Binder Vestiges


These vestiges are intended to be used with my Binder Class (found here), but they can be adapted for other binders or as boons to be granted to a player character as required. Any improvements to Vestiges that rely on level rely on your binder level, rather than your character level, unless the vestige is gained via a feat or a magical item.

Vestige Cheat Sheet
Vestige Name Vestige Level Role/Features
Finas 1st Melee. Shortsword Master, Soldier's Luck, Rear Shield
Fleural 1st Social. Natural Charm, Tail Flick, Eyes of Fleural
Iosem 1st Guardian. Defense Training, Safeguard, Ignore Pain
Jupi 1st Archery. Father's Teaching, Mother's Aid, Sister's Lead
Sve-Mo 1st Pyromancy. Firepower, Hand Burning Red, Flamebodied
Whistler 1st Thievery. Sneak Attack, Tricksy Hands, Lightest Feet
Abaretai 2nd Shadow Words. Agony, Devour, Frailty
Davzin Tenspell 2nd Knowledge. Davzin's Book of Spells, Man of Many Talents, Encyclopedic Mind
Erevna Sofia 2nd Healing. Divine Gift, Bonded Magic, Sapphire Heart
S'ahko 2nd Dancer. Dance, Chosen Partner, Encore
Fenrir 3rd Vanguard. Moonlit Charge, Waning Motion, Lunar Cry
Hoseiken Seito 3rd Warrior. Extra Attack, Trained Warrior, Second Wind
Sha 3rd Fear. Grasping Terror, Consume Fear, Exploit Fear
Zentarix 3rd Wind Magic. Gentle Gust, Swirling Gale, Vortex
Chan Treeborn 4th Restraining. Deep Roots, Floral Aura, Rootwrap
Daz'Thekyl 4th Cryomancy. Frozen Chains, Glacial Body, Ring of Frost
Kett 4th Martial Arts. Phiarlan Training, Shadow Step, Family of the Mark
Ravetom 4th Revenge. Death's Defiance, Deathbringer, Bladed Defense
Bedeli 5th Restoration. Heat Absorbtion, Heated Body, Living Flames
Dulcinox 5th Hospitality. Ambrosial Succor, Cloak of Sweet Safeguards, Calming Aura
Ego 5th Truespeech. Truenamer, Word of Unmaking, Codex of the Mind
Rose Bride 5th Mounted Combat. Rose Steed, Floral Lance, Rose Rondo
Golden Glasswing 6th Radiant Magic. Radiant Body, Radiant Bolt, Absolute Judgment
Undrax 6th Defense. Iron Skin, Containment Sack, Avoidance
Vargath 6th Melee. Sanguine Thirst, Bloodwolf's Challenge, Giant Toss
Kyra 7th Teleportation. Swap, Blinkwave, Mass Teleport
Tristain 7th Advanced Archery. Apex Archer, Seeking Arrow, Marked Shot
Xu'voco 7th Anti-Magic. Kaleidoscopic Scales, Spell Eater, Astral Winds
Sybil 8th Chronomancy. Undo Timestream, Frozen Epoch, Recursive Tempo
Yorushyl 8th Domination. Dominate Mind, Provoke War, Reflective Mind
Thas 9th Grand Necromancy. Absolute Reanimation, Killing Frost, Soul Reaper
Voidmirror 9th Copycat. Mirror Ability, Skewed Image, Reversal

1st Level

Finas

Dedicated Soldier

Rear Shield

Finas' training allows you to strap a shield to your back, in place of a cloak, to gain the AC associated with it as if you were wearing it normally, but leaving your hand free. You must still be proficient with a shield to utilise this feature.

Soldier's Luck

When you roll a 1 on an attack roll you can reroll the die. You must use the new result, even if it is a 1. If you are a halfling, you instead reroll with advantage. Once used, it cannot be used again until you roll initiative.

Shortsword Master

You gain proficiency with shortswords and can manifest two spectral, non-magical shortswords as an action. They vanish if they leave your hands. While wielding two shortswords you gain the benefits of the Dual Wielder feat. At 7th level these swords become magical and gain a +1 bonus to attack and damage rolls. These increase by a further +1 at 14th level.

Pact Information

Once a halfling, Finas now appears as the floating blade that his spirit inhabited for years - a rusted shortsword, covered in nicks and darns, with a dulled blade. His voice is casual, even kind.

Physical Sign. A large scar crosses your neck where, echoing where Finas was beheaded. When attention is drawn to it, it leaks blood, though this does not harm you.

Legend. Finas was once a soldier who fought for his home nation - unremarkable in almost every way. He attained no great battlefield victories, slew no great foes, nor turned any tides. What he did possess was an uncanny luck, even beyond that of normal halflings, and an incredible determination that seemed to spread to his fellow soldiers. When he left to go to war he made an oath to return home, and this oath so empowered him on his death that his spirit persisted, for years and years, until his spirit - bound to the blade he clung to at the time of his death - turned into a vestige.

Influence. If you make a poor pact with Finas, he influences your personality in one or both of the following ways:

  • Personality Trait. If someone is in trouble, I'm always willing to lend help.

  • Ideal. Responsibility. I do what I must and obey just authority.

Fleural

Adored Pet

Natural Charm

You gain proficiency in your choice of Performance, Deception, or Persuasion. Creatures suffer a -1d4 bane on saving throws against spells or effects you use that inflict the charmed condition.

Tail Flick

As a bonus action you can make distracting tail flick to grab a creature's attention. Make a melee or ranged spell attack against a creature within 30ft. If you hit the creature's AC is reduced by -1d4 until the start of your next turn, but only from attacks from creatures other than yourself. This cannot be used if your Physical Sign is suppressed.

Eyes of Fleural

Once per short rest you can cast Charm Person as an action without requiring any components, requiring only that you catch their eyes. Once it expires the creature still knows you charmed them. If they succeed on their saving throw, they do not know you tried to charm them.

Pact Information

Fleural appears before you as they did in life - a small black cat with a forked tail. Merely viewing them is enough to warm even the coldest of hearts.

Physical Sign. Your irises narrow to become catlike, and you grow a forked cat tail.

Legend. Fleural had a humble origin once - a familiar spirit summoned to a wizard of no significant power, prestige, or notoriety. Indeed they were likely to have lived and died in obscurity, had a wandering painter not been inspired by Fleural's unusual appearance and captured it with their art. The piece proved wildly popular, and soon enough other artists were seeking to create works based off of Fleural. They quickly became a city-wide mascot, and received a royal visit due to their popularity. Alas, they could not last forever, and when their master tripped and broke his neck, Fleural vanished with their master's death. Their popularity and recognition in the public consciousness lived on though, and to this day statues and memorial services are held over the familiar that brought an entire city together.

Influence. If you make a poor pact with Fleural, she influences your personality in one or both of the following ways:

  • Personality Trait. I am easily bored and readily move on to the next shiny thing.

  • Bond. I turn tail and run when things go bad.

Iosem

The Walking Fort

Defense Training

You gain heavy armour and shield proficiency. You may use your charisma score instead of your strength score for heavy armour qualifications. From 7th level you also gain the defense fighting style.

Safeguard

As a reaction when one of your adjacent allies is hit by an attack, you can choose to redirect the attack to yourself instead. You use your AC instead of your ally's to determine if the attack hits. From 11th level the range of Safeguard increases to 15ft – when you use it you also move adjacent to the ally you're protecting. This movement does not provoke opportunity attacks.

Ignore Pain

After you take damage you can use your reaction to gain temporary hit points equal to half the damage you took. These last for 1 minute.

Pact Information

A hulking troll clad head to toe in thick plate armour stomps into your vision. Easily ten feet tall and half as wide without his armour, the imposing Iosem regards you with quiet malice.

Physical Sign. A large pair of large tusks grow out from your lower jaw.

Legend. While many trolls are content to rely on their natural gifts to protect themselves, Iosem had seen what fire and acid could do to their flesh, and set about cladding himself in the mightiest of armour and the strongest of shields, all in service of safeguarding his life, for Iosem was a coward and deeply afraid of death. The story of the armoured troll drew attention though, and soon enough he was sought out by people who wished to exploit their fame by hiring him as their defender. He became Iosem, the Walking Fort, and served as bodyguard for many influential individuals - though in truth his presence alone served to deter would-be attackers than any actual skills. His fame nevertheless carried him into the public consciousness. He eventually passed due to a curse, but to this day the legend of the untouchable troll persists.

Influence. If you make a poor pact with Iosem, he influences your personality in one or both of the following ways:

  • Personality Trait. I misuse long words in an attempt to sound smarter.

  • Flaw. I hate to admit it and will hate myself for it, but I'll run and preserve my own hide if the going gets tough.

Jupi

Diligent Scion of Fame

Father's Teachings

You gain proficiency with longbows, and the Archery Fighting Style.

Mother's Aid

While bound to Jupi your AC cannot be lower than 17. At 11th level, this improves to 19. You cannot benefit from this while your Physical Sign is suppressed.

Sister's Lead

Once per short rest you can cast the Ensnaring Strike spell. At 11th level this is treated as being cast from a 3rd level spell slot, and you may additionally cast Lightning Arrow once per long rest.

Pact Information

The sound of rustling trees heralds Jupi's appearance, though she doesn't show herself. Instead she manifests as a shadow cast against an ethereal tree, as a shudder in a spirit-bush, and as a breath of floral-scented air. Here, and yet hidden from you, in the shadow of others.

Physical Sign. Your skin hardens into bark.

Legend. Jupi's parents were famed adventurers in their day, stopping no fewer than three apocalyptic events together and one each seperately. She grew up in their shadows, meeting similarly famous people as a constant stream of faces throughout her childhood, all too keenly aware of the expectations placed upon her by virtue of her birth. These expectations only became heavier when Jupi's elder sister began to excel as an adventuring hero in her own right, displaying a prodigious, effortless talent that the younger child did not.

It was not through any natural gift or nepotism that Jupi attained her own fame, but rather through hard work, effort, and many a shed tear. Her intense training regimens became legendary in their own right as something few if any could hope to stick to without giving up. While her parents and sister eventually passed on beyond the veil of death, Jupi's unorthodox claims to fame eventually lead to her becoming a vestige, passing down the fruits of the family she loved dearly to those who bind to her.

Influence. If you make a poor pact with Jupi, she influences your personality in one or both of the following ways:

  • Personality Trait. I idolize famous heroes and constantly refer to their deeds and examples.

  • Ideal. Fame is more important to me than money.

Sve-Mo

Born in Flames

Firepower

You can cast the Create Bonfire, Flamebolt, and Produce Flames, and Control Flames cantrips.

Hand Burning Red

As an action you can surround your hand in flame and make a melee spell attack against a creature within 5ft. If you hit, you deal 3d10 fire damage and Stun the target until the start of your next turn. At 7th and 13th level in this class the damage of this ability increases by 1d10.

Hand Burning Red can be used once, refreshing on a short rest.

Flamebodied

You have resistance to fire damage. In addition, whenever anyone hits you with a melee attack while within 5ft of you they take 1 fire damage.

Pact Information

Sve-Mo reveals herself to you as a screaming middle-aged woman in rags, surrounded by black flames. Her skin is blackened from the fire, her hair ignites as she flails back and forth, tied to a massive stake. The stench of burned flesh is pervasive, almost forcing a gag.

Physical Sign. Patches of your skin become blackened as if burned, and the ends of your hairs are harmlessly aflame, giving you a scent of burned hair even as they remain their normal length.

Legend. Sve-Mo was one of the most notorious arsonists of her time. As the legend goes she was born amidst a burning building, somehow surviving the flames where the rest of her family burned, and from a young age her talents and obsession with fire magic became clear. Though people tried to control her and restrict her, she chafed at such bindings and seemed to feed on them, growing in power and madness each time someone tried to keep her captive or make use of her. After she grew too powerful and scorched half a city, the people cried out for a miracle and divine intervention - what they received as no great act of the divine, but instead a signed pact with a devil, consigning their city's populace to the hells. But the devils kept their end of the bargain: Sve-Mo was tied to a stake and purged with the black flame of hell, leaving nothing but ever-smouldering ash in her wake.

Influence. If you make a poor pact with Sve-Mo, she influences your personality in one or both of the following ways:

  • Personality Trait. If it can be burned, it should be burned.

  • Ideal. . I'm never satisfied with what I have--I always want more.

Whistler

Last Sound in the Dark

Sneak Attack

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 at 7th, 13th levels in this class.

Tricksy Hands

You gain proficiency with Thieves Tools, and as an action you can morph your fingers into a set of thieves tools. While morphed, you cannot hold items, but they otherwise serve adequately for any actions you would take with thieves tools. You can change the hands back to normal as an action.

Lightest Feet

Your feet almost seem to, but do not quite, hover. You have advantage on Stealth checks to remain unheard when hiding.

Pact Information

Whistler calls his appearance with his namesake, though you never see him. He hovers eternally out of sight, alternating hovering over your left and right shoulders, whistling words in your ears.

Physical Sign. Mouths appear on the palms of your hands that occasionally whistle a jaunty tune. Their lips and tongues are fully functional for eating and tasting purposes.

Legend. The person known as Whistler was in truth two twin brothers - though this wasn't known widely during their life. They used their identical appearance to carry out criminal activity while providing themselves an alibi. To start with they dealt with only low level break ins, but as their thirst for coin grew they eventually started taking on hit jobs, which is how they earned their moniker. One twin would whistle loudly, while the other would sneak up behind and carry out the deed. The shadow the Whistler's activity cast over their city caused immense upheaval - first due to draconian crackdowns on individual liberty, and then the predictable response of riots and revolt. To those in power, the Whistler was a persistent agent of criminal activity, a thorn in their side. To those chafing against the bit of oppression he slayed corrupt nobles and showed that anyone could claim power.

Whistler met a predictably bloody end and, through means unknown, became an eternal vestige.

Influence. If you make a poor pact with Whistler, they influence your personality in one or both of the following ways:

  • Personality Trait. My favour, once lost, is lost forever.

  • Flaw. I eat like a pig and have no table-manners.

2nd Level

Abaretai

The Shadowchild

Agony

As an action you speak a Shadow Word of Agony, wrapping a target creature within 30ft with painful magic. At the end of their next turn they take 2d6 necrotic damage and then must make a constitution saving throw. If they fail, Agony leaps to a random enemy creature within 30ft, affecting them instead, and the effect repeats at the end of that creature's turn. You can use this twice per short rest. A successful saving throw or no new targets ends Agony's effect.

From 11th level, Shadow Word: Agony can be used as a bonus action.

Devour

As an action you speak a Shadow Word of Devouring. Creatures within a 15ft radius must succeed on a constitution saving throw or take 3d6 necrotic damage. You then gain temporary hit points equal to the combined total damage against all creatures. A successful save still deals half damage, but does not contribute towards your temporary hit point total

Shadow Word: Devour can be used once, refreshing on a long rest. From 13th level its radius increases to 30ft, it can be used as a bonus action, and you can choose to exclude friendly creatures from the effect.

Frailty

As an action you speak a Shadow Word of Frailty. Choose a creature within 60ft that you can see. The creature must succeed on a constitution save or take 1d8 + your charisma modifier necrotic damage and the damage of their next successful weapon attack is reduced to your proficiency bonus. At 5th, 11th, and 17th levels the damage on this shadow word increases by 1d8.

Pact Information

Your vision clouds with roiling shadows that appear from your feet and rise up to engulf you. Gleaming yellow eyes pierce the darkness, flitting around you as Abaretai's ratty voice calls to you.

Physical Sign. Your shadow is larger, darker, and seems to occasionally move of its own volition.

Legend. Abaretai never had the chance to grow into their own person. As an infant they were to be sacrificed as part of a profane ritual to darker powers by their parents. While the ritual was conducted and the child killed, it was not fully completed due to being interrupted by some heroic adventurers. The infant spirit could not be fully claimed by the dark powers, but was still touched by them, and became a vestige as a result.

Influence. If you make a poor pact with Abaretai, they influence your personality in one or both of the following ways:

  • Personality Trait. I lie about almost everything, even when there's no good reason to.

  • Ideal. I am a free spirit--no one tells me what to do.

Davzin Tenspell

The Wandering Pen

Davzin's Book of Spells

When you bind to Davzin, a spectral book and quill appears on your person. As an action, you may allow Davzin to take control of you for a moment, quickly scribing a spell into his book, which you then cast. Roll on the following table when you do so:

d10 Spell d10 Spell
1 Armor of Agathys 6 Flaming Sphere
2 Command 7 Heat Metal
3 Magic Missile 8 Mind Spike
4 Fog Cloud 9 Phantasmal Force
5 Thunderwave 10 Vortex Warp

You may use Davzin's Book of Spells a number of times equal to your 1 plus 1/3rd your binder level, refreshing on a long rest. Spells cast from his book are treated as if cast from a 2nd level spell slot.

Man of Many Talents

You can cast Mage Hand, Minor Illusion, and one cantrip of your choice from any spell list.

Encyclopedic Mind

When you make an Intelligence ablity check, you treat any roll of 9 or below as a 10.

Pact Information

Accompanied by the rhythmic sound of a page turning and the scraping of a quill, Davzin appears as a halfling whose skin is parchment covered in constantly shifting words and letters. The scent of ink permeates the air around him. Davzin greets you with a sardonic smile and a biting quip.

Physical Sign. When you speak, you must do so in a flowery, extravagant way which may or may not involve rhyming.

Legend. In life, Davzin Tenspell was a prolific author, penning multiple world-renowned works on many matters of both fiction and non-fiction. He touched on tourism, philosophy, politics and more. So prolific were his works that when he finally passed due to old age the concept of his existence was lodged into the collective unconscious of the world, allowing him to persist simply by virtue of his own fame.

Influence. If you make a poor pact with Davzin, he influences your personality in one or both of the following ways:

  • Personality Trait. I have an insatiable thirst for knowledge, and a desire to share that knowledge with everyone I meet.

  • Ideal. Peace is the ideal, for war can only destroy.

Erevna Sofia

Gleaming Sapphire

Divine Gift

You learn the Sacred Flame, Guidance, and Thaumaturgy cantrips. You may cast Bless and Ceremony without material components once each per short rest. Holy Water created by Erevna Sofia loses its magic after 24 hours.

Bonded Magic

Once per turn when you deal damage with a vestige ability or spell you gain a charge of Bonded Magic, or two charges if the damage is Radiant. As a bonus action you can expend two charges to heal a creature you can see within 30ft 1d8 + your charisma modifier in hit points. From 11th level this heals 2d8 + your charisma modifier. You lose all unexpended charges of Bonded Magic when you either unbind from Erevna or on completion of a long rest. You may hold charges equal to your proficiency bonus.

Sapphire Heart

While bonded to Erevna you reduce damage dealt to female creatures by half your proficiency bonus (minimum 1), and increase healing granted to them equal by an amount equal to your proficiency bonus. You also have advantage on charisma ability checks while dealing with female creatures.

Pact Information

Erevna kneels before you, her hands clasped together in prayer. A beautiful half-elf woman, she appears dressed in simply but clearly religious garb. Her chest has been pierced through the heart by a large sapphire-tipped spear and blood has stained her clothes, though she appears unbothered by the impalement.

Physical Sign. A pair of glasses made of pure sapphire appear on your face. These cannot be removed.

Legend. Erevna was a saintly figure in life, a deeply kind individual whose altruistic dedication to helping others was widely known and respected. She was a champion of the downtrodden, and apparently gifted with divine magic as a result of her pure heart. She was, also, deeply in love with a woman, a practice which was forbidden in her society. She championed change, preaching equality of love. Alas, the hardliners stuck in their ways rejected her pleas, and had her killed. They miscalculated though and her martyrdom spurred the change she wished for. When her spirit went to the afterlives, many gods wished to claim her pure heart for their own, and when no resolution could be found for the bickering deities she opted to instead become a vestige, remaining bound to the land which she had loved in life.

Influence. If you make a poor pact with Erevna, she influences your personality in one or both of the following ways:

  • Personality Trait. I can find common ground between the fiercest enemies, empathizing with them andalways working toward peace.

  • Ideal. There's a spark of good in everyone.

S'ahko

Graceful Dancer

Dance

As a bonus action on your turn you can start a Dance. While dancing your movement speed is halved, and you choose to gain one of the following effects:-


Entrechat: Your attacks critically strike on a roll of 19 or 20. At 15th level this increases to 18-20.

Pique: You gain temporary hit points equal to half your proficiency bonus rounded up. At 15th level this increases to your proficiency bonus. These last for 1 minute.

Pirouette: Your movement speeds are increased by 15ft. At 15th level this increases to 30ft.

Emboite: Your weapons are wreathed in fire, dealing an additional 1d4 fire damage on a successful hit. At 15th level this increases to 2d4.

The effect changes to a new one of your choice at the start of each of your turns so long as you maintain a dance, but you cannot gain the same effect twice in a row. You can dance so long as you are conscious, not restrained, and your movement speed isn't 0.

Chosen Partner

When you complete a short or long rest you can designate a friendly creature as a dance partner. While you are both within 30ft of each other and you are dancing your chosen partner also benefits from your active Dance effect, without having to hinder their own speed.

Encore

You can use your action on your turn to call for an Encore from one of your allies within 60ft. They may use their reaction to take one Action of their choice.

From 11th level, when you take the attack action you may use your bonus action to call for a minor encore from your dance partner if they're within 30ft of you - they may make one weapon attack against a creature within their range.

Pact Information

A harsh desert wind whistles and warms you. S'ahko appears to you not as the person she was in life but instead as flowing dancing ribbons that twist and turn on teh winds.

Physical Sign. Dancing bells that cannot be removed (only suppressed) appear at your wrists and andklets that jingle when you walk (or dance).

Legend. As the story goes S'ahko's origins came from fiction rather than fact. She was the subject of a well known story about a nomadic bride, one that captured the hearts of many people. On a whim, a binder infatuated with the story attempted to summon S'ahko, and found her vestige receptive to teh call.

Influence. If you make a poor pact with S'ahko, she influences your personality in one or both of the following ways:

  • Personality Trait. I hide scraps of food and trinkets away in my pockets.

  • Bond. An injury to the unspoiled wilderness of my home is an injury to me

3rd Level

Hoseiken Seito

Street Bat

Extra Attack

When you take the attack action, you can make one additional attack.

Trained Warrior

You gain proficiency with martial weapons, all armour, and shields. As an action you can manifest a spiked bat in your hands that vanishes if you drop it. This is treated as a magical +1 morningstar. At 11th and 17th level it gains a further +1 to attack and damage rolls.

Second Wind

As a bonus action on your turn you can regain 1d8 + your binder level in hit points. Second Wind can be used once, refreshing on a short rest.

Pact Information

Hoseiken appears as what was once a smoothed wooden bat pierced by thick metal nails. Multiple cracks and dents along its length mark its heavy use, and the leather wrap for the handle is faded by age and time. It swings wildly through the air, as if swung by an invisible man.

Physical Sign. A large scar roughly the shape of a plus sign crosses your nose, left eye, and left cheek. It occasionally pulses red.

Legend. Hoseiken Seito was a delinquent in his youth, a homeless child who ran with street gangs in order to survive the cold hard streets. Charismatic, quick witted, and strong; he soon amassed a loyal following of fellow urchins, carving out a fiefdom of their own. As he grew into adulthood he found himself unsatisfied by the money and power that came from running a gang, and found joy only in fighting. He left, bringing only his clothes and his trademark spiked bat with him on a great journey to challenge fighters across the world. He quickly gained a reputation for his unorthodox, but effective, fighting style, and by the time he perished at the age 27 he'd garnered a famed reputation as a 'champion of the people' – even though this wasn't true.

Influence. If you make a poor pact with Hoseiken, he influences your personality in one or both of the following ways:

  • Personality Trait. I'm quick to start fights, especially against strong or boastful opponents.

  • Flaw. I never run from a fight, no matter how bad it may seem.

Fenrir

The Lunar Wolf

Moonlit Charge

If you move at least 20 ft. straight toward a target and then hit it with a melee attack on the same turn, the targets eyes are obscured by searing moonlight, and it is blinded until the end of your turn. From 11th level Moonlit Charge also deals 1d8 radiant damage.

Waning Motion

Your movement speed increases by 15ft and your movement does not provoke opportunity attacks.

Lunar Cry

Your howl is imbued with moonlight. You can use your action to unleash such a howl. Enemy creatures within 10ft must succeed on a Wisdom saving throw or be Frightened of you for 1 minute. They may repeat the saving throw at the end of their subsequent turns to end the effect early.

In addition for 1 minute after using Lunar Cry you can make a bite attack as a bonus action, using your charisma modifier for attack and damage rolls.

Lunar Cry can be used twice, refreshing on a short rest.

Pact Information

Fenrir appears as a shining wolf whose 'fur' is shaped from craggy white moonrocks, granting it a stony hide that nevertheless appears to be fur at a glance. It has three eyes - its left and right eyes have irises shaped as reflected crescents, while the central eye is a full moon.

Physical Sign. You grow a third eye, shaped like a full moon, in the centre of your forehead.

Legend. As the story goes, Fenrir's existence was born from the collected dreams of hunters - both humanoid and otherwise. It exists as both the prime hunter. While this might lead some to believe Fenrir feels kinship with hunters, this is not the case, and Fenrir is as likely to hunt other hunters as he is normal prey. Fenrir is purported to appear at great hunt festivals, and its howl is an omen of a good hunt.

Influence. If you make a poor pact with Fenrir, he influences your personality in one or both of the following ways:

  • Personality Trait. I will do anything to win, no matter how underhanded.

  • Flaw. Violence is my answer to almost any challenge

Sha

Living Dread

Grasping Terror

As an action you can choose a creature within 60ft. They must succeed on a Wisdom saving throw or be Frightened of you for 1 minute. The targeted creature may make an additional saving throw at the end of each of their turns to end the effect early.

Instead of using this as an action, you can affect a creature with it once per turn when you hit with a weapon attack.

In addition, whenever a creature is Frightened of you, their movement speeds are halved.

Exploit Fear

Once per turn when you damage a creature that is Frightened you can choose to deal an additional 2d6 psychic damage to that creature.

Consume Fear

As a bonus action you can choose one creature that is Frightened within 60ft of you and remove their Frightened condition. When you do so, you can also do one of the following:

  • Deal 2d10 psychic damage to the target and you gain half as much in temporary hit points. The damage of this increases by 1d10 at 11th and 17th levels.
  • Grant the target 10 temporary hit points.

Temporary hit points gained by Consume Fear last for 1 minute.

Pact Information

The air turns disconcerting as a vast pile of shattered phylacteries falls from the sky around you. Shards of glass, twisted gold fittings, and shattered jewels pile up, each one seemingly bearing the distorted dark image of Sha.

Physical Sign. A pair of shadowy claws appear from behind you to grip your neck at all times.

Legend. When a lich's phylactery is destroyed, so too is their soul - or most of it, anyway. Inevitably some fragment of their magic lingers, some shard of soul remains. Sha is, as the story goes, the collected fragments of hundreds if not thousands of dead liches over the millenia, all assembled into a single collective consciousness that became a vestige. Rejected by the gods and unable to pass on, Sha became a seething ball of hatred.

Influence. If you make a poor pact with Sha, they influence your personality in one or both of the following ways:

  • Personality Trait. I am intolerant of faith and condemn the worship of gods.

  • Flaws. My hatred of my enemies is blind and unreasoning.

Zentarix

Waxing Hurricane, Waning Breeze

Gentle Gust

You can choose to slow your falling to a rate of 10ft per round with no action cost. In addition your feet are lighter on the ground, allowing you to take half damage from any ground-based hazards.

Swirling Gale

You can cast the Gust and Thunderclap cantrips, and the Feather Fall spell at will. In addition, once each per short rest you can cast Silence, Gust of Wind, Fog Cloud and Wind Wall.

Vortex

As an action you can call up a vortex at a point within 120ft. Creatures within a 15ft radius must succeed on a strength saving throw or be restrained by the vortex and pulled to its centre. On their turn they may make a strength (athletics) ability check to end the restrained condition. Even if they do, the vortex's area is buffeted by powerful winds, forcing any creature to expend 2 feet of movement for each 1 foot travelled. Creatures who enter the area after it's created must likewise make a strength save or be restrained.

At the end of your next turn the vortex detonates, dealing 8d6 thunder damage to all creatures within its radius.

Vortex can be cast once, refreshing on a long rest.

Pact Information

Zentarix appears as a great bird of pristine white. Each beat of their vast wings conjures up storms of dust and debris around you as they circle overhead.

Physical Sign. Your voice changes volume randomly and you're constantly buffeted by wind.

Legend. Zentarix was originally a small house spirit for a family of hunters. Though their belief held Zentarix as a 'god', the truth is that they were little more than a spirit made manifest by their belief. Still, enough belief over thousands of years can add up, and eventually Zentarix accumulated enough power to manifest themself as a proper guardian spirit for their family. Their existence proved troublesome, however, as when it became public many others flocked to the home for Zentarix's protection. When they couldn't offer this, the people became enraged and slew the family. With their last breath they freed Zentarix from their obligations, and they became a vestige - one deeply connected with discovering the purpose behind theire existence.

Influence. If you make a poor pact with Zentarix, they influence your personality in one or both of the following ways:

  • Personality Trait. I see omens in every event and action. The gods try to speak to us, we just need to listen.

  • Flaws. Unlocking an ancient mystery is worth the price of a civilization.

4th Level

Chan Treeborn

One With Nature

Deep Roots

You reduce the damage taken by half your proficiency bonus. In addition, if you do not move at all during your turn you gain resistance to all damage until the start of your next turn, and gain 1d6 temporary hit points.

Floral Aura

You emit a scent that drives others mad. Hostile creatures who start their turn adjacent to you must succeed on a Wisdom saving throw or be forced to remain adjacent to you and use their action to attack you this turn.

Rootwrap

As an action you may choose to target creatures adjacent to either yourself or a tree within 120ft. They must succeed on a strength saving throw or be restrained for 1 minute. To free themselves early the restrained creature can use their action to make an athletics check against your vestige save DC. You can have a number of creatures wrapped simultaneously equal to half your proficiency bonus (rounded up).

Pact Information

Chan is a stout dwarf of perhaps five feet in height in total, though where you would expect skin, you find bark. Where you would find a beard and hair, you find ivy and grass. Where you would find gleaming eyes, you see blooming flowers. Though his shape is the same, any vestige of his mortal flesh has been replaced by plantlife. He does not wear clothes of fabric, instead wrapping himself in large leaves of green to cover himself. Atop his head grows a small tree with long fronds that block his head from the sun.

Physical Sign. A miniature tree grows out of each of your shoulders, complete with greenery and tiny fruit.

Legend. Chan Treeborn was abandoned as a baby, given up by whatever parents gave birth to him and left in the care of a druidic circle. For Chan there was no great catalysing moment, heroic sacrifice or turning point. He lived his life well and dedicated it to the protection of nature, eventually dying of old age after many centuries of happily performing his role. It was his stalwart dedication over many years that turned him away from his 'promised' afterlife to become a vestige, but in his eyes he is quite satisfied with the turn of events, so long as he ends up in the hands of a worthy Binder.

Influence. If you make a poor pact with Chan, he influences your personality in one or both of the following ways:

  • Personality Trait. A smile helps every situation, and I'll be the one to provide it.

  • Bond. I always put other's lives before my own.

Daz'Thekyl

Icy Heart

Frozen Chains

As an action you can make a ranged spell attack to unleash frozen chains against two creatures within 30ft of you, and no more than 20ft apart from each other. On a successful hit, a creature takes 1d10 cold damage. If both hit, the creatures are pulled by the chains towards each other and slam together, taking an additional 1d10 bludgeoning damage each and being Stunned until the start of your next turn.

Frozen Chains can be used twice, refreshing on a short rest.

Glacial Body

You have resistance to cold damage. In addition, as a reaction when you are attacked you can unleash a burst of ice in a 15ft cone, dealing 2d4 cold damage to creatures in the area, or half as much on a successful dexterity saving throw.

Ring of Frost

As an action you create a ring of frost with a 15ft diameter at a point within 60ft. This lasts until the end of your next turn. Enemy creatures who cross the ring's edge - whether to enter or exit - must succeed on a constitution saving or be Incapacitated and have its speed set to 0 until the end of your next turn. Once this expires, they are affected by the Slow spell for a further round.

If they succeed on the initial save, they are not incapacitated but are instead affected by the Slow spell for 1 round.

Creatures immune to cold damage are immune to Ring of Frost's effects.

Ring of Frost can be used once, freshing on a short rest.

Pact Information

A thick stone coffin rises up from the ground before you. Its lid falls open, revealing a skeleton bound with chains of ice across its body. It has gleaming blue light in its eyesockets, and when its jaw falls open to speak an icy chill rushes through you.

Physical Sign. Icicles grow from your nose, ears, and chin. They are cold to others, but merely cool to you.

Legend. Daz'Thekyl was one of the few creatures who sought out vestige-hood of their own volition, instead of it being foisted upon them. They spent much of their 'life' as a vampire, utterly obsessed with staving off the chill of a final true death. After many years, he discovered a method of which to do so, freezing the concept of his 'self' into existence, and ascending into becoming a vestige.

Influence. If you make a poor pact with Daz'Thekyl, they influence your personality in one or both of the following ways:

  • Personality Trait. I know a story relevant to almost every situation.

  • Flaw. I'm never satisfied with what I have--I always want more.

Kett

Dedicated Mother

Phiarlan Training

While you are wearing neither armour or shield you can calculate your armour class as 10 + your dexterity modifier + your charisma modifier.

In addition, your unarmed strikes are treated as finesse weapons. They deal 1d6 + your ability modifier damage. You may also make an additional attack whenever you take the Attack action. This does not stack with Extra Attack or similar features.

Shadow Step

As a bonus action on your turn while you are stood in an area of dim light or darkness, you may teleport to another unoccupied space of dim light or darkness within 60ft. You can also see through magical darkness out to 15ft.

Family of the Mark

Kett's bond with her husband crosses even death. You can each of the following spells once per short rest: Pass Without Trace, Silence, Invisibility, Darkness.

Pact Information

When called Kett appears as a pile of skulls, constantly raising up from the middle and tumbling back down again. Intuitively, you understand that these skulls are all those she claimed. When she speaks, her voice comes from all the many skulls at once.

Physical Sign. A long flowing black scarf wraps loosely around your neck and shoulders. It constantly seems to be blown by the wind. Embroidered on the scarf are patterns that resemble the Dragonmark of Shadow, in bronze thread.

Legend. In her life, Kett was a legendary assassin for House Phiarlan. Inducted into the House by marriage during her teen years, she quickly displayed the required personality and ability to carry out assassinations and infiltrations. Coming into contact with the Umbral Codex during one of her missions imparted a portion of her existence onto the fabric of reality, and when she finally passed away on a job, that essence remade itself into a vestige.

Influence. If you make a poor pact with Kett, he influences your personality in one or both of the following ways:

  • Personality Trait. Lying is second nature to me, but I will never lie to those I love.

  • Bond. I will do anything to protect my family and those I think of as family.

Ravetom

King of Chains

Death's Defiance

When you are reduced to 0hp, you do not fall unconscious, and instead regain hit points equal to half your maximum. For 1 minute after this when you hit with a weapon attack you deal an additional dice of damage of your choice.

Death's Defiance can activate once, refreshing on a long rest.

Deathbringer

When you reduce a creature to 0hp you gain temporary hp equal to your proficiency bonus and add your proficiency bonus to the damage of your next successful weapon attack.

Bladed Defense

When a creature hits you with a melee attack while within 5ft, they take 2d6 slashing damage. This counts as magical for the purpose of overcoming damage resistances and immunities.

Pact Information

Ravetom manifests as a grim skull of smoke hovering in the air. The area fills with the stench of bonedust, and his voice echoes with the sound of a coffin lid slamming shut.

Physical Sign. A tattoo appears on your forehead in the shape of criss crossing diamonds.

Legend. Ravetom was a legendary warrior in life, spurring a rebellion against his slave-owning masters and their magistocracy. He tore the very heart of his homeland away, leading his freed people into wildlands, where they settled amongst the monstrous races of the wilderness and established a new nation based upon strength of arm. As a new king, he proved to be just as cruel as his former masters, ruthlessly exerting his authority and defeating all who challenged him with extreme brutality. It was a lover who eventually felled the great king with poison, but he refused to pass on or accept god's judgments, and his force of will was great enough that he became a vestige.

Influence. If you make a poor pact with Ravetom, he influences your personality in one or both of the following ways:

  • Personality Trait. I allow no mercy. All who stand before me will die. Spellcasters will die slowly.

  • Ideal. Strength matters above all. It is only through power that you can attain your goals.

5th Level

Bedeli

Flame Martyred

Heat Absorbtion

You are immune to fire damage. In addition whenever you would take fire damage, either directly or indirectly (such as from a Fireball spell or a dragon's breath), in addition to taking zero damage you can use your reaction to absorb all the fire into yourself, negating its effect on any other creatures. You then disperses a healing wave equal to half of the damage the effect would have dealt, healing all allied creatures within 10' of her.

Heat Absorbtion can be used twice, refreshing on a long rest.

Heated Body

Creatures striking you with a melee attack take 1d10 fire damage. You sheds bright light within 60', and dim light a further 60' beyond that. When you move within 5 feet of a creature, or an object that isn’t being worn or carried, it takes 1d10 fire damage from your trail of heat. A creature or object can take this damage only once during a turn.

Damage from Heated Body cannot kill, and if it reduces a creature to 0HP they immediately stabilise.

If you suppress your sign from Bedeli, this feature is likewise suppressed.

Living Flames

As an action you can make a ranged spell attack on a creature within 60ft. If it hits, it deals 2d12 fire damage and lingers in them. You can use your bonus action to have the flame jump to another creature within 15ft, granting them 2d12 temporary hit points. You can use your bonus action on each subsequent turn to have the flame jump between creatures within 15ft of the current enflamed character, alternating between dealing damage and granting temporary hit points. Living Flame cannot deal damage twice or grant hit points twice in a row, but must alternate. A damaging jump requires a new attack roll each time, but if it misses it still leaps to the target, it simply deals no damage. Instead of healing, you can instead choose to cause a creature to be affected by the Lesser Restoration spell.

Living Flame and the temporary hit points it grants lasts for 1 minute, and you may only have one active at a time.

At 13th and 18th level its damage and temporary hit points increases by 1d12. From 18th level, instead of healing you can cause the creature to be affected by the Greater Restoration spell.

Pact Information

Bedeli appears as a human woman whose skin is blackened by fire. Scarred rivulets along her skin break open in places revealing gleaming liquid inferno within. Her hair is gone, replaced by pure flames that spring from her scalp. In place of clothes, she is instead draped in phoenix feathers, a multicoloured ever shifting 'dress' that makes her look part bird as much as human. She has two shining wings protruding from her back, though she does not need to use them to fly, and she is permanently accompanied by an aura of intense heat. Her face is permanently set in a kind, if pitying, expression.

Physical Sign. You inherit the scarred rivulets along your skin that break open to reveal liquid fire within.

Legend. In life, Bedeli was a young woman. She was never wealthy, but neither was she ever in poverty. Utterly ordinary, she would have been destined for a normal life - a husband, children. Yet religious fervour gripping the hearts of the populace and stoked by the ruling nobles swept her nation. Soon, witch hunts became commonplace, and trials that could be called anything but 'just' saw many a 'witch' burned alive for their black magic. The needless cruelty of these hunts drove Bedeli to step out of her normal life that had been proscribed for her and aid those in hiding or on the run, to protect 'witches' (real or otherwise) from the relentless hunters and inquisitions.

Alas, her altruism was cut short when she was discovered and likewise accused of being a witch. Despite being entirely mundane with not a trace of magical ability, Bedeli was put to the flames - a saintly heart turned martyr. Her stoicism in the face of the fire galvanised the populace to change their ways, and she went down in history as a mythical figure. It was this belief that had her soul become a vestige.

Influence. If you make a poor pact with Bedeli, he influences your personality in one or both of the following ways:

  • Personality Trait. I quote the sacred texts and proverbs in almost every situation.

  • Ideal. I always try to help those in need, no matter what the personal cost.

Dulcinox

Embodiment of Serenity

Ambrosial Succor

As part of a short or long rest you can use Dulcinox's powers to create a magical feast for you and up to 7 other creatures. Those who partake have their hit point maximum increases by 1d12, and gain the same number of hit points. They also are cured of diseases and poisons, have advantage on saving throw against poisons and resistance to poison damage, and make Wisdom saving throws with advantage.

This lasts until you complete a short or long rest, but otherwise persists even if you unbind from Dulcinox.

Cloak of Sweet Safeguards

When you are bound with Dulcinox, a magical cloak appears in your possession that only you can wear. This functions as a Cloak of Displacement. While attuned to it, you can spend 10 minutes focusing its magic to create an extradimensional safe haven. This functions as the Magnificent Mansion spell except it only contains a foyer and up to five rooms, can only feed 8 people, lasts 10 hours, and does not have any servants to serve the occupants.

This feature can only be used once, refreshing on a long rest.

Calming Aura

You project a calming aura around yourself. Creatures within a 10ft radius subtract your charisma modifier from attack and damage rolls. This ceases to work until the start of your next turn if you take an aggressive action against another creature including, but not limited to, attacking or casting a spell on them they would not wish to receive.

Pact Information

Dulcinox appears as a small herd of sleeping capybara. When he speaks, the voice changes which capybara it emerges from with each word. Your nostrils are filled with calming scents.

Physical Sign. Your expression cannot ever change from a serene smile, and you are unable to raise your voice in anger.

Legend. Dulcinox grew up in a monastery of war, its monks dedicated to perfection of mind and body both through trials and tribulations. As a child, Dulcinox was expected to follow their path, but he never saw the appeal, instead practicing a way of absolute peace, meditation and cookery. He failed as one of his home's monks, but as he studied and meditated he eventually achieved an enlightened state that even the most warmongering kind had to recognise as calming. As the story goes, Dulcinox never died, instead passing harmlessly into becoming a vestige as simply the next stage of their life, something they accepted with a benign smile.

Influence. If you make a poor pact with Dulcinox, he influences your personality in one or both of the following ways:

  • Personality Trait. I am utterly serene, even in the face of disaster

  • Ideal. Self-improvement. The goal of a life of study is the betterment of oneself.

Ego

Unmaker

Truenamer

When you bind to Ego, you learn your Truename. As a bonus action on your turn you can make a Perception ability check against a creature you can see to attempt to perceive their truename. This has a DC of 10 + the creature's CR or character level. You can use this ability freely, but each time you fail the DC against an individual creature increases by +5, resetting after 24 hours. If you attempt to learn a creature's truename and fail, the creature instinctively knows you attempted to learn something of them, and may view you with more hostility.

In addition, it is harder for creature's to learn your truename while you are bound to Ego. Any attempts to learn your truename have disadvantage. Finally, while bound to Ego you understand and can speak all languages.

Word of Unmaking

As an action, you can target a creature within 30ft that can hear you and speak a Word of Unmaking. If you know the target's truename, this automatically deals 3d10 force damage and bypasses resistances and immunities to force damage. If you do not know their truename, the creature can make a charisma save to halve the damage dealt. From 17th level the damage increases to 4d10.

Once used, Word of Unmaking cannot be used again for 1d6 rounds, but while it is unable to be used the Word of Unmaking is reversed for you - so long as you are below half hit points and conscious you regain hit points equal to your charisma modifier at the end of each of your turns.

Codex of the Mind

When you bind to Ego you learn to summon a spectral tome as an action. By spending 1 minute scribing a creature's Truename into the book's pages, the creature's surface thoughts appear on the book's pages for the next minute. Tome of the Mind can be used once, refreshing on a short rest.

Pact Information

Ego appears much as they did in life - a mousey, studious man sat behind a thick oaken desk, but when he speaks his voice echoes through your entire body, threatening to tear it apart with a single syllable.

Physical Sign. Patches of your form turn transparent, becoming entirely see-through. This extends to your clothes or armour worn.

Legend. Ego is a pseudonym, rather than his name (or indeed his truename). In life, he quested to perfect the concept of being via truespeech, diving into the depths of knowledge. He used his truename to chip away at excess aspects of himself, purifying his form and being until eventually he became able to speak himself into becoming a vestige.

Influence. If you make a poor pact with Ego, they influence your personality in one or both of the following ways:

  • Personality Trait. I always want to know how things work

  • Ideal. The path to power and self-improvement is through knowledge.

Rose Bride

Sweetest Thorns

Rose Steed

You may cast Find Steed as an action once per short rest, with only warhorse as an option. This steed has an increased hit point total equal to 3x your binder level, and comes with special plate barding setting its AC to 18. This barding vanishes with the Steed. The Rose Steed will only take the dodge action if you are not mounted upon it, and refuses to be mounted by any other creature. If you unbind from the Rose Bride the Rose Steed immediately vanishes.

Floral Lance

You can manifest the Floral Lance as a bonus action. It immediately vanishes if it leaves your hand. This lance can be used to make attacks as normal, using your charisma modifier in place of strength for attack and damage rolls. In addition, as an action to use Rose Rundown - you thrust your lance forward in a 15ft long, 5ft wide line. Creatures in the area must succeed on a dexterity saving throw or take 2d12 + your charisma modifier magical piercing damage, taking only half damage on a success.

Rose Rondo

A swirl of razor sharp rose petals surrounds you whenever you make an attack roll or use Rose Rundown. Creatures other than you and your Rose Steed within 5ft of you must succeed on a dexterity saving throw or take 1d6 magical slashing damage.

Pact Information

Rose Bride manifests to you in the form of the Rose Steed – a glorious white unicorn, whose horn is formed from a single elongated red rose. Instead of hair its mane and tail are the green thorny stems of a rose. Each whip of the tail draws blood, casting a perpetual trail in its wake.

Physical Sign. Your left eye is replaced by a blooming red rose. This does not affect your sight.

Legend. Once, the woman known as the Rose Bride became more and less than a person, not through any great act of magic or mysticism, but instead solely through social recognition. Her sense of 'self' was thrown away, and she became in all things a prize – a prize for the most worthy knight in all the land. She changed hands innumerable times as knights fought for supremacy, each trying to outdo the other and claim the hand of the Rose Bride. For years, this chain of duels went on, and with each new 'owner' she became less and less of a person and more and more of an ideal. She lost the need to eat, to sleep, to drink, and even the need to age, all in service of becoming the perfect bride. Though her time was frozen, the world marched on, society progressed, and eventually there came a time in her world where no knights existed, and so she passed from the world as the Rose Bride, and not a woman, to became a vestige.

Influence. If you make a poor pact with the Rose Bridge, she influences your personality in one or both of the following ways:

  • Personality Trait. I'm dutiful and honest to a fault.

  • Flaw. I cannot deny an order given by one who I follow, no matter what it is.

6th Level

Golden Glasswing

Shining Radiance

Radiant Body

You shed bright light in a 30' radius and dim light 30' beyond that. The bright light counts as Sunlight. In addition, whenever a creature hits you with a weapon attack they take radiant damage equal to half your proficiency bonus. You cannot benefit from Radiant Body while your Physical Sign is suppressed.

Radiant Bolt

You can use your action to make a ranged spell attack against a creature within 120ft. If you hit, you deal 4d6 radiant damage. Undead or Fiend type creatures hit have disadvantage on their next saving throw before the start of your next turn.

From 17th level you add your charisma modifier to the damage dealt by radiant bolt, and if it hits then the next attack made against the target has Advantage.

Absolute Judgment

If you reduce a creature to 0 hit points it is killed immediately and its body disintegrated. It cannot be resurrected outside the use of a Wish or True Resurrection spell. Undead creatures reduced to 0hp by you must succeed on a constitution saving throw against your vestige save DC or have their souls irrecoverably destroyed outside of direct divine intervention. This bypasses a Lich's phylactery, a Vampire's Misty Escape, or similar features that would allow an undead to survive.

Pact Information

Glasswing appears as a tiny butterfly made entirely of radiant heavenly light, it flits about wildly, seeking out creatures to destroy.

Physical Sign. You grow a pair of golden butterfly wings from your back.

Legend. Reality is often seen as containing dualities - life and death, hot and cold, order and chaos, and of course, light and darkness. Golden Glasswing is a vestige born from one of these dualities, a being of primordial light and radiance, created when a vast quantity of dark magic was unleashed by an evil lich. As a creature of pure light, its dedication is solely to eradication of the darkness, a great purge that would see the shadows removed from the world.

Influence. If you make a poor pact with Golden Glasswing, they influence your personality in one or both of the following ways:

  • Personality Trait. I face problems head-on. A simple direct solution is the best path to success.

  • Ideal. Righteous purging of undead is not just Good, it's a requirement.

Undrax

Twisted Rescuer

Iron Skin

While not wearing armour you have an AC of 20. You can wear a shield and still retain this benefit. In addition, when a creature hits you with an attack or you fail a saving throw you can use your reaction to gain temporary hit points equal to your binder level and gain immunity to all conditions until the start of your next turn, so long as you have at least 1 hit point.

Iron Skin can be activated a number of times equal to your proficiency bonus, refreshing on a long rest.

Containment Sack

As an action on your turn you can attempt to wrestle a creature of your size or smaller into your containment sack. The target creature must succeed on a dexterity save or be pulled in into the sack. A creature can fail this save willingly. A creature in the sack is blinded and restrained, it has total cover against attacks and other effects outside the sack. You can choose for the contained creature to take 11 (3d6) acid damage at the start of each of your turns.

If you take 20 damage or more on a single turn from a creature inside it, you must succeed on a DC19 Constitution saving throw at the end of that turn or regurgitate the sacked creature, which falls prone in a space within 5 feet of you. If you dies, a swallowed creature is no longer restrained by it and can escape from the sack by using 10 feet of movement, exiting prone.

Containment Sack can hold one creature of your size, two creatures of the next size smaller, and up to four creatures of any sizes smaller than that. This cannot be used if your Physical Sign is suppressed.

Avoidance

If you are subjected to an effect that allows you to make a saving throw to take only half damage, you instead takes no damage if you succeed on the saving throw, and only half damage if you fail.

Pact Information

The lopsided Undrax lumbers before you on unsteady feet, a creature that looks like a malformed cross of man, dinosaur, and rhinocerous, with one massive right arm and a tiny left arm. He greets you with a welcome, if shy, smile.

Physical Sign. A large skinsack extends from beneath your right arm with a gaping maw of an opening.

Legend. Undrax's life was short lived and painful. He was born of a magical accident, melding multiple creatures together into an unholy abomination, that was subsequently discarded by his creator. Inside the chest of this beastly creature beat a gentle heart, who sought only for peace, yet he rarely found acceptance in any community owing to his disturbing appearance and origins. It was a rural community, far from the cosmopolitan cities, that accepted him for what he was, and he found a place among a thriving little village as physical labour and guardian of children. During a particularly vicious storm, many houses were set ablaze by lightning strikes, and Undrax bravely threw himself into the flames to use his 'gifts' to rescue others safely from the flames. He lost his life in the process, but the thoughts and well-wishes of his home, and perhaps the magical accident that created him in the first place, turned him into a vestige.

Influence. If you make a poor pact with Undrax, they influence your personality in one or both of the following ways:

  • Personality Trait. If someone is in trouble, I'm always willing to lend help.

  • Ideal. I fight for those who cannot fight for themselves.

Vargath

The Thrice-Cursed

Sanguine Thirst

Once per turn when you hit with an attack you can gain temporary hit points equal to half the damage dealt. If you are below half health, you can instead choose to regain hit points instead of gaining temporary hit points. Additionally, when you take the attack action with a melee weapon you can make an additional attack as part of the same action. This does not stack with Extra Attack or similar features.

Bloodwolf's Challenge

As an action you unleash a mighty challenge to nearby creatures. Enemies within a 15ft radius must succeed on a wisdom saving throw or spend their next turn moving into melee with you and taking the attack action against you. On a successful save they are not compelled to move to or attack you, but they are also unable to move away from you. Bloodwolf's Challenge can be used twice, refreshing on a short rest.

Giant Toss

Once per turn when you hit a creature with a melee attack you can choose to throw them by making a contested strength (athletics) check against the target creature's strength (athletics). If you succeed, you can throw the creature up to 20ft in any horizontal direction. Creatures and objects within a 5ft radius of the impact (including the thrown creature) take 1d8 bludgeoning damage and have their movement speeds reduced by 10ft until the end of your next turn.

Pact Information

A deep guttural growl heralds Vargath arrival, and from behind you appears a man - half-wolf, half-orc, stood on two legs, covered in fur, and wielding a massive wicked axe whose edge seems to sing as it sways back and forth. His face and fur is matted with blood, drawn in ornate ritual markings that are unknown to you.

Physical Sign. Your footsteps leave a bloody trail that vanishes after 1 minute. You occasionally howl whenever making an attack.

Legend. Vargath the Thrice-Cursed was a scholar afflicted by terrible visions and the whispers of a dead race of giants. Searching for a cure to his curse, he ventured into a cursed land of witches, demons, and undead. There he found no cure, but instead another trial in lycanthropy. His tribulations were only added to when, in service of his clan, he participated in a blood magic ritual that shaved a sliver from his soul, cursing him a third time with a form of vampirism. So layered were these three curses that tore at his soul that when he died a true death, the upper powers were unable to claim him, and so he became a vestige.

Influence. If you make a poor pact with Vargath, he influences your personality in one or both of the following ways:

  • Personality Trait. I am horribly awkward in social situations.

  • Bonds. I've been searching my whole life for the answer to a certain question - "why me?"

7th Level

Kyra

Realmtwister

Swap

As a bonus action, or as a reaction to when an attack is declared against a target but before it is rolled, you can launch a bolt of teleportation magic from yourself. The bolt travels up to 30ft in a straight line until it strikes a creature. The struck creature must, if they are unwilling, make a strength save to avoid instantly swapping places with you. If they fail they are moved and take 2d6 + your charisma modifier force damage. Willing creatures are not damaged by this. If they resist and succeed on the save they are not moved but still take half damage.

Swap can be used a number of times equal to your proficiency bonus, refreshing on a long rest.

Blinkwave

Instead of moving on your turn you can choose to teleport by expending all of your movement to teleport to a point you can see within a radius equal to your speed. You can choose to unleash a wave of teleportation energy either from your original point or your destination. Creatures within a 5ft radius of the wave take 1d12 force damage and are pushed back 5ft from you.

Mass Teleport

You can cast the Teleport and Plane Shift spells without providing a material component. Instead of their normal creature allowance you can teleport or plane shift up to 60 creatures at a time.

Mass Teleport can be used once, refreshing on a long rest. From 20th level, it refreshes on a short or long rest.

Pact Information

Kyra lacks any concrete physical appearance, instead with every other moment her appearance shifts - sometimes slight, sometimes major, as they bleed through the different realities they stepped between.

Physical Sign. When you blink your eyes you teleport out of existence for just a moment reappearing at the exact same spot. You cannot control this or take mechanical advantage of it.

Legend. Kyra's tale is, like her personality, ever-shifting. From a young age she was gifted with a mastery of dimensional magics, effortlessly breaching reality much to the dread of her family. No cage could contain her, no shackles could bind her. Thankfully her nature meant she was dedicated these magics to adventuring and seeing the universe, rather than anything malicious. None could explain her gifts, but all were thankful that Kyra Realmtwister had good in her heart, instead of evil. She visited far off nations, the planes, and even entire other universes with her magic, always returning with souvenirs from the many farflung realities she had set foot upon.

As her powers grew, her sight expanded, until eventually she was able to breach her own concept and access all of the myriad alternate-Kyras that may have but did not exist, joining with them and fusing into a complete inter-dimensional being who crosses time and space. Supposedly her vestige is the mere cast-off of this fusing, with the 'true' Kyra existing elsewhere...and everywhere.

Influence. If you make a poor pact with Kyra, she influences your personality in one or both of the following ways:

  • Personality Trait. I don't pay attention to the risks in a situation. Never tell me the odds.

  • Ideal. Independence. I am a free spirit--no one tells me what to do.

Tristain

Hermit of the Hunt

Apex Archer

You gain proficiency with all ranged weapons, the archery fighting style, and when you take the attack action with a ranged weapon you can make an additional attack as part of the same action. This does not stack with Extra Attack or similar features.

Additionally, when you attack you ignore the AC benefit of shields if your target is wearing one (including any magical benefit) and the Shield spell.

Seeking Arrow

Whenever you make a ranged weapon attack or use a vestige ability a magical arrow appears to seek out a random enemy creature within 60ft. This automatically hits and deals 1d4 + 1 magical piercing damage.

Marked Shot

Hitting a creature with a ranged weapon attack magically marks them, allowing your allies to take advantage of your strike. When a friendly creature other than yourself attacks a marked creature they treat a roll of 18, 19, or 20 as a critical hit, instead of just 20.

Marked Shot lasts for 1 minute, or until you apply it to another creature, or until a creature successfully critically hits the marked creature.

Whenever a mark is consumed due to a critical strike, you gain a charge, up to a maximum of 3. You can expend 3 charges to turn a ranged weapon hit into a critical strike.

Pact Information

Becoming a vestige turned Tristain's rugged, nature-touched features to their extreme. Though still clearly human, many facets of him have become akin to an animal - an eagle beak in place of a nose, goat's eyes, patches of feathered and furred skin, and large horns, turning him into a strange chimera man.

Physical Sign. You gain a random feature from the below when you bind with Tristain, or when you unsuppress his sign:

d6 Physical Sign
1 Your face extends into the muzzle of a dog or wolf.
2 A large pair of antlers grows from your scalp.
3 Patches of fur line your arms and legs, your hands and feet turn into paws and claws.
4 Patches of feathers cover your skin, and you grow a large pair of wings attached to the bottom of your arms.
5 Your eyes and ears become that of a goat.
6 Your nose and mouth extend into a bird's beak.

Legend. Near every rural village or town across the world has a cantankerous hunter of the wild who keeps their distance and prefers solitude over civilisation, interacting with others only when they have to. So pervasive is this concept in the minds of people who think "rural village life" that it seems to have created Tristain wholecloth as a vestige. Some binders believe he is instead a nature spirit whose concept was reformed by collective belief, which accounts for his unusual appearance. Tristain's hunts are balanced and moderated, in somewhat stark contrast to Fenrir, and typically the two do not interact well when summoned into the same Binder.

Influence. If you make a poor pact with Tristain, he influences your personality in one or both of the following ways:

  • Personality Trait. I'm oblivious to etiquette and social expectations.

  • Ideal. Tradition. The ancient traditions of worship and sacrifice must be preserved and upheld

Xu'voco

Dragon of the Astral Winds

Kaleidoscopic Scales

After you take damage, you gain resistance to that damage type. This lasts until you take a different damage type, at which point your resistance switches.

Spell Eater

When you are targeted or affected by a spell you can use your reaction to roll a d6. If the result of the roll is equal to or higher than the spell slot expended, all of the spell's effects are negated and you gain temporary hit points equal to 3x the level of the spell slot. This affects beneficial/friendly spells also.

In addition, once per turn when you deal damage to a creature with the ability to cast spells, their initiative count is reduced by half the damage dealt. This cannot grant a creature more than one turn in a round. Concentration saves against damage you deal are also made with disadvantage.

Astral Winds

You can call the Astral Winds to flow beneath your allies. You and up to five other creatures within 30ft gain an additional action on each of your turns. That action can be used only to take the Attack (one attack only), Dash, Disengage, Hide, or Use an Object actions.

Astral Winds lasts for 1d4+1 rounds and can be used once, refreshing on a long rest. From 20th level it can be used twice per long rest.

Pact Information

Xu'voco appears as a long serpentine dragon. Its scales bear the colours and patterns of ever shifting star nebulas in the night sky, with each movement shifting to another constellation or mosaic of colour. Six wide scaled wings stretch from its back, though it does not require their use for flying. Even when stilled, Xu'voco is constantly surrounded by thick buffeting winds.

Physical Sign. Your skin becomes covered in patches of rainbow scales that glow and shimmer in the light.

Legend. In life, Xu'voco was a man - a slave of a twisted arcanist who used Xu'voco as a test subject for their cruel 'experiments'. For years Xu'voco suffered under the arcanist until one day he was able to break free of his shackles and exact his revenge, but in doing so the magics infused in the arcanist's lab went haywire. The building and its surroundings were swallowed up into a sphere of arcane energy, destroying all that was held within, and twisting Xu'voco into a magical vestige.

Influence. If you make a poor pact with Xu'voco, he influences your personality in one or both of the following ways:

  • Personality Trait. I hold great distrust of magic and those who wield it.

  • Ideal. A land wiped clean of spellcasters and slavers is the true justice.

8th Level

Sybil

Untouched by Time

Undo Timestream

As a reaction to a creature ending their turn you can reverse time. All effects of their turn are undone, and their turn starts again as if it never took place, however they must follow a different timeline - they cannot take the same Actions, Bonus Actions, or Reactions that they took the first time they took their turn.

Undo Timestream can be used a number of times equal to your proficiency bonus, refreshing on a long rest.

Frozen Epoch

On your first turn after rolling initiative you can choose to gain the effect of the Time Stop spell. Frozen Epoch can be used once, refreshing on a long rest. From 20th level it refreshes on a short or long rest.

So long as you are bound to Sybil you do not age nor die of old age, either by mundane or magical means.

Recursive Tempo

As a single action you can cast the Slow spell, targeting a single creature, and the Haste spell, targeting a different creature. These two spells can both be concentrated on simultaneously. Compress Time can be used at will, but both spells must be cast as part of the same action - they cannot be split or used independently.

Pact Information

Sybil's appearance is the same as it was in her life - all of life. From her summoning until dismissal she rapidly grows from an infant, to an adult, to an old woman, to a decaying body, and then repeats the cycle, over and over again.

Physical Sign. When you move you leave after-images behind you for a fraction of a second. Sometimes these images precede your movement instead of following it.

Legend. Sybil was a legendary chronomancer during her life, who sought to catelogue all temporal magic into a vast magical tome she dubbed the Chronomicon. Using her spells she lived far past her normal lifespan, seemingly perpetually young as she continued to work on her research. To progress this, she shattered and reformed her own timelines, froze them, advanced them, reversed them, and generally did everything possible to experiment with her own Time. Eventually she came to a terrible, terrifying conclusion that she could think of no more to do. Faced with an eternity of stagnation, Sybil opted to merge herself with the Chronomicon itself, allowing others to pick up her work and continue it in her place. This merging was mostly successful, but the many shattered time echoes of herself that still existed persisted after she vanished, eventually coalescing together into a bindable vestige.

Influence. If you make a poor pact with Sybil, they influence your personality in one or both of the following ways:

  • Personality Trait. When I set my mind to something, I follow through no matter what gets in my way.

  • Bond. Should my discovery come to light, it could bring ruin to the world.

Yorushyl

Battlemaster

Dominate Mind

You can cast the Dominate Monster spell once per long rest. It does not gain advantage on the saving throw even if you are fighting it. From 17th level this is treated as being cast from a 9th level spell slot. From 20th level you can cast it twice per long rest.

In addition, you may cast Geas twice per long rest.

Provoke War

As an action you can send out a wave of inciting magic in a 30ft radius from yourself, enraging enemies in the area. They must succeed on an intelligence saving throw or become unable to distinguish friend and foe, regarding all creatures as enemies until the effect ends. Each time they take damage they can repeat the saving throw to end the effect early.

Whenever an affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, spell, or other ability it’s using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to.

Provoke War lasts for 1 minute, and requires your concentration. It can be used twice, refreshing on a long rest.

Reflective Mind

Your mastery of domination allows you to throw off attempts to affect you in the same way. When you are targeted by a spell of the illusion or enchantment school, or a similar effect that would ensnare or affect your mind, you can use your reaction to automatically succeed on the saving throw. This must be done before you roll. When you do so, the original caster or originator of the effect is then affected by the spell or effect instead, making their own saving throw against it as normal.

Reflective Mind can be used twice, refreshing on a long rest.

Pact Information

Yorushyl's appearance is always the ideal of what the summoner desires - a stunning beauty, a loving family, the safety of home, and more.

Physical Sign. Your fingers extend into claws and you grow a long devilish tail. A slight smell of brimstone accompanies you.

Legend. Succubi are first and foremost infiltrators, deceivers, and those operating under the cloak of duplicity, yet Yorushyl eschewed the standard and instead used her natural charismatic talents - supported by a brilliant mind - in order to advance in the ranks of the hells as a leader and general of armies. Many leaders relied on strength and brutality to achieve their positions, and Yorushyl's less direct nature proved difficult to match as she deployed hellish tactics against her friends just as much as her foes.

She attained a great deal of notoriety in her conquests, challenging heaven and the material plane as she gathered a vast army of devoted followers. With near boundless ambition, there were constant spinning rumours that she intended to take the position of archdevils and demons both, and become a true master of all hells.

Such ambitions were, for good or ill, cut short. Yorushyl flew too high too quickly, and without truly adequate support her essence was shattered by her betters. This was supposed to destroy her utterly, but Yorushyl was nothing if not stubborn, and she clung to existence as a vestige, offering her powers of control to any binders who are worthy of her.

Influence. If you make a poor pact with Yorushyl, she influences your personality in one or both of the following ways:

  • Personality Trait. I believe I'm the smartest person in the room - and I'm always right.

  • Flaw.. I have an insatiable desire for carnal pleasures.

9th Level

Thas

Deathlord of Black

Absolute Reanimation

As a 1 minute ritual you can reanimate a corpse of a creature whose CR is equal to or less than 6. They retain the statistics they had in life, except their type changes to Undead, and they gain the following additional features:-

  • Damage Resistances: Necrotic
  • Damage Immunities: Poison
  • Condition Immunities: exhaustion, frightened, paralyzed, poisoned

The creature retains their personality they had in life, but they are unable to disobey your orders, or attack you or your companions. Typically, they should be treated as you having full control over their actions at all times, though they may still speak out against you. In combat, the creature roll their own initiative. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger.

Absolute Reanimation ends if the creature is reduced to 0 hit points, if you attempt to Reanimate another creature, or if you unbind from Thas. A creature who has been raised by Absolute Reanimation cannot be animated again, and their corpse turns to dust, preventing resurrection except by True Resurrection or Wish.

Absolute Reanimation can be used once, refreshing on a long rest.

Killing Frost

You are surrounded by a pallid chill. You gain immunity to cold damage and creatures who strike you with a melee attack take 2d6 cold damage. The area in a 10ft radius around you is also treated as difficult terrain due to the icy conditions, though this does not affect you or creatures who are resistant or immune to cold damage.

Soul Reaper

Your weapon attacks and cantrips deal an additional 1d12 necrotic damage. When you reduce a creature to 0 hit points you can choose to absorb and consume their soul, immediately killing them and preventing resurrection except by divine intervention. Consuming a soul causes you to regain hit points equal to the killed creature's hit dice. Any excess healing above your maximum is converted into temporary hit points.

Pact Information

Thas is a pallid elf clad in plate armour adorned with glimmering runes and symbols of death - blades, skulls, and the like. He seems perpetually smug and superior, with a tongue as wicked as his magic.

Physical Sign. A glowing purple rune of death appears somewhere on your skin that is visible to onlookers. If covered up, the rune elsewhere on your body - only by completely covering yourself can you hide its appearance.

Legend. Thas in life was a blacksmith of some renown, forging and enchanting many fine pieces of weapons and armour. His skills attracted him the attention of a particularly vicious lichlord, who had him killed and reanimated as an undead in his servitude. Undeath served Thas well enough, and he found his (un)life changed little from how it was before - forging. Still, he grew tired of creating for others and sought to create for himself only. Having broken free of his lord's bonds, he secretly hatched and executed a plan to forge the lich into a new set of armour for himself, becoming a new lord of the undead.

Still, he remained unsatisfied, and after his experience forging one creature sought to continue this, combining creatures together, forging them into sentient weapons and armour. Still, his hunger for discovery could not be sated. Finally, he turned on himself, turning himself into a perfected being by forging himself into a vestige.

Influence. If you make a poor pact with Thas, he influences your personality in one or both of the following ways:

  • Personality Trait. Sarcasm and insults are my weapons of choice.

  • Flaw. In fact, the world does revolve around me.

Voidmirror

Dark Reflection

Mirror Ability

As a reaction when targeted by a spell, monster feature (such as dragon's breath or illithid mind blast), or attack you can copy the details of it for future use. You can hold up to three copied abilities at once. If the attacker had either the Multiattack or Extra Attack feature, these are saved as part of the same copy.

As an action you unleashes one of the spells, features, or attacks saved by your Mirror ability. You use the statistics (eg. save DC, attack roll, damage rolls and bonuses) of the creature you copied from. Once you have have used this feature, you lose access to the copy that you made.

You can have up to three copies stored at a time. Unbinding from Voidmirror causes you to lose all Mirror copies you have made.

Skewed Image

Attacks against you have disadvantage and you have advantage on all saving throws. This feature ceases to function after you take damage, reactivating from the start of your next turn.

Reversal

When a creature you can see is hit by an attack roll you can use your reaction to reverse the attack and have it strike the attacker instead, dealing normal damage.

This can be used once, refreshing when you roll initiative.

Pact Information

Voidmirror appears as a dark copy of yourself - a perfectly shaped star-filled silhouette of your body, whose form forces you to grapple with the enormity of the universe and your tiny, insignificant place within it.

Physical Sign. When you open your mouth it reveals a starry black void, as if staring into the unfiltered infinity of the cosmos. You also perfectly emulate the voice of the last person you heard speak - you cannot choose to not do so, except by suppressing your sign.

Legend. Voidmirror's origin, just as its appearance, are shrouded in mystery. No one is sure where or why it exists, or where it came from, and its own explanations seem to shift chaotically with each new summoner. Some theorise that it was originally a person - a mortal - who sacrificed their own 'Self' for the sake of others, becoming a mirror to defeat a great threat. Others believe it is a fallen trickster god, or the creation of one, run amok. Still more hypothesise the Voidmirror was a magical creation of a mad arcanist, a work of mortals, not any deified being. Whatever the truth, Voidmirror offers nothing beyond cryptic hints and contradicting tales.

Influence. If you make a poor pact with Voidmirror, your personality traits, bonds, ideals and flaws are reversed.