The Binder
Level Proficiency Bonus Features Vestige Slots Maximum Vestige Level Pact Augmentations
1st +2 Soul Binding 1 1st
2nd +2 Pact Augmentation, Suppress Sign 1 1st 1
3rd +2 1 2nd 1
4th +2 Ability Score Improvement 1 2nd 1
5th +3 Pact Mastery 1 3rd 2
6th +3 Soul Guardian 1 3rd 2
7th +3 1 4th 2
8th +3 Ability Score Improvement 2 4th 2
9th +4 Soul Guardian Improvement 2 5th 2
10th +4 2 5th 3
11th +4 Pact Mastery Improvement 2 5th 3
12th +4 Ability Score Improvement 2 6th 3
13th +5 2 6th 3
14th +5 Ability Score Improvement 3 6th 3
15th +5 3 7th 3
16th +5 Ability Score Improvement 3 7th 4
17th +6 3 7th 4
18th +6 Pact Mastery Improvement 3 8th 4
19th +6 Ability Score Improvement 3 8th 4
20th +6 Recharge Boost 4 8th 5

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
  • Weapons: Simple weapons
  • Tools: None

  • Saving Throws: Constitution, Charisma
  • Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion
    
    

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) five javelins or (b) any simple melee weapon
  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) an explorer's pack or (b) a scholar's pack
  • Leather armour and two daggers

Or if you are using starting wealth, 5d4 x 10 gp

Soul Binding

Through special methods known only to binders, you can contact a vestige and make a pact with it. At 1st level, you can make a pact with one vestige at a time. At higher levels, you can form and maintain pacts with multiple vestiges simultaneously, as shown in the Vestige Slots column of the Binder table. You must complete the summoning and binding process with each separately, so each has its normal chance to influence you. You bear the physical sign of binding for each one. Your binder level determines the maximum level of vestige you can summon, as seen in the Maximum Vestige Level column of the Binder table. If the vestige you are trying to contact is of a higher level than your indicated maximum, you cannot summon it.

To contact a vestige, you must draw its unique seal visibly on a surface (generally the ground), making the image at least 5 feet across. Drawing a seal requires the ability to mark a surface and 1 minute of concentration. A seal not used within 1 minute of its drawing loses all potency, and you must draw a new one to contact the vestige. A vestige might also have other requirements for contact, as noted in its entry.

Once the seal is drawn, you must perform a ritual requiring two rounds to summon the corresponding vestige. During this time, you must touch the seal and call out to the vestige using both its name and its title. The ritual fails if you cannot be heard (for example, if you are within the area of a silence spell). Otherwise, a manifestation of the vestige appears in the seal's space as soon as you finish the ritual. This image is not the actual vestige; it is merely a figment ─ an illusion that cannot harm or be harmed by any creature. Creatures that interact with the image or study it carefully automatically recognize it as illusory. The summoned image ignores everyone but you. If you fail to address it within 1 round, it disappears. The vestige speaks in whatever language you used to call it.

To make a pact with your summoned vestige, you must make a binding check (1d20 + your proficiency bonus + your Charisma modifier). This process requires 1 minute, but you can choose to make a rushed binding check as an action at disadvantage, and without your proficiency bonus. The DC for this check is provided in the description of each vestige. You must make your perilous pact alone; others cannot aid you in any way.

Whether the binding check succeeds or fails, you gain the powers granted by the vestige for 24 hours. During that time, you cannot rid yourself of the vestige unless you possess the Expel Vestige feature. Success or failure does, however, determine other aspects of the pact. If you fail the binding check, the vestige influences your personality and your actions, and you are said to have made a poor pact. (Specifically, the vestige's presence changes your general demeanor, and it can force you to perform or refrain from certain actions.) If your binding check is successful, the vestige has no control over your actions and does not influence your personality. In this case, you are said to have made a good pact.

While under the influence of a vestige, you must adhere to its requirements to the best of your ability. If you are conscious and free-willed, and you encounter a situation in which you cannot or will not refrain from a prohibited action or perform a required one, you suffer a -1 penalty on attack rolls, saving throws, and ability checks until that vestige leaves you. If you are influenced by more than one vestige, you must act according to all their influences. If you fail to fulfill the requirements of more than one vestige or disobey a single vestige more than once, the penalties stack.

As long as you are bound to a vestige, you manifest a specific physical sign of its presence, as given in its entry. This sign is real, not an illusory or shapechanging effect, and someone using true seeing perceives it just as it is. You can hide a sign by mundane or magical means without penalty, or you can prevent it from appearing at all if you have the suppress sign feature.

Vestiges are bound to your soul by the pact. They cannot be targeted or expelled by any means except the Expel Vestige feature, nor can they be suppressed except by an antimagic field or similar effect.

The Difficulty Class for a saving throw against any supernatural power granted by a vestige is equal to 8 + your proficiency bonus + your Charisma modifier.

Pact Augmentation

Beginning at 2nd level, you can draw additional power from the vestiges you bind. As long as you are bound to at least one vestige, you can choose one ability from the following list. Each time you rebind a vestige, you also reselect your pact augmentation ability.

As you attain higher levels, you can make additional selections from the list. You gain one additional ability as shown on the Pact Augmentations column of the Binder table. You can choose a single ability multiple times, and their effects stack. For instance, at 16th level you could choose bonus hit points twice and energy resistance twice, gaining 10 hit points and resistance to fire and cold damage.

Pact Augmentations
Feature
Hit Point Maximum increases by 5
Resist one of; Acid, Cold, Fire, Lightning, or Thunder
+1 on two types of saving throw (Max +2)
Increase AC by 1 (Max 2)
+1 to attack rolls (Max +2)
+1 to damage rolls (Max +2)
+2 to initiative rolls (Max +4)

Suppress Sign

Starting at 2nd level, when you make a good pact, you can choose not to exhibit the physical sign that normally accompanies a pact with a vestige. You can suppress or reveal the sign at will as a bonus action. With a poor pact, you gain the powers of the vestige, but you cannot suppress its sign. You show it for the duration of the pact and are influenced by it as normal.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 14th, 16th, and 19th level, you can increase one 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.

Pact Mastery

Starting at 5th level, you can attempt to expel a vestige to which you are bound. To do so, you must draw its seal and go through the entire process of summoning it again. If you succeed on the new binding check, you expel the vestige before it would normally leave you, and you can summon a different one to replace it if you wish. Regardless of your success or failure in expelling the vestige, you suffer disadvantage on your next binding check with any vestige, and apply the same penalty on your binding check the next time you summon the vestige you expelled.

You can use this feature only once before you must finish a long rest to use it again.

Starting at 11th level, you are skilled enough that you need not attend to the special requirements to summon and make a pact with vestiges that would otherwise have them.

Starting at 18th level, you add twice your proficiency bonus to binding checks you make.

Soul Guardian

Beginning at 6th level, you have immunity to the frightened condition as long as you are bound to a vestige. As you attain higher binder levels, the vestige guards its time with you even more jealously, granting you protection from additional effects that would harm your soul and life energy for as long as the pact lasts.

Starting at 9th level, you can wriggle free from magical effects that would otherwise control or compel you. If you fail your saving throw against an enchantment spell or effect, you can attempt it again 1 round later at the same DC. You get only this one extra chance to succeed on your saving throw.

When you attain 19th level, your bound vestiges completely protect your mind, granting you immunity to all mind-affecting spells and abilities.

Recharge Boost

Once you reach 20th level, when a power from a vestige you bind would refresh after 5 rounds, it refreshes after 4 rounds instead.

List of Vestiges

There are quite a few vestiges that a binder can bind themselves to. Here is a list of the ones that will be available in this document.

Level 1 Vestiges

  • Amon
  • Aym
  • Leraje
  • Naberius
  • Ronove

Level 2 Vestiges

  • Dahlver-Nar
  • Haagenti
  • Malphas
  • Savnok

Level 3 Vestiges

  • Ahazu
  • Andromalius
  • Focalor
  • Karsus
  • Paimon
  • Primus

Level 4 Vestiges

  • Agares
  • Andras
  • Arete
  • Astaroth
  • Buer
  • Cabiri
  • Diabolus
  • Eurynome
  • Kas
  • Tenebrous
    
    

    Level 5 Vestiges

  • Acererak
  • Balam
  • Dantalion
  • Geryon
  • Otiax

Level 6 Vestiges

  • Chupoclops
  • Desharis
  • Haures
  • Ipos
  • Shax
  • The Triad
  • Vanus
  • Zagan
  • Zceryll

Level 7 Vestiges

  • Ansitif
  • Eligor
  • Marchosias

Level 8 Vestiges

  • Abysm
  • Ashardalon
  • Halphax
  • Orthos

Abysm, the Schismed

Vestige Level: 8th

Binding DC:

Special Requirements:

Influence:

Sign:

Manifestation:

Granted Abilities:

Acererak, the Devourer

Vestige Level: 5th

Binding DC: 20

Special Requirements: You must place a gem about the size of a human tooth or eye in the center of Acererak's seal. This gem is not used up in the summoning process, nor does it move from where you placed it, despite the manner in which Acererak manifests.

Influence: While under the influence of Acererak, you gain the following flaw: "I have a strong hunger for influence and supremacy." If you have the opportunity to fill a power void, Acererak requires you seize that power. You might impersonate a missing official, take command of a militia without a leader, or use your own ability to seize power.

Sign: A gem replaces one of your teeth. If removed, the gem reverts to a normal tooth, and a new gem appears in its place.

Manifestation: The gem you placed within the seal appears to float up into the air to the height of your head. Dust swirls in from the surrounding air and up from the ground to coalesce about the gem, forming a yellowed human skull with the jewel as a tooth or an eye. A moment later, other gems wink into being, so that each eye socket and the space of every tooth is occupied by a shining diamond, ruby, emerald, or sapphire. The jewels glow briefly with an inner light and then Acererak speaks, his dry voice filled with contempt.

Granted Abilities: While bound to Acererak, you gain powers that the great lich held in his legendary unlife.

Detect Undead You can cast locate creature at will, but only to detect undead.

Hide from Undead As an action, you can hide from undead. As a result, for the next minute, you are considered invisible to undead creatures, unless they succeed on a Wisdom saving throw.

Lich's Energy Immunities You gain resistance to cold and lightning damage.

Paralysing Touch As an action, you can attempt to paralyse a living foe. Make a melee spell attack within your range. If the attack hits, the target must make a Constitution save. On a failed save, they become paralysed for a number of rounds equal to half your binder level. At the end of an affected creature's turn, they can repeat the save, ending the effect on a success. Once you have used this ability, you must wait 5 rounds before doing so again.

Speak with Dead You can question the dead by casting speak with dead at will.

Undead Healing You are healed by negative energy. You are immune to necrotic damage, and are healed for half the necrotic damage that would otherwise be dealt.


Agares, Truth Betrayed

Vestige Level: 4th

Binding DC:

Special Requirements:

Influence:

Sign:

Manifestation:

Granted Abilities:

Ahazu, the Seizer

Vestige Level: 3rd

Binding DC: 15

Special Requirements: You must draw Ahazu's seal on the surface of one of the Pools of Darkness, found at the bottom of the Wells of Darkness, found on the seventy-third layer of the Abyss.

Influence: Ahazu's avarice infects you, giving you the following flaw: "I steal small, precious objects whenever the opportunity presents itself, if I feel I can do so without getting caught." This covetousness extends to the lives of your enemies as well. If possible, you must try to imprison your enemies alive in a dark hellhole, rather than kill them or let them escape. If you allow an enemy to escape, you become wracked with anger and suffer disadvantage on all Charisma-based checks as long as you remain under Ahazu's influence.

Sign: Your skin becomes cold to the touch, and the inside of your mouth is cloaked in absolute darkness, and periodically expels clouds of black smoke.

Manifestation: Ahazu's manifestation begins as a sphere of darkness that slowly expands in radius. In the depths of the sphere, Ahazu's form slowly takes shape, revealing a dark-skinned, naked humanoid shape with bat-like wings, an elongated head, and arms akin to that of a bodak. His legs trail away into nothingness and his skin is smooth and devoid of obvious features. The Seizer's mouth, which is filled with hundreds of needle-sharp fangs, yawns under a pair of sunken eyes which have partially withdrawn into his skull.

Granted Abilities: Ahazu grants you abilities that reflect his demonic origins, his exile in the void, and his obsession with abduction.

Ahazu's Abduction: You can speak Ahazu's name to shunt a creature within 30 feet of you into the void between the planes. The target creature may resist the abduction by making a Wisdom saving throw. If the creature resists this abduction, you may not target him again with this power for 24 hours. Once a creature is abducted, it remains trapped in the void for 1 round, effectively losing its action on that round of combat. You can use this ability at will.

Ahazu's Touch: You can touch a creature and cause them to be cloaked in a cold, cloying miasma of greasy darkness. They must make a Wisdom saving throw or take 3d8 necrotic damage, or 6d6 necrotic damage if they are a celestial. If they fail the save, they become poisoned for 1d4 rounds. Once you use this ability, you cannot do so again for 5 rounds.

Blindsight: You have blindsight to a range equal to 5 feet per binder level (maximum 100 feet).

Void Mind: As an action, you can withdraw your mind and soul into the void beyond the boundaries of the planes, rendering you immune to powers that affect the mind or soul as long as Ahazu remains bound to you. If you die while employing this granted power, you cannot be brought back to life with a raise dead or resurrection spell.

Amon, the Void Before the Altar

Vestige Level: 1st

Binding DC: 15

Special Requirements: If you are bound to Chupoclops, Eurynome, Karsus, or Leraje, Amon refuses to appear.

Influence: While you are influenced by Amon, you gain the following flaw: "I am irritable and surly towards everyone." Amon despises living deities of fire, sun, and law. When a beneficial spell is cast by a cleric of such a god, you must make a saving throw to resist the effects (A failed save allows the spell to be cast upon you).

Sign: You grow a ram's curling horns.

Manifestation: Amon manifests in a burst of black smoke, howling foul curses at his summoner. He possesses a black wolf's body with a ram's head and a serpent for a tail. His mouth is filled with sharp teeth, and fire escapes when he speaks.

Granted Abilities: Amon grants you his sight and his breath, in as well as the deadly use of his horns.

Darkvision. You gain darkvision out to 60 feet. If you already have Darkvision, its range extends by 60 feet.

Fire Breath. You can use your action to exhale a line of fire. It is 5 feet wide, and 20 feet long (30 feet long at 5th level, 40 feet long at 9th level, 50 feet long at 13th level, and 60 feet long at 17th level).

When you use this fire breath, each creature in the area of the exhalation must make a Dexterity saving throw. A creature takes 2d6 damage on a failed save, and half as much on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your breath weapon, you can’t use it again until 5 rounds have passed.

Ram Attack. You can use the horns that are Amon's sign as a natural weapon, which deal 1d6 bludgeoning damage. When you move 20 feet in a straight line towards your target before making an attack with these horns, you deal an extra 1d8 damage with them. You can not use this ability if you are supressing Amon's sign.

Andras, the Grey Knight

Vestige Level: 4th

Binding DC:

Special Requirements:

Influence:

Sign:

Manifestation:

Granted Abilities:


Andromalius, the Repentant Rogue

Vestige Level: 3rd

Binding DC: 15

Special Requirements: You must obtain two different nonmagical items similar to those that Andromalius holds in his hands when he manifests and place them within the confines of his seal when you summon him. These items vanish as soon as Andromalius appears.

Influence: When influenced by Andromalius, you gain the following flaw: "I am a devious mischief-maker who delights in causing small calamities—especially misunderstandings between friends and incidents of mistaken identity". However, Andromalius cannot now abide acts of theft, so he forbids you to steal from a creature, take an item from a dead body, or remove someone else’s possession from a location without permission so long as you are under the jurisdiction of an authority whose laws expressly forbid such activities. By the same logic, you cannot take possession of any object that you know to be stolen.

Sign: You gain an extra digit on each limb. This appendage prevents you from wearing normal gloves or gauntlets, but magic gloves and gauntlets reshape to fit you.

Manifestation: Andromalius appears as a middle-aged but lithe human male in the garb of a jester. Each of his arms splits at the elbow into a dozen forearms, and he holds a small object in each of his twenty-four hands. Though his costume and overall appearance change from one manifestation to another, the specific collection of objects never does—a fact that has sparked a long-standing debate among binder scholars. The items are: a belt purse, a silver key, a gold ring, a pair of dice, a copper coin, a dagger, an apple, an arm bone, a scroll, a comb, a whistle, a fi sh hook, a mirror, an egg, a potion, a dead spider, an oak leaf, a human skull, a lock, a closed black book, a bell, a dove, a set of lock picks, and a mouse. When Andromalius returns whence he came, he juggles these illusory items and then tosses one to his summoner. Some scholars claim that the item thrown indicates a future event, but that the specific meaning depends on which other objects are held in the hands of that same arm.

Granted Abilities: The abilities that Andromalius grants help you catch thieves and return stolen goods, discover wickedness and underhanded dealings, and punish wrongdoers.

Jester's Mirth. You can cast the Tasha's hideous laughter spell. Once you do so, you must wait until 5 rounds after it ends before you can do so again.

Locate Item. At will, you can sense the direction of any well known or clearly visualized object that lies within 10 feet per binder level of your location. If you wish to find a specific object, this ability works only if you have seen the object firsthand and can accurately visualize its peculiarities. Otherwise, the direction of the nearest object of the same type is revealed. You can sense the direction of only one item each round. This ability does not reveal the direction to a disguised object such as a secret door unless you can clearly visualize its disguised form, nor does it tell you the distance to the object.

See the Unseen. You can cast the see invisibility spell at will.

Sense Trickery. You gain advantage on Insight checks, and on Perception checks made to see through disguises. In addtition, you automatically notice when a creature attempts to steal from you using sleight of hand.

Sneak Attack. When you have advantage on a melee attack roll, or a ranged attack roll against a target within 30 feet of you, you deal an extra 1d6 damage on a hit. When you gain the ability to bind 4th, 6th, and 8th level vestiges, increase this damage by 1d6.

Ansitif, the Befouler

Vestige Level: 7th

Binding DC:

Special Requirements:

Influence:

Sign:

Manifestation:

Granted Abilities:

Arete, the First Elan

Vestige Level: 4th

Binding DC:

Special Requirements:

Influence:

Sign:

Manifestation:

Granted Abilities:

Ashardalon, Pyre of the Unborn

Vestige Level: 8th

Binding DC:

Special Requirements:

Influence:

Sign:

Manifestation:

Granted Abilities:

Astaroth, Unjustly Fallen

Vestige Level: 4th

Binding DC:

Special Requirements:

Influence:

Sign:

Manifestation:

Granted Abilities:

Aym, Queen Avarice

Vestige Level: 1st

Binding DC: 10

Special Requirements: None.

Influence: While you are influenced by Aym, you gain the following flaw: "I begrudge every coin and item of value that I must give to another." You must give a coin to every dwarf you meet within a minute of learning their name.

Sign: While you host Aym, you bear a star-shaped brand on the palm of your left hand or on your forehead, as you choose at the time you make the pact.

Manifestation: Aym arises from a coiled heap within the seal. She has two great worms for legs and three heads - one a lion's, one a female dwarf's, and one a bull's. Her powerfully muscled torso strains beneath the finery of an empress, and her fingers glitter with more than a dozen jewelled rings. In one hand she holds a red-hot, star-shaped branding iron, and, with the other, she holds shut the lion head's mouth. Aym speaks through her dwarf head, since both animal heads are incapable of speech. She prefers to keep the lion muzzled because if she doesn't, it roars and causes the bull's head to low in terror, making it impossible for her to hear.

Granted Abilities: Aym grants you powers that reflect her dwarvern heritage and the ruin she brought to her kingdom.

Fire Resistance. You gain resistance to fire damage.

Halo of Fire. At will, you can shroud yourself in a wreath of flame. Any creature that strikes you while within 5 feet of you, take 1d6 fire damage.

Medium Armour Proficiency. You have proficiency with Medium armour.

Ruinous Attack. You deal double damage to objects.

Balam, the Bitter Angel

Vestige Level: 5th

Binding DC:

Special Requirements:

Influence:

Sign:

Manifestation:

Granted Abilities:

Buer, Grandmother Huntress

Vestige Level: 4th

Binding DC:

Special Requirements:

Influence:

Sign:

Manifestation:

Granted Abilities:

Cabiri, the Watching Master

Vestige Level: 4th

Binding DC:

Special Requirements:

Influence:

Sign:

Manifestation:

Granted Abilities:

Chupoclops, Harbinger of Forever

Vestige Level: 6th

Binding DC: 20

Special Requirements: You must draw Chupoclops' seal with the dirt from a grave, or you must place the body of a dead, senient creature over the seal before the sommoning begins. Also, if you are bound to Amon, Chupoclops refuses to appear.

Influence: While under the influence of Chupoclops, you gain the following flaw "I can't help but be pessimistic. At best, I am quietly resigned to my failure, and at worst, I spread my doubt to others." In addition, Chupoclops requires that you voluntarily fail all saving throws against effects that would cause you to become frightened.

Sign: Your lower jaw increases in size, and two long, sharply pointed tusks grow upward from it.

Manifestation: Chupoclops appears over its seal in the form of a Colossal phase spider, However, only the part of its body directly over its seal is visible at any given time. In most cases, Chupoclops first appears as a massive spider leg striking our of nowhere into the centre of the seal. Then it shifts its body, slowly bringing its face into view and down to the level of the summoner. Glaring over its oddly tusked arachnid visage from eight all-too-human eyes, Chupoclops rumbles an ominous growl to begin the process of pact making.

Granted Abilities: Chupoclops grants you the power to linger on the Ethereal Plane, sense the living and undead, demoralise foes, and poison enemies.

Aura of Despair Every creature within 10 feet of you subtracts your proficiency bonus from attack rolls, ability checks, saving throws, and weapon damage rolls. You can supress or activate this ability as an action.

Bite You can make an natural attack by biting, which deals 1d6 piercing damage. You can not use this ability if you are supressing Chupoclops' sign.

Ethereal Watcher As a bonus action, you can magically shift from the Material Plane to the Ethereal Plane. Taking an action or moving returns you to the Material Plane. Once you use this ability, you must wait 5 turns before you can use it again.

Pounce When you move at least 20 feet towards an enemy, you can use a bonus action on that turn to make a bite attack against them.

Soulsense You know the location and type of all living creatures within 10 feet of you, as if you had blindsight.

Dahlver-Nar, the Tortured One

Vestige Level: 2nd

Binding DC: 12

Special Requirements: None

Influence: While you are influenced by Dahlver-Nar, you gain the following flaw: "I shift quickly from distraction to extreme focus and back again." Since Dahlver-Nar dislikes any task that requires focus, he requires that you do not use powers that rely on concentration.

Sign: Several teeth grow from your scalp. Though they are small enough to be hidden by a large quantity of hair or a hat, a touch reveals them immediately.

Manifestation: Dahlver-Nar's frightful apparition floats in the air above his seal, with arms and legs hanging limply. Teeth and fangs of all kinds stud his entire body, replacing even his eyes. What skin is visible between the teeth appears to be the moist, pink flesh of gums. Dahlver-Nar's mouth is a bloody ruin that clearly lacks teeth, and when he opens it to speak, only a moan issues forth. Some binders believe that his vestige form is a punishment inflicted by the other vestiges, but others insist that he appears as he does because of his everlasting obsession with the teeth that bear his name.

Granted Abilities: Dahlver-Nar armours you and blends his madness with your sanity, ending you some of his selfish powers.

Maddening Moan. You can emit a frightful moan as an action. Every creature within a 30-foot radius must succeed on a Wisdom saving throw or be incapacitated for 1 round. Once you have used this ability, you cannot do so again for 5 rounds.

Shield Self. At will as an action, you can designate one creature within 10 feet per binder level to share the damage you take. As long as the subject creature remains within range, you take only half damage from all effects that deal damage, and it takes the rest. The effect ends immediately if you designate another creature or if either you or the subject dies. Any damage dealt to you after the effect ends is no longer split between you and the subject, but damage already split is not reassigned to you. You can affect one creature at a time with this ability. An unwilling target of this ability can attempt a Wisdom saving throw to negate the effect.

Unarmoured Defence. While unarmoured, you add your Consititution modifier to your Armour Class.

Dantalion, the Star Emperor

Vestige Level: 5th

Binding DC:

Special Requirements:

Influence:

Sign:

Manifestation:

Granted Abilities:

Desharis, the Sprawling Soul

Vestige Level: 6th

Binding DC:

Special Requirements:

Influence:

Sign:

Manifestation:

Granted Abilities:

Diabolus

Vestige Level: 4th

Binding DC:

Special Requirements:

Influence:

Sign:

Manifestation:

Granted Abilities:

Eligor, Dragon's Slayer

Vestige Level: 7th

Binding DC:

Special Requirements:

Influence:

Sign:

Manifestation:

Granted Abilities:

Eurynome, Mother of the Material

Vestige Level: 4th

Binding DC:

Special Requirements:

Influence:

Sign:

Manifestation:

Granted Abilities:

Focalor, Prince of Tears

Vestige Level: 3rd

Binding DC: 15

Special Requirements: Focalor’s seal must be drawn with a liquid medium.

Influence: While influenced by Focalor, you gain the flollowing flaw: "I feel some of Focalor's inestimable grief and act morose, rarely smiling or finding cause to laugh". Whenever you kill a creature, Focalor demands that as soon as you have a peaceful moment, you take a round to say a few words of sorrow and regret for the life cut short by your actions.

Sign: While you serve as host to Focalor, your eyes constantly weep, regardless of your mood or thoughts.

Manifestation: Focalor manifests slowly, appearing first as a single tear that drops from thin air to strike the ground. Next his weeping eyes appear, and gradually his whole body becomes visible. Focalor looks like a handsome human male whose face is twisted by grief. He wears no clothes, but he cloaks his body in the griffon wings that grow from his back and shudder with each of his wracking sobs.

Granted Abilities: Focalor gives you the ability to breathe water, strike foes down with lightning, blind enemies with a puff of your breath, and cause creatures to be stricken with grief in your presence.

Aura of Sadness. You emit an aura of depression and anguish that overtakes even the strongest-willed creatures. Every adjacent creature is overcome with grief, which manifests as a penalty on attack rolls, saving throws, and skill checks, for as long as it remains adjacent to you. This penalty equals your proficiency bonus. You can suppress or activate this ability as a standard action. Aura of sadness is a mind-affecting ability.

Focalor's Breath. As an action, you can exhale toward a single living target within 30 feet. That target is blinded for 1 round unless it succeeds on a Constitution save. Once you have used this ability, you cannot do so again for 5 rounds.

Lightning Strike. As an action, you can force a creature to make a Dexterity saving throw. On a failed save, they take 3d6 lightning damage, or half as much damage on a successful save.

Water Breathing. You can breath air and water.

Geryon, the Deposed Lord

Vestige Level: 5th

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Haagenti, Mother of Minotaurs

Vestige Level: 2nd

Binding DC: 12

Special Requirements: To summon Haagenti, you must be either Large or be able to speak Giant.

Influence: While you are influenced by Haagenti, you gain the following flaw: "I feel ashamed and occasionally bashful in the presence of beautiful creatures". In addition, Haagenti requires that you give deference to any creature you perceive as more attractive or charismatic than yourself. This deference might take the form of a bow, a salute, opening a door for the creature in question, not speaking until spoken to, or any other gesture that acknowledges the creature as superior to you. In any case, you must constantly treat any such creature with respect or suffer the penalty for defying Haagenti’s influence.

Sign: You possess the same features as you always did, but they somehow make you more ugly than before. Others easily recognize you, but small differences make you less appealing to look upon. In addition, your bulk expands until you weigh half again as much as you did before.

Manifestation: When Haagenti is summoned, a huge icicle thrusts up from the ground within the confines of her seal. Haagenti’s blurry white form can be seen moving within the ice for a moment, then she spreads her arms and shatters her icy prison. Although she appears with her back to her summoner, her form is clearly that of a winged minotaur. Haagenti waves her ice shield and battleaxe to disperse the cold mist around her, then turns to face her summoner, revealing her bull-like face and icicle beard. Her frost-rimed fur is pure white, and her horns appear to be made of ice. Her powerfully muscled form doesn’t appear female, but her smooth voice sounds quite feminine.

Granted Abilities: Haagenti grants you some of Thrym’s skill with arms and armor, plus her own aversion to transformation and the ability to inflict a state of confusion upon others.

Confusing Touch. You can cause a creature you touch to make a Wisdom saving throw. If they fail, they spend their next turns moving in random directions, and then making another Wisdom saving throw. If they fail, they attack a random creature within their reach. They continue this each turn until either they succeed on their Wisdom saving throw or a number of rounds pass euqal to your binder level. You must wait 5 rounds after this effect has worn off before you can use it again.

Immunity to Transformation. No mortal magic can permanently affect your form while you are bound to Haagenti. Effects such as polymorph or petrification might force you into a new shape, but at the start of your next turn, you can immediately resume your normal form freely. You remain affected by such effects only when you choose to do so.

Shield Proficiency. You are proficient with shields.

Weapon Proficiency. You are proficient with the battleaxe, greataxe, and handaxe.

Halphax, the Angel in the Angle

Vestige Level: 8th

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Haures, the Dreaming Duke

Vestige Level: 6th

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Ipos, Prince of Fools

Vestige Level: 6th

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Karsus, Hubris in the Blood

Vestige Level: 3rd

Binding DC: 20

Special Requirements: Karsus refuses to answer the call of a binder who attempts to summon him within the area of an active spell. In addition, he appears only to a summoner who has proficiency in arcana. He also hates Amon for some unknown reason and will not answer your call if you are already bound to that vestige.

Influence: You gain the following flaw when you bind Karsus: "I take on some of the arrogance for which Karsus was famous in his mortal life, seeing myself as more important than anyone else". He requires that you make Deception or Intimidation checks rather than Persuasion checks to influence others.

Sign: You bleed more than normal from wounds. Even a small scratch releases a sanguine fl ood. This effect does not deal extra damage.

Manifestation: Karsus appears silently and suddenly in the form of a great red boulder. Blood burbles up from the top of the stone and fl ows in a rivulet down the side facing his summoner, then pools at the base. When Karsus speaks, the blood fountains upward, its height varying based on the volume of his voice.

Granted Abilities: In life, Karsus was obsessed with magic, and his obsession continues unabated in his current state. He grants you the ability to see magic, destroy it with a touch, and use any magic item with ease. He even provides increased spellcasting power.

Heavy Magic. The saving throw DCs for magic items you use is increased by 2.

Karsus' Senses. You can cast detect magic at will, though it ceases to function while you are blinded.

Karsus' Touch. You can cast dispel magic a number of times per day equal to half your binder level.Once you cast it, you must wait 5 rounds before you can do so again.

Karsus' Will. You are treated as a wizard for the purpose of attuning to magical items.

Kas, the Bloody Handed

Vestige Level: 4th

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Leraje, the Green Herald

Vestige Level: 1st

Binding DC: 10

Special Requirements: To summon Leraje, you must break an arrow crafted by an elf while calling out Leraje's name and title. In addition, Leraje hates Amon for some unknown reason and will not answer your call if you are already bound to him.

Influence: While you are influenced by Leraje , you gain the following flaw: "I am always quiet and unassuming, even when it would serve me best not to." Leraje still feels considerable guilt about the actions that led to her becoming a vestige, so she requires that you not attack any elf or creature of elven blood, including half-elves and members of the various elven subraces, including drow.

Sign: You look sickly and diseased, and your skin becomes sallow and pockmarked.

Manifestation: Leraje appears before her summoner as though she had always been there, but camoflagued so well that she could not be seen. First, her dull eyes open, then her yellowed teeth come into view out of seeming nothingness, revealed in a sly smile. As Leraje moves, her body takes shape against the background, nd her clothes and skin change colour to reveal her as an elf archer dressed in beautifully decorated green leather armour. Although she was clearly beautiful at some point, the ravages of some toxin or diseased have made her hair limp, yellowed her eyes and teeth, and made her skill pockmarked and sallow.

Granted Abilities: You gain supernatural powers related to Leraje's skills in life, as well as the ability to fire arrows that literally wound your target's pride.

Darkvision. You gain 30 feet of darkvision.

Masterful Hider. You gain advantage on Stealth checks.

Precise Shot. You do not suffer disadvantage on attack rolls with ranged weapons while within 5 feet of an opponent.

Ricochet. You can use an action to make a single attack against two adjacent creatures. Make a singe attack roll, and apply the result to both Armour Classes. Damage dealt to the targets are dealt as normal (e.g. sneak attack can only be applied on one damage roll per turn, so can only apply to a single target).

Weapon Proficiency. You are proficient with the Longbow and Shortbow. If you were already proficient with them, you instead add twice your proficiency bonus to attack rolls made with them.

Malphas, the Turnfeather

Vestige Level: 2nd

Binding DC: 10

Special Requirements: None

Influence: While influenced by Malphas, you gain the following flaw: "I fall in love too easily. A kind word or a friendly gesture can cause me to devote myself entirely to another person". Should such a person reject your affection, your broken heart mends the moment another attractive person shows you some kindness. In addition, if you have access to poison, Malphas requires that you employ it against your foes at every opportunity.

Sign: Your teeth and tongue turn black.

Manifestation: Malphas begins his manifestation with a furious fluttering of white doves. The creatures explode out of thin air, then fly away from each other and fade from view, revealing a handsome male elf clad in black. Malphas has pale skin, black eyes, and black feathers for hair. His smile reveals black teeth, and when he speaks, his black tongue licks the air like a snake’s. Malphas wears a noble’s finery in funerary black, and a cloak made of raven heads and feathers hangs from his shoulders. The heads start up a raucous cry whenever he moves too much, so he remains largely still, making only small gestures with his black-gloved hands. Malphas’s hoarse voice croaks and cracks when he speaks, a quality that annoys him greatly.

Granted Abilities: Malphas grants you the ability to spy without detection, to disappear, to use poison safely, and to strike vicious blows against vulnerable foes.

Bird's Eye Viewing. At will, you can summon a dove or a raven to aid your powers of observation. (Use the statistics for a raven regardless of the creature’s form.) The bird appears perched on your shoulder. You have complete control over its actions, and you can see what it sees and hear what it hears. Use the bird’s abilities and proficiencies to determine the results of its actions and observations (for example, Deception, and Perception), but use your proficiencies to derive information from its observations (for example, Arcana, Insight, and most Intelligence-dependant checks). The bird cannot talk. You can have only one bird summoned at a time. It remains until you summon another dove or raven, mentally dismiss it (an action), or stop binding with Malphas.

Invisibility. You can use your action to become invisible until you attack or cast a spell, or until a number of rounds equal to your binder level pass, whichever comes first. Once you become visible again, you must wait 5 rounds until you can use this ability again.

Poison Use. You are not at risk of poisoning yourself when harvesting poison. You also gain proficiency in the poisoner's kit, if you lack it.

Sudden Strike. When you have advantage on a melee attack roll, or a ranged attack roll against a target within 30 feet of you, you deal an extra 1d6 damage on a hit. When you gain the ability to bind 4th, 6th, and 8th level vestiges, increase this damage by 1d6.

Marchosias, King of Killers

Vestige Level: 7th

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Naberius, the Grinning Hound

Vestige Level: 1st

Binding DC: 10

Special Requirements: Naberius values knowledge, industry, and willingness to deceive. He manifests only for a summoner with proficiency in Deception and Arcana.

Influence: While you are influenced by Naberius, you gain the following flaw: "I love the sound of my own voice, and am constantly pleased by my own cleverness." Whenever you are presented with an opportunity to speak to a floor, Naberius requires you immediately seize the opportunity to speak. Any topic will do, but since Naberius resents others taking control of the discourse, he requires that you either shout them down or mock them. Your speech must last a number of rounds equal to your binder level to satisfy Naberius.

Sign: Your voice deepens and acquires a gravelly, growling tone.

Manifestation: Naberius' manifestation begins with a great squawking and flutter of feathers. Moments later, a black crane flies in an agitated fashion over the seal, then crashes down atop it, appearantly dead. Naberius then stalks forward out of invisibility as a three-headed hound to feast upon the crane. He speaks hoarsely from whichever dog head isn't eating at the moment. Despite his terrible appearance and raucous voice, Naberious somehow manages to seem amiable and eloquent.

Granted Abilities: Naberius grants you the power to wear any face, swiftly regain lost vitality, use skills of which you have no knowledge, and talk your way through danger.

Disguise Self. You can cast the disguise self spell at will.

Naberius' Skills. At the time you bind Naberius, choose a number of skills equal to your Constitution modifier that you are not proficient with. While bound to Naberius, you are proficient in those skills.

Persuasive Words. You can cast the command spell (as a 1st-level spell) once every 5 rounds. Once you reach 14th level in the binder class, you can instead cast the suggestion spell, and regain the ability to do so 5 rounds after ending your concentration on it.

Vitality Regeneration. When your hit point maximum is reduced, you regain 1 point of your hit point maximum at the start of each of your turns.

Orthos, Sovereign of the Howling Dark

Vestige Level: 8th

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Otiax, the Key to the Gate

Vestige Level: 5th

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Paimon, the Dancer

Vestige Level: 3rd

Binding DC: 15

Special Requirements: None

Influence: Paimon’s influence gives you the following flaw: "I am very lascivious and bold". In addition, Paimon requires that you dance (moving at half speed) whenever you hear music.

Sign: One side of your mouth becomes wider than the other, as though it were being stretched or pulled. That side of your mouth has a tendency to remain slightly open, causing you to drool.

Manifestation: Paimon appears in a whirl, his form spinning like a top on an arm that ends in a metal blade instead of a forearm and hand. He turns counterclockwise so rapidly that his summoner can make little sense of what he sees. Paimon quickly switches the arm on which he spins with a hop, and then he switches to a leg, which also ends in a blade rather than an ankle and foot. With each switch, Paimon slows, until at last he stands on one leg before his summoner, balancing within the seal on its daggerlike point. Paimon’s almost featureless gray body has a dancer’s physique. His face is stretched to disfi gurement around the right side of his head, and no ears are visible. Paimon speaks in a garbled voice from his twisted mouth while hopping from appendage to appendage, making small turns as though he is impatient to be whirling again.

Granted Abilities: Paimon gives you the ability to dance in and out of combat, and to make whirling attacks against multiple foes.

Dance of Death. When you use this ability, you can move up to your speed and make a single attack against each creature you move past, provoking attacks of opportunity normally. When you use your dance of death, you forfeit any bonus or extra attacks granted by other features or abilities (such as Extra Attack or the haste spell), and you cannot attack any single creature more than once. Once you have used this ability, you cannot do so again for 5 rounds.

Paimon's Blades. You gain proficiency in shortswords and rapiers.

Paimon's Dexterity. Your Dexterity score increases by 4 while you are bound to Paimon.

Paimon's Skills. You gain proficiency in the Performance skill. If you already had this proficiency, you gain advantage on Dexterity (Performance) checks.

Uncanny Dodge. When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.

Whirlwind Attack. You can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target.


Primus, the One and the Prime

Vestige Level: 3rd

Binding DC: 19

Special Requirements: Primus refuses to appear before a binder already bound to Tenebrous If the binder has bound to Tenebrous at any point in the past, Primus knows and requires that its sign be drawn in conditions of bright light.

Influence: Primus' influence give you the following flaw: "I am ruthlessly practical, and evaluate all activities with an eye to my ultimate goals, brooking no frivolty or distraction. Every action I take is a calcuated move". In addition, Primus requires that you not knowingly breakany law or disobey the direct order of any lawful authority.

Sign: Dozens of small patches of skin on the binder's arms and legs become gold, silver, and bronze. These randomly placed metal plates take the shape of well formed squares, equilateral triangles, hexagons, and other geometric shapes. These pieces of metal do not offer any bonus or inhibit the character in any way. If removed, they revert to bloody flaps of flesh.

Manifestation: When Primus begins to appear, its seal seems to rise up as a floating platform and become a bronze gear with dozens of smaller cogs and mechanisms within, all whirring and clicking as they turn. A yellow glow shines up from the ground and through the gears, dimming slightly just before Primus appears in a burst of rainbow light.

Primus stands fully 10 feet tall atop the floating gear-work its lower body merging with the glow that rises from the floor. Humanoid in shape, Primus' genderless body seems to be made of solid gold.

Primus stands silently and impassively, saying nothing, its face devoid of all features. When the binder at last decides to say something, Primus suddenly speaks, its voice sounding hollow and cold, "Who summons us?" Once uttered, two holes open on Primus' blank visage where eyes should be, and each dark void spills black fluid down Primus' face. Where the liquid flows, the vestige's golden body sizzles away in thin layers, as though Primus' tears burn away its body. No matter how deep the channels this darkness creates grow, Primus never flinches.

Granted Abilities: Primus gives you the ability to combat chaos, to gain benefit from orderly behaviour, and to briefly access its ability to command all beings.

Divine Structure. If you perform the same actions in consecutive turns in the same order, you gain a +1 bonus to all rolls in that round. For example, moving 15 feet, then attacking, then moving a further 5 feet on one turn, then moving 15 feet and attacking, then moving 5 feet on the next turn would grant you the +1 bonus, but if you moved an extra 5 feet, you would loose the bonus.

Lawful Attacks. You deal an extra 1d6 damage when you hit a creature of chaotic alignment.

Primus' Order. You can cast the command spell. If a creature succumbs to the spell, then it cannot perceive you for 1d4 rounds or until you attack it. Once you use this ability, you cannot do so again for 5 rounds.

Ronove, the Iron Maiden

Vestige Level: 1st

Binding DC: 10

Special Requirements: Ronove's seal must be drawn in the soil under the sky.

Influence: While under Ronove's influence, you gain the following flaw: "I believe that others doubt my abilities and competence. Despite what anyone says, I feel the constant need to prove my worth." In addition, Ronove requires that you consume neither food nor beverages (including potions) for the entire time you remain bound to her.

Sign: The flesh of your face settles into a frown or a smile (a frown if you succeeded on your binding check, or a smile if you did not) and retains that general expression regardless of your actual feelings. This alteration to your visage does not affect Insight checks made against you or Charisma skill checks you make.

Manifestation: When Ronove manifests, the ground quakes, and a rusted iron sarcophagus erupts from the earth within her seal; shedding dirt and flakes of rust as it grates upward. The metal visage of a human woman is discernible on the lid. The metal bindings holding the lid closed burst in clouds of corroded metal, and the the sarcophagus creaks open, releasing a tumble of human bones and noisome black liquid. Ronove does not speak to her summoner, but the visage on the lid smiles or frowns during the pact-making process.

Granted Abilities: Ronove grants you the power to fall any distance without harm, lift objects without touching them, and run like the wind.

Far Hand. As a bonus action, you can lift and move an un-attended object to which you have line of effect, as long as it is within 10 feet per binder level of your position. The force manipulating the object is considered Medium in size, and it has a Strength score equal to your binder level. During the bonus action, you can move the object up to 5 feet per binder level. If the object weighs enough to constitute a medium or heavy load for an individual of the force's Strength, you can move it only half the normal distance. If the item could only be pushed or dragged by such a person (that is, it weighs up to five times the maximum load), you can move it just 5 feet. The force cannot lift the object more than 5 feet off the ground.

In any round during which you do not use a bonus action to manipulate the object. you lose control of it. You can never move an object outside the range of this ability, and you lose control of the object if you move too far away from it or if a creature touches it. You can move only one object at a time in this fashion. Alternatively, you can use the telekinetic force to push a creature as an action. The force deals 1d6 points of damage to the target and attempts to shove the target, using the force's Strength modifier and adding a +2 bonus. If the attempt is successful, the target moves in the direction you indicate. Once you have used your far hand in this way, it dissipates, and you cannot use it again for 5 rounds.

Feather Fall. You can cast feather fall at will.

Ronove's Fists. Your unarmed stikes deal 1d6 damage.

Sprint. Your base walking speed increases by 10 feet.


Savnok, the Instigator

Vestige Level: 2nd

Binding DC: 15

Special Requirements: To summon Savnok, you must have stolen something and made neither reparations nor apology for that act.

Influence: Savnok’s influence gives you the following flaw: I'm headstrong and recalcitrant. Once I make up my mind about a particular issue, very little can change my thoughts on the matter". In addition, whenever you don armor, employ a shield, or wear any other item that improves your AC, Savnok requires that you not remove that protection for any reason.

Sign: A piece of an arrow appears under your skin somewhere on your body. It looks as though your skin has healed over a broken-off arrow that had previously wounded you. The arrow deals no damage, but at times it causes you some discomfort. If removed, it disintegrates immediately, and another appears somewhere else on your body.

Manifestation: The first sign of Savnok’s manifestation is an arrow streaking out of thin air to strike something unseen above his seal. Then a dozen more arrows whistle into the seal, each one landing with a metallic ping. Trickles of blood spout into the air where the arrows hang, and as more strike home, the blood gradually outlines a heavily armored form that seems too broad and powerfully built to be human. Savnok’s features are obscured by his plate armor and helm, as well as the rivulets of blood and the many arrows that pepper his body. When Savnok speaks, he spits out bitter words with a gravelly voice that seems heavy with resentment.

Granted Abilities: Savnok grants you abilities associated with his death and the command of allies’ positions.

Call Armour. As an action, you can summon a suit of plate armour, which appears fully donned on your person. When you reach 5th level in the binder class, the plate armour becomes magical, providing a +1 bonus to AC. This bonus increases to +2 at 11th level, and to +3 at 17th level. You can dismiss this armour using another action.

Heavy Armour Proficiency. You are proficient with heavy armour.

Move Ally. You can change positions with an ally within a number of feet of you equal to 5 times half your binder level (rounded down). Objects you and your ally carry go along, but creatures do not. Once you use this ability, you cannot do so again until 5 rounds have passed.

Savnok's Armour. While wearing your called armour, you take less damage from weapons that do not deal piercing damage. Reduce the damage of non-magical, non-piercing damage you take by 1. This increases to 2 once you reach 9th level in the Binder class, and 3 once you reach 17th level in the binder class. Once you reach 13th level in the binder class, this reduction also affects magical bludgeoning and slashing damage.

Shax, Sea Sister

Vestige Level: 6th

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Tenebrous, the Shadow that Was

Vestige Level: 4th

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The Triad

Vestige Level: 6th

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Vanus, the Reviled One

Vestige Level: 6th

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Zagan, Duke of Disappointment

Vestige Level: 6th

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Zceryll, "The Star Spawn"

Vestige Level: 6th

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