
  robotic monotone. He discarded the daggers too, in favor of 
  a heavy mace and imposing armor. The day after that, he 
  struck an air of profound melancholy, and he abandoned 
  weapons altogether to conjure beasts from thin air. Each 
  morning, he woke up new, possessed by some new infernal 
  spirit, dead god, or forgotten sinner. 
       Binders are students of soul magic, an ancient and 
  forbidden art that allows them to call to entities that live 
  beyond the known planes, in the spaces between the 
  worlds, drawing them into their own souls to 
  steal their power―though not always without a 
  price. 
  Beyond Reality 
  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, for the Void is inextricably 
  linked to the beliefs of all. Righteous spirits 
  that are  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Binder, Playtest 
   
  Level 
  Proficiency 
  Bonus 
  Features 
  Vestige 
  Level 
  Vestiges 
  Bound 
  1st 
  +2 
  Soul Binding 
  1 
  1 
  2nd 
  +2 
  Minor Spirits, Rebinding 
  1 
  1 
  3rd 
  +2 
  Esoteric Cult, Suppress Sign 
  2 
  1 
  4th 
  +2 
  Ability Score Improvement 
  2 
  1 
  5th 
  +3 
  Minor Sprits (3) 
  3 
  2 
  6th 
  +3 
  Ability Score Improvement 
  3 
  2 
  7th 
  +3 
  Esoteric Cult feature 
  4 
  2 
  8th 
  +3 
  Ability Score Improvement 
  4 
  2 
  9th 
  +4 
  Adamant Mind 
  5 
  2 
  10th 
  +4 
  Esoteric Cult feature 
  5 
  2 
  11th 
  +4 
  ― 
  6 
  3 
  12th 
  +4 
  Ability Score Improvement 
  6 
  3 
  13th 
  +5 
  Minor Sprits (4) 
  7 
  3 
  14th 
  +5 
  Esoteric Cult feature 
  7 
  3 
  15th 
  +5 
  Rebinding improvement 
  8 
  3 
  16th 
  +5 
  Ability Score Improvement 
  8 
  3 
  17th 
  +6 
  ― 
  9 
  4 
  18th 
  +6 
  Minor Spirits (5) 
  9 
  4 
  19th 
  +6 
  Ability Score Improvement 
  9 
  4 
  20th 
  +6 
  Voidsoul 
  9 
  4 
   
  The Binder 
  
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  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, so named for their willingness to share their spirit 
  with these exiled spirits, can merge a portion of their soul 
  with a vestige in exchange for some of the power the 
  vestige commanded in life.  
  A Soul Fractured 
  In order to harbor a vestige, a binder must divide their very 
  soul and offer part of it to the vestige for residence. Sharing 
  their soul in this way leaves profound marks as the vestige 
  pushes its way into reality: it influences its binder’s 
  personality and usually warps their body in accordance 
  with the vestige’s esoteric form. Last, but not least, the soul 
  itself is permanently fractured, which could have 
  unforeseen consequences in the afterlife. It is for this 
  reason that binding magic is usually forbidden. 
       Skilled binders learn to break their soul into smaller and 
  smaller pieces to bind greater and more numerous spirits. 
  At their pinnacle, a binder can wield magic of ancient, 
  forgotten gods while swinging the blades of legendary 
  heroes, but their voice becomes quiet among the clamor of 
  disparate spirits and their soul is relegated to but a fraction 
  of their persona. 
  Creating a Binder 
  As you make your binder character, spend some time 
  thinking about your relationship to your vestiges, and the 
  extent to which you allow them to influence your 
  personality. How did you learn about the mysterious 
  vestiges, and do you have a special relationship to any of 
  them? What drew you to your first summoning? How do 
  you view your own soul, given that you allow other spirits 
  to take up residence within it? 
       Work with your GM to determine what role vestiges and 
  other binders will play in your campaign. 
       As a binder, you can redefine your role in the 
  adventuring party; daily, if desired. There is also the 
  possibility that your appearance and your very personality 
  will flex with different vestiges holding sway over your 
  soul. How do you and your adventuring party confront this, 
  and how do you handle the physical traits presented by 
  your vestiges? Do you hide these signs, for fear of public 
  retribution, or do you flaunt them, embracing the power 
  that they offer you? 
  Quick Build 
  To make a binder quickly, consider the following 
  suggestions: Charisma should be your highest stat, 
  followed by a medium balance of Constitution, and 
  Strength and Dexterity. Because you can take any party 
  role, you should be prepared to change your hat on a 
  moment's notice. Lastly, choose any background. 
  Class Features 
  As a binder, you gain the following class features. 
  Hit Points 
  Hit Dice: 1d8 per binder level 
  Hit Points at 1st Level: 8 + your Constitution modifier 
  Hit Points at Higher Levels: 1d8 (or 5) + your 
  Constitution modifier per binder level after 1st 
  Proficiencies 
  Armor: Light armor, medium armor 
  Weapons: Simple weapons 
  Tools: None 
  Saving Throws: Charisma, Wisdom 
  Skills: Choose two skills from Arcana, Deception, History, 
  Insight, Investigation, Persuasion, and Religion 
  Equipment 
  You start with the following equipment, in addition to the 
  equipment granted to you by your background: 
  • A light crossbow, 20 bolts, and any simple weapon 
  • (a) scale mail or (b) leather armor 
  • 10 pieces of chalk and (a) a component pouch or (b) an 
  arcane focus 
  • (a) a scholar’s pack or (b) a dungeoneer’s pack 
  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. 
  
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       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 so do 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 
  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 as an interaction 
  on your turn. 
       You can bind additional spirits to your service as you 
  gain additional levels in this class, as shown on the Binder 
  table. When you gain a level in this class, you can choose 
  to replace a minor spirit you can bind with another. 
  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. 
  Ability Score Improvement 
  When you reach 4th level, and again at 6th, 8th, 12th, 16th, 
  and 19th level, you can increase one ability score of your 
  choice by 2, or you can increase two Ability Scores of your 
  choice by 1. As normal, you can’t increase an ability score 
  above 20 using this feature. 
  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 fully surrender it to your assumbly of 
  vestiges for a short time. As a bonus action, you can bind 
  an additional vestige of 1st level of your choice for 1 
  minute. This vestige doesn't count against the total number 
  or level of vestiges you can bind. Additionally, for the 
  duration your ability scores all become 20, if they were 
  lower. Your increased Constitution gives you temporary hit 
  points equal to the increase you would get in maximum hit 
  points. 
       Once you use this ability, you can't use it again until you 
  finish a long rest. 
   
  
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  Minor Spirits 
  These minor spirits are presented in alphabetical order. If a 
  minor spirit calls for an attack roll, it uses your spell attack 
  bonus, and if it calls for a saving throw, it uses your vestige 
  save DC. 
  Blade Spirit 
  The remnants of an intelligent item's soul, a blade spirit 
  manifests as a faint, ethereal weapon. As a bonus action, 
  you can make a melee spell attack 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, three-quarters cover, and invisibility 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 haunts a place 
  following 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. 
  
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  Alternatively, you can throw the stone up to 30 feet as in 
  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. 
  Esoteric Cults  
  Cults of binders are founded on forbidden, lost, or 
  transgressive knowledge that sets them apart from 
  conventional wisdom. While some cults meet regularly in 
  secret, assembling in private lodges or covert hideaways, 
  others do not meet at all, its members united only by a 
  shared philosophy or obscure dogma. Each cult keeps its 
  own mysterious rituals for induction, proceedings, and 
  most importantly, binding. As these occult secrets are 
  passed to binder initiates, they can master new, enigmatic 
  powers, unknown to all but their order. 
  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. 
   
   
  Spirit Arcana 
  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 
   
  
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  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 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. 
  Shape Void 
  Starting at 3rd level, you can bend the walls of the 
  universe, creating a small pocket of black voidstuff in its 
  
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  absence, and shaping it as you see fit. You can use the 
  following abilities: 
       Barrier. As an action, you warp the Void pocket into a 
  large obstruction, a 5-foot diameter sphere, at an empty 
  space you choose within 30 feet. For the next minute, while 
  you maintain concentration on this effect as a spell, nothing 
  can penetrate or move through this space. 
       Weapon. As a bonus action, you forge a shield, a set of 
  artisan tools, or any melee weapon that deals bludgeoning, 
  piercing, or slashing damage, made entirely out of 
  refractive voidstuff. These weapons count as magical or the 
  purposes of overcoming damage resistance and immunity. 
  You can have up to three of these constructions at a time, 
  each of which last for one hour before dissipating.  
  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 Fate 
  Beginning at 14th level, Erebus whisks you away to the 
  Void, rather than subjecting you to death. If you drop to 0 
  hit points and don’t die outright, you are instead teleported 
  to an endless demiplane adjacent to the Void. While there, 
  you are incapacitated. At the beginning of your next turn, 
  you return to the space you left or in the nearest unoccupied 
  space if that space is occupied. At this time, make a death 
  saving throw. On a failure, you drop to 0 hit points, begin 
  dying, and suffer a failed death save; otherwise, you drop to 
  1 hit point instead. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  This codex contains all the vestiges binders can commonly 
  call forth from the Void. Vestiges are listed by level and are 
  summarized on the following table. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Vestige Codex 
  Vestige 
  Level 
  Name 
  ROLE: Features 
  1st 
  Bluetongue, the Trickster 
  SOCIAL: Bonus skill proficiencies, bag of holding, disguise self 
  1st 
  Dyogena, The Spear of Sin 
  VERSATILE MELEE: Shield proficiency, temp HP, additional attack 
  1st 
  K'Sir, Thief Primeval 
  ROGUE: Sneak Attack, bonus actions, Stealth  
  1st 
  Lexicon, The First Word 
  WIZARD: Cantrips, 1st level spells, resistance to spell damage, languages 
  2nd 
  Asklepios, the Physician 
  HEALER: Healing, cure disease, +1d6 attack and damage, Medicine 
  2nd 
  Hou Yi, the Archer 
  ARCHERY: Extended range, Cha for ranged attacks, Perception 
  2nd 
  Tilo, the Colossus 
  HEAVY MELEE: Weapon proficiencies, enlarge, Cha for heavy weapons 
  3rd 
  Evocatia the Red 
  EVOCATION: Cantrip damage, fire spells, fire resistance 
  3rd 
  Orzi, the Maimed Duelist 
  FINESSE MELEE: Extra Attack, Cha for finesse weapons  
  3rd 
  Rostam, Armor Infernal 
  HEAVY ARMOR: Damage reduction, heavy armor, Intimidation 
  4th 
  Æglæca, Mother Mourn 
  DRUIDIC: Conjure animals, protect an ally, bonus damage when allies die 
  4th 
  La Diabelesse, the Devil Woman 
  CHARM AND FEAR: Hexes, change charm to fear, scare foe into attacking 
  4th 
  Nezare, the Broken One 
  HP SACRIFICE: Bonus HP, self-heal, sacrifice HP to deal bonus damage 
  5th 
  Elozahr the Blue 
  EVOCATION: Cantrip damage, cold spells, concentration bonus 
  5th 
  Korine, the Displaced  
  TELEPORTATION: blink at will, teleportation damage, dimension door 
  5th 
  Vortirrackt, the Outsider 
  REACH: Opportunity attacks, reach, bonus damage on successive hits 
  6th 
  Methuselah, Eldest Dead 
  NECROMANCY: Animate dead, false life at will, drain HP touch 
  6th 
  Mr. Joe, Master Puppet 
  MANIPULATION: Dominate spells, immunity to charm, false appearance 
  6th 
  Remus, Firstborn of the Wolf 
  BARBARIAN: Extra Attack, reaction attack, Fury: resistance and advantage 
  7th 
  City Miragic, the Dreaming Presence 
  PSIONICS: Telepathy, immunity to unconsciousness, psychic damage 
  7th 
  Sariel, the Fell Angel 
  FLIGHT: At-will flight speed, smite damage, avoid failed saves 
  8th 
  Carthin, the Runebreaker 
  ANTIMAGIC: Magic weapon, counterspell, dispel magic, antimagic field 
  8th 
  Döpple, the Archivist 
  MAGIC ITEMS: One consumable, one magic item, Intelligence skills 
  9th 
  Erebus, the Shadow Interminable 
  VOID: Resistance to damage, high damage touch 
  9th 
  Qadir, the Damned Djinn 
  WISH: Wish, movement speed 
   
  
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  1st-Level 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 and chuckled. 
       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 fire. The hunter 
  told the story of the shapeshifter, and the story spread into 
  legend and, eventually, into vestigehood. 
       Each time the story of Bluetonge is recorded, it is a little 
  different. None can say if the original story featured 
  Bluetongue's theft or even his fiery punishment; most every 
  aspect of it has changed with time. Accordingly, 
  Bluetongue's vestige appears as a blur of ever-shifting 
  appearances, with the sole constant of its unchanging, 
  serpentine tongue. 
       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." 
  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 god's 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 
   
  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. 
   
  
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  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, remember a convoluted 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 a effigy of her sins: it is a 
  twisted creature wearing soldier's armor, but is 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." 
  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 
   
  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. 
   
   
  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 within 5 feet of two or more allies who 
  aren’t incapacitated, hostile creatures cannot have 
  advantage on attack rolls against you.  
  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 while you are bound to Dyogena. 
  Immediately after you take damage from a melee 
  attack, you can use your reaction to gain a number of 
  temporary hit points equal to your Charisma 
  modifier, which last until the beginning of your next 
  turn. 
   
  
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  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 convoluted today. Though, if the legends are true, 
  only 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." 
  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, who gathered 
  the Words of Creation scattered by K'Sir, 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 
  along the primordial deities. He believed that his people 
  would record his name forever, extolling his virtues in the 
  annals of history; sadly, this was not the case. 
       In time, 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. 
       Flaw. While bound to this vestige, you have the 
  following flaw: “I obsessively write down and record new 
  information.” 
   
  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.  
  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. 
   
   
  BINDERS AS SPELLCASTERS 
  A binder conjures up their magic from the deepest 
  pits of their souls, in much the same way that a 
  creature with innate magic does. Despite this, 
  binders are still considered spellcasters for the 
  purposes of spells and effects which target them. 
  Similarly, all effects granted to them by vestiges, 
  including the vestige traits, cease while in an 
  antimagic field or similar effect. 
       Furthermore, spells offered by a vestige are cast at 
  their lowest level, unless otherwise specified.  
   
  
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  2nd-Level Vestiges 
  Asklepios, the Physician 
  The father 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. 
  Asklepios apprenticed in the art of healing under his 
  adoptive father, but did not surpass the dull thinking of his 
  peers until a wise snake taught him the secrets of Medicine. 
      While Asklepios was walking through the woods, he 
  deeply punctured his leg on a splintered log. A wise serpent 
  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. 
       Asklepios learned much from the serpent and 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. 
       Ironically, when the bolt of lightning struck Asklepios, 
  the salve he carried resurrected him. Lightning struck again 
  and again, slaying Asklepios dozens of times until the salve 
  was depleted. 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)" 
   
   
   
   
   
   
   
  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. 
  DOCTOR’S ORDERS 
  As a bonus action, you can use your borrowed 
  anatomical knowledge to point out the most vital 
  area to strike a creature within 60 feet. The next 
  attack made against that creature before the start of 
  your next turn adds 1d6 to its attack and damage roll. 
  This ability has no effect on constructs, elementals, 
  oozes, and undead. 
  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 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. You can use your action to touch a 
  living humanoid with the serpent-coiled item, 
  restoring one hit point and ending one disease 
  afflicting the creature. 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. 
       Additionally, Asklepios's serpent whispers 
  knowledge 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. 
   
  
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  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 could not slay 
  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)” 
   
   
   
   
   
   
   
   
   
   
   
   
   
  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 
   
  THE ARCHER 
  2nd-level vestige 
  BONUS PROFICIENCIES 
  While bound to Hou Yi, you gain proficiency with 
  blowguns, hand crossbows, heavy crossbows, 
  longbows, and nets. Additionally, your long range 
  with ranged and thrown weapons is doubled. 
  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. 
   
  
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  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 off the royal guard fell, Tilo alone 
  held the breach, and held it true for seven days and seven 
  nights. 
       In life, he was tiny, but Tilo 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." 
  3rd-Level Vestiges 
  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.  
   
  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. 
   
   
  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.  
  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: heat metal, fireball  
  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. 
   
  
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       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 and found their school together. But Evocatia saw 
  that the scoundrel Elozahr brought with him 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.” 
  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 despite having lost 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 arm. 
       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." 
  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 
   
  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. 
   
  
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  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, and many spikes 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. Rostam's vestige is 
  therefore 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." 
   
  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. 
   
  
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  4th-Level Vestiges 
  Æglæca, Mother Mourn 
  An ancient druid whose son, Grendel, was brutally slain, 
  Mother Mourn offers her binders her boundless grief and 
  command over nature. 
       Legend. A powerful druid of the lake, Æglæca was a 
  mother, first and foremost. Though she was beautiful, her 
  son Grendel was born deformed and feeble-minded. She 
  loved him without reservation, as she loved the plants and 
  animals of her domain, and they lived happily in her 
  sanctum beneath the lake. 
       One fateful day, Grendel heard the sounds of music and 
  revelry from a nearby keep. The men there were celebrating 
  the accomplishments of their most savage warrior, 
  Beowulf, and when they saw Grendel, they thought him to 
  be a monster and beat him to death. In grief and rage, 
  Æglæca descended on the keep, slaying every warrior she 
  found, but Beowulf the murderer eluded her grasp. She 
  returned with her son's corpse and burned him on a pyre at 
  the lakeside. With his ashes mixing in the air and water, the 
  land turned sour, crops withered, and livestock died. 
       Eventually, Beowulf descended into Æglæca's sanctum 
  with his blade to slay the monster's mother and avenge his 
  comrades, but he did not find a battle waiting for him; 
  Æglæca already laid dead, having drank a measure of 
  poison. Beowulf claimed victory (and even decapitated 
  Æglæca as a trophy), but nothing he could do would halt 
  the blight wrought by Grendel and his Mother, which 
  proceeded to consume the kingdom. 
       Most histories tell a twisted version of the tragedy of 
  Æglæca and Grendel, painting Beowulf as a blameless hero 
  that battled monsters and saved his land from destruction. 
  Alas, the vestige of Mother Mourn remembers: she 
  eternally cries for her lost son and curses anyone who raises 
  a sword. 
       Bond. While bound to this vestige, you gain the 
  following bond: “I will stop at nothing to prevent harm 
  coming to anyone within my charge.” 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  MOTHER MOURN 
  4th-level vestige 
  LANGUAGE OF THE LAKE 
  You know Druidic, the secret language of druids. You 
  can speak the language and use it to leave hidden 
  messages. You and others who know this language 
  automatically spot such a message. Others spot the 
  message's presence with a successful DC 15 Wisdom 
  (Perception) check but can't decipher it without 
  magic.  
  MOTHER'S EMBRACE 
  As a bonus action, you can extend the Mother’s 
  protection to another willing creature you can see 
  within 60 feet. Until you end this effect on your turn 
  (no action required), the target has advantage on 
  saving throws and any healing they receive is 
  maximized. If the target takes damage, you must use 
  your reaction (if available) to halve the damage they 
  take. You can only target one creature with this ability 
  at a time. 
  NATURAL MAGIC 
  While bound to Æglæca, you can cast the following 
  spells without using spell slots or spell components: 
  At will: speak with animals, water walk (self only) 
  1/day each: animal friendship, conjure animals 
  1/day any: conjure minor elementals or conjure 
  woodland beings  
  You regain all expended uses when you finish a long 
  rest.  
  TRAIT: BITTER TEARS 
  While bound to Mother Mourn, your eyes always 
  stream with tears. Whenever a friendly creature within 
  60 feet of you drop to 0 hit points or dies, these tears 
  become blood. Until the end of your next turn, you 
  can add your Charisma modifier to the damage of 
  spells you cast. If the creature was under the effect of 
  your Mother’s Embrace ability, you also have 
  advantage on attack rolls you make until the end of 
  your next turn. 
   
  
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  La Diablesse, 
  the Devil Woman 
  A creature of equal enthralling beauty and terrifying 
  ugliness, the Devil Woman offers her binders powers over 
  enchantments.  
       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 is said 
  to have cut a striking figure in the latest fashion, with a 
  flowing dress and wide-brimmed hat. Intoxicated and 
  infidelitious men at the festival 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 that 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 resembling 
  that of a cow. The terrified and disoriented men that saw 
  her usually became hopelessly lost, plunging into ravines or 
  falling prey to wild animals by sunrise. 
       Though the stories paint the Devil Woman as little more 
  than a cunning monster, she once was an ordinary woman 
  that was horribly cursed. The circumstances before her 
  curse, however, are muddled by the passing of centuries. 
  Perhaps she was once a beautiful maiden, cruelly punished 
  for her infidelity by a vengeful witch. Or perhaps she was 
  the victim of a poorly-worded wish or infernal pact that 
  saw her exchange her natural beauty for unnatural 
  enchantment magic. Regardless, it seems her vestige only 
  remembers the abhorrent monster she became, manifesting 
  as a hideous figure wrapped in beautiful garb to conceal her 
  face and cloven foot. 
       Flaw. When you bind this vestige, you gain the 
  following flaw: "I constantly seek validation from others, 
  especially in regard to my appearance."  
  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  
   
  THE DEVIL WOMAN 
  4th-level vestige 
  HEXES 
  Whenever you roll initiative, you can use either the 
  Beguile or Scare ability below. These abilities require 
  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. If one of these abilities is active, you can use 
  your bonus action to cackle loudly, extending its 
  duration for one round. 
       Beguile. 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 charmed by 
  you until the end of your next turn. 
       Scare. 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.  
  WAKING NIGHTMARE 
  As an action, you can project a horrifying image of the 
  Devil Woman into the mind of a creature you can see 
  within 60 feet. This creature makes a Wisdom saving 
  throw and has disadvantage on the save if it is 
  charmed by you or frightened of you. On a failed 
  save, the creature must use its reaction to make a 
  weapon attack against a target of your choice that it 
  can see within 5 feet of it. If there is no target within 
  range, this ability has no effect.  
  SPELLBIND 
  While bound to La Diablesse, you can cast the 
  following spells without using spell slots or spell 
  components: 
  2/day: darkness 
  1/day each: fear, phantasmal killer, suggestion 
  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 instead be 
  charmed by you, or vice versa. 
   
  
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  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." 
   
  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. 
   
  
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  5th-Level Vestiges 
  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 flame. 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 found their school together. 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.” 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  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.  
  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. 
   
  
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  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." 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  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. 
  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. 
   
  
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  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 a circular 
  mouth of razor-sharp teeth, and six sickeningly long limbs, 
  each with one joint more than a terrestrial creature and a 
  clawlike barb 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 rift beneath a great 
  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." 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  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 CLAWS 
  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. 
   
  
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  6th-Level Vestiges 
  Methuselah, Eldest Dead 
  A man who grew so old that he slipped between life and 
  unlife, Methuselah grants his binders authority over undead 
  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.” 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  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.  
  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 DRAIN 
  While bound to Methuselah, you appear dramatically 
  aged and you can draw life and youth from those you 
  touch. You voice descends into a hoarse rasp, your 
  hair grows white, deep wrinkles appear in your skin. 
  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. 
   
  
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  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, a series of games. Among 
  the contestants was a puppeteer and 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, who provided 
  commentary and banter to his routine. 
       Despite his gimmick, Hogarth did not perform well in 
  the contest, only barely avoiding elimination in many of the 
  games of bluffing and chance. At last, when only ten 
  constants remained, each were given a unique insignia ring 
  for the final trial. 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, 
  the 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." 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  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.  
  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. 
   
  
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  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. It seems that, despite their 
  godly power, the two could never decide on anything. But 
  most of all, they quarreled over their legacy. Remus wanted 
  to conquer the city-states from which the two of them had 
  be cast off as infants, but Romulus had resolved to found 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 instead 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. Though 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.” 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  FISRTBORN 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 
  of a lycanthrope: coarse hair covers your body, your 
  nose lengthens, your fingernails lengthen into claws, 
  and your teeth sharpen. You can use your claws and 
  teeth to make unarmed strikes, which deal slashing 
  damage equal to 1d4 + your Strength modifier, 
  instead of the bludgeoning damage normal for an 
  unarmed strike. 
       Furthermore, you are possessed with a 
  lycanthrope’s fury. 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. 
   
  
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  7th-Level Vestiges 
  City Miragic, 
  The Dreaming Presence 
  An otherworldly presence encountered in the Dream City 
  Miragic, this vestige offers its binders power only found in 
  its subliminal realm. 
       Legend. For centuries, perhaps since the dawn of time, 
  people have fallen asleep and traveled to the City Miragic, 
  a cyclopean dreamscape of twisting alleyways and 
  breathtaking vistas. The streets of Miragic defy reason, the 
  wild scale and impossible geometries of its buildings strain 
  the waking mind, but the loose logic of dreamers who walk 
  the city’s streets protect them from its maddening features. 
       Instead, most who dream of the City Miragic become 
  obsessed with something at the city’s center: an enigmatic 
  presence that draws them ever forward, down ever stranger 
  alleys of the dream. They might sketch wild street maps 
  upon waking, or dread falling asleep and returning to that 
  place, but all who dream of the City Miragic eventually 
  travel its center and encounter its entity. Many never wake 
  again. Those who do have no memory of dreaming of such 
  a place. 
       Of course, the City Miragic is not a real place; it bears 
  no mark on a map, but the compelling entity at its center 
  must truly dwell somewhere, else the shared Dreaming City 
  could not have drawn people in for centuries. The city even 
  has a singular vestige, doubtless belonging to that 
  enigmatic presence at the city’s center, whose wordless 
  beckoning nevertheless echoes through the mind. 
       Flaw. While bound to this vestige, you gain the 
  following flaw: "I'm possessed by the paranoid dread that 
  something out there has inimical designs on my life."  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  THE DREAMING PRESENCE 
  7th-level vestige 
  TELEPATHY 
  You have telepathy, the magical ability to 
  communicate mentally with another creature within 
  60 feet. The contacted creature doesn’t need to share 
  a language with you to communicate telepathically, 
  but it must be able to understand at least one 
  language. A creature without telepathy can receive 
  and respond to telepathic messages but can’t initiate 
  or terminate a telepathic conversation. 
       You don't need to see a contacted creature, but 
  you need to be aware of the creature to contact it. 
  You can end the telepathic contact at any time. The 
  contact is broken as soon as you and the contacted 
  creature are no longer within range of each other or if 
  you contact a different creature within range. You can 
  initiate or terminate a telepathic conversation without 
  using an action, but while incapacitated, you can’t 
  initiate telepathic contact, and any current contact is 
  terminated.   
  DAYDREAMING 
  Whenever you would fall unconscious, you instead 
  remain conscious in a dreamlike state. You have 
  disadvantage on all attack rolls and ability checks you 
  make. Furthermore, if you were concentrating on a 
  spell, you lose concentration. If you fall unconscious 
  as a result of dropping to 0 hit points, you still must 
  make death saving throws, and you suffer the normal 
  effects of taking damage while at 0 hit points.   
  SUBLIMINAL BLAST 
  While you are bound to the City Miragic, as an action, 
  you can emanate a projection of the Presence into 
  other creatures’ minds, fracturing their psyches. Each 
  creature you choose within a 30-foot cone must make 
  an Intelligence saving throw. On a failed save, a 
  creature takes 5d8 psychic damage is stunned until 
  the beginning of your next turn; on a success, a 
  creature takes half as much damage and is not 
  stunned. Once you use this ability, you can’t use it 
  again until you finish a long rest.  
  TRAIT: OUTER THING 
  While bound to the City Miragic, you take on a 
  distorted aspect: numerous, spider-like digits, 
  additional eyes on the head, and a flattened nose― 
  traits which became more exaggerated when you cast 
  a spell. Once on each of your turns when a creature 
  fails a saving throw against one of your spells or 
  vestige features, you can deal 2d8 psychic damage to 
  the creature. 
   
  
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  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.”  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  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. 
   
  
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  8th-Level Vestiges 
  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, 
  returning with a seething resentment in his chest. 
       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 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." 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  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.   
  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. 
   
  
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  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.” 
   
   
   
   
   
   
   
   
   
   
   
   
  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 bound to Döpple, you can put 
  on or take off these spectacles as an interaction on 
  your turn. 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. 
   
  
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  9th-Level Vestiges 
  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." 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  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. 
   
  
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  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, until 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. 
       Little did Qadir know, War’Red was a cutthroat and a 
  thief, with no love of his fellow man. First, War’Red 
  wished to become a tyrant, who enslaved his enemies and 
  domineered his allies. Reluctantly, Qadir agreed, and in a 
  flash, War’Red became the brutal despot of his land. 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.” 
   
   
   
   
   
   
   
   
   
   
   
   
   
  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 1st-level vestige of your choice. 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. 
   
  
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  Variant Rules 
  Use these variant rules to add some additional complexity 
  to the binder and their vestiges, or to subtly tweak the 
  class’s balance.  
  Variant Rule:  
  Ancient Grudges 
  The vestiges called upon by binders are as embittered as 
  they are venerable. Though their lives were a flash in the 
  scheme of history, they remember every slight, ever wrong 
  done to them in their lives; some of them even remember 
  others who would become vestiges themselves. The 
  following vestiges are incompatible with one another; you 
  can cannot bind two incompatible vestiges at one time. 
  • K'Sir, Thief Primeval; Lexicon, the First Word 
  • K'Sir, Thief Primeval; Qadir, the Damned Djinn 
  • Dyogena, the Spear of Sin; Nezare, the Broken One 
  • Orzi, the Maimed Duelist; Rostam, Armor Infernal 
  • Evocatia, the Red; Elozahr, the Blue 
  • Korine, the Displaced; Vortirrackt, the Outsider; 
  Carthin, the Runebreaker 
  • Sariel, the Fell Angel; Erebus, the Shadow 
  Interminable 
  Variant Rule: No Dipping 
  Unraveling the matter of your soul enough to bind a vestige 
  is an ordeal demanding real commitment on the part of a 
  binder to-be. When you take a level in the binder class, you 
  can't take levels in another class until you have at least two 
  binder levels. 
  Variant Rule:  
  Variant Weapons 
  The weapon proficiencies offered by vestiges might not be 
  appropriate in all campaigns. For example, campaigns with 
  a focus on firearms or blasters can replace Bonus 
  Proficiencies traits with more appropriate martial ranged 
  weapons. For general proficiency guidelines: 
  • Dyogena grants proficiency with martial versatile 
  weapons. 
  • K’Sir grants proficiency with martial finesse weapons 
  that do not have reach. 
  • Hou Yi grants proficiency with martial ranged 
  weapons. 
  • Tilo grants proficiency with all martial weapons. 
  • Rostam grants proficiency with one-handed martial 
  weapons that are not finesse. 
  • Orzi grants proficiency with martial finesse weapons 
  and one-handed martial ranged weapons. 
  Variant Rule: Reliquaries 
  The spirits of vestiges are faint, distant voices from across 
  the multiverse, which even experienced binders have 
  trouble hearing. Instead of reaching out with occult rituals, 
  arcane circles, and esoteric chants, some binders instead 
  procure reliquaries, physical trinkets with a connection to 
  vestiges. Such items range from scraps of ancient tapestries 
  recording a vestige's life to actual physical scraps of bone 
  from a vestige’s bodies. 
       Binders who use reliquaries can only bind vestiges for 
  which they have some sort of trinket. They have a number 
  of reliquaries equal to their binder level plus 1. 
  Variant Rule: Special 
  Binding Requirements 
  Some vestiges only heed the call of binders who approach 
  them with special offerings or summon them with 
  antediluvian rituals. 
       Æglæca. Mother Mourn will always respond if her 
  favorite meal, a plate of berries, is laid out for her. 
       Asklepios. A healer by nature, Asklepios will only 
  attend to binders who suffer from an injury or illness. As 
  such, cutting one's hand with a knife of falsifying the 
  symptoms of a deadly disease might be in order. 
       Bluetongue. Even with his shape-shifting nature, 
  Bluetongue possesses profound vanity. He prefers binders 
  which hide their own faces or chew on berries to color their 
  tongues blue. 
       Carthin. Discard all magic items, spellbooks, and wands 
  before conjuring Carthin, for he will ignore the call of 
  anyone with the look of a spellcaster. 
       City Miragic. The City Miragic is contacted not when 
  the binder awakens, but in their dreams before they arise. 
  As such, it is always the first vestige bound any given day, 
  as the binder must walk the streets and plazas of that 
  forgotten city all night beforehand. 
       Döpple. Döpple only requires a formal invitation in 
  writing from his binders. Naturally, honorifics and 
  formatting conventions must be upheld. 
       Dyogena. Binders which conjure Dyogena must address 
  her by rank. Ever after millennia in the Void, she remains a 
  soldier. 
       Elozahr. Binding Elozahr requires no special 
  preparation, but his conjuring is accompanied by 
  
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  plummeting temperatures, which grow cold enough to 
  produce icicles and frost before the blue wizard appears. 
       Erebus. Erebus can only be summoned in a space of 
  complete darkness. Even a single ray of light expels her 
  presence, which is that of a yawning Void, deeper and more 
  fathomless than the darkness in which she is contacted. 
       Evocatia. To summon Evocatia, you must build a fire 
  and set a small effigy alight. This signifies to her that you, 
  like her, you desire to scorch away your enemies. 
       Hou Yi. Most often, Hou Yi must be tricked to respond 
  to a binder. An offering such as a “draught of immortality” 
  or a “missive from the moon” will suffice to pique his 
  interest. 
       Korine. Binding Korine involves placing a mark of 
  divination on a mirror before smashing it. She can be seen 
  in the fractured reflections beyond. 
       K'Sir. Ever the thief, K'Sir demands an offering of coins 
  before making an appearance. A few copper pieces are 
  sufficient, but his demands sometimes extend to as much as 
  a gold pieces, all of which is taken with him to the Void. 
       La Diablesse. The devil woman always appears before 
  men, but only appears before women when her sign is 
  placed at a crossroads. 
       Lexicon. Contrary to what intuition might suggest, 
  Lexicon longs for an offering of burning pages. In ages 
  long past, such an offering was of priceless worth. 
       Methuselah. In his advanced age, Methuselah went 
  fully blind, and cannot to this day see the signs left by 
  binders. His binding ritual is entirely verbal, a lengthy 
  series of chants which replicate elements like summoning 
  circles and magic runes. 
       Mr. Joe. Evidently a lover of jesters and comedians, Mr. 
  Joe must hear a new joke before answering a binder's call. 
       Nezare. Nezare only responds to those who honor his 
  twisted sense of righteousness and sin, by breaking a holy 
  symbol, costing a pair of nails in blood, or raking one's skin 
  with thorns. 
       Orzi. As part of his binding ritual, it's customary to offer 
  Orzi the severed left hand from an animal, which rises up to 
  complete the Maimed Duelist in place of his missing limb. 
       Qadir. The vestige of the Damned Djinn manifests in 
  the steam from a large basin being brought to a rolling boil. 
       Remus. Remus will not respond to any binder that lays 
  his summon sign in a building or within the bounds of a 
  town or city. 
       Rostam. Summoning Rostam is nearly identical to 
  conjuring a demon to strike a warlock's pact, blood offering 
  and all. 
       Sariel. Binders must carry a knife when summoning 
  Sariel to sever his wings directly from his back. 
       Tilo. Tilo's staggeringly large vestige can only be 
  conjured in a contained space with a tall ceiling, such as a 
  cave or cathedral. He seems to grow to fill the space's 
  height. 
       Vortirrackt. To bind Vortirrackt, you must dig a large 
  pit, from which the beast appears to crawl out from when 
  summoned. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
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  License 
  This material is being released under the Open Gaming License.  
  OPEN GAME LICENSE Version 1.0a  
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights 
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  Binder Playtest Copyright 2019, Mage Hand Press; authors Michael Holik 
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