The Vocator

Void Borne Power

In the realms where gods wont touch, where those who walk the planes cant reach and the living cant fathom exists a nothingness beyong nothingness, where time, space and existance don't bind that which exists there.

Yet, in nothingness some do find themselves. Souls unclaimed by divine power, masters of the arcane who took steps too far in their research, and the remaining memories of dead gods. These vestiges don't live, yet they dont die. Waiting for someone or something to try and grant them a chance at existence once again.

Interplaner Pact Brokers

Vocators are the masters of making deals with the extraplanar. While warlocks bind themselves to powerful masters, a vocator instead doesn't find themselves willing to commit, instead taking the power of great beings as they wish, and abandoning this power when it no longer suits them.

Their most potent ability in the arts of otherworldly deal making is their knowledge on summoning vestiges, otherworldly being from beyond existance, whom they gain the powers of in exchange for granting the vestige the ability to coexist within themselves.

Heratics and Outlaws

While those who consult with the otherworldly are already often viewed negatively, the vocator is often extremely distrusted by those around them. Wizards view them as ones who needed to cheat to gain their magic, and warlock agents of planar powers view them as disloyal tricksters. Churches especially revile them, for the summoning of beings beyond where their gods can reach is viewed as incredibly dangerous.

Many vocators across worlds are often cultists of long forgotten and dead powers, who they use their powers in attempts of bringing forwards plans of returning them to reality. Vocators not part of such organizations are often lonesome, using their powers to advance their goals whilst keeping them secret, attempting to pass off as warlocks or sorcerers. However, in some parts of the world where they are viewed less harshely, they instead form colleges, acting as historians and sages regarding ancient beings, organizing in much the same way wizards would come together to study magic.

Creating a Vocator

When creating your vocator, consider how they gained access to the knowledge of binding vestiges. Are they a sage who studies the otherworldly? Or are they one who seeks to gain power in any manner that suits them, channeling anything and everything that might benefit them? Or maybe they were desperate, unable to find help through arcane research or divine prayer, and instead looking beyong reality and into the unknown for help? Perhaps you were with a group of vocators, such as one dedicated to studying a particular vestige, or maybe just the arts of binding in general? Or you could have been a person excommunicated from a church, and in holding a grudge you bound yourself to powers outside the control of the divine?

From there, consider your characters relationship to binding as a practice? Do they view the vestiges they summon as merely tools to further their ends? Or perhaps as companions whom they can learn from? Or do they bind and harness powers across the multiverse with excitement as they bend reality? Or maybe they are scared of the vestiges they summon, terrified of these beings from outside reality, but continuing forth feeling it to be the only path forward for themselves.

Lastly, consider why your vocator adventures? Are they living on the move due to the stigma regarding their powers? Or are they seeking out further knowledge about the world, the planes, and that beyond it? Or maybe they do so as a way to be able to use their powers in the field for the fun of it?

The Vocator
Level Proficiency Bonus Features Cantrips Known Vestiges Known Max Vestige Level Binding Power Invocations Known
1st +2 Pactcrafting, Major Binding 2 2 1 1 -
2nd +2 Pact Arcanum 2 2 1 2 -
3rd +2 Occult Invocations 2 3 2 3 2
4th +2 Ability Score Improvement 3 3 2 4 2
5th +3 Major Binding feature 3 4 3 5 2
6th +3 Supress Sign 3 4 3 6 2
7th +3 Major Unbinding 3 5 4 7 2
8th +3 Ability Score Improvement 3 5 4 8 2
9th +4 3 6 5 9 3
10th +4 Major Binding feature 3 6 5 10 3
11th +4 Mystical Reserve 3 7 6 11 3
12th +4 Ability Score Improvement 4 7 6 12 3
13th +5 Practiced Summoning 4 8 7 12 3
14th +5 Major Binding feature 4 8 7 13 3
15th +5 4 9 8 13 4
16th +5 Ability Score Improvement 4 9 8 14 4
17th +6 4 10 9 14 4
18th +6 Pact Burst 4 10 9 15 4
19th +6 Ability Score Improvement 4 10 9 15 4
20th +6 Expel Vestige 4 10 9 15 4

Quick Build

You can make a vocator quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution or Dexterity. Second, choose the Sage background. Third, choose the Eldritch Blast and Mage Hand cantrips, along with the 1st-level vestiges Amon, The Void Before the Alter and Naberius, the Grinning Hound

Optional Rule: Multiclassing

If your group uses the optional rule on multiclassing in the Player's Handbook, use the following information if you choose vocator as one of your classes.

  • Ability Score Minimum. As a multiclass character, you must have at least a Charisma score of 13 to take a level in this class, or to take a level in another class if you are already a a vocator.
  • Proficiencies Gained. If vocator isn't your initial class, you gain proficiency in aight armor and simple weapons when you take your first level as a vocator.

Class Features

As a vocator, you gain the following class features

Hit Points


  • Hit Dice: 1d8 per vocator level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per vocator level after 1st

Proficiencies


  • Armor: Light armor
  • Weapons: Simple weapons
  • Tools: None

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

Equipment

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

  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) a scholar's pack or (b) a Priest's Pack
  • (a) a component pouch or (b) an arcane focus
  • Leather armor, any simple weapon, and two daggers

Pact Crafting

Your studies into the occult have granted you the ability to summon and bind vestiges, beings outside of regular reality who grant powers in exchange for inhabiting your body.

Cantrips

At 1st level, you know three cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the vocator table.

These warlock cantrips count as vocator spells when you cast them.

Summoning Seals

At 1st level, you know the rituals behind the summoning of 2 1st level vestiges.

The Vestiges Known column of the Vocator table shows when you learn the rituals of additional vestiges of your choice of 1st level or higher. A vestige you choose must be of a level no higher than what's shown in the table's column for maximum vestige level. When you reach 6th level, for example, you learn a new ritual for a vestige, which can be 1st, 2nd, or 3rd level.

Additionally, when you gain a level in this class, you can choose one of the summoning rituals you know and replace its knowledge with another vestige ritual, which also must be of a level equal or lower to your Maximum Vestige Level.

Binding Power

You have a pool of occult power which you can use to bind vestiges to you as well as utilize many of your other powers, as shown on the Binding Power column of the Vocator table. You regain any expent binding power when you finish a long rest.

Binding a Vestige

To bind a vestige that you know the summoning ritual of, you must complete its ritual. To do so, you must inscribe its unique summoning circle onto a space no smaller than 5 feet across, and speak the words of power associated with the vestige, a process which takes a total of 10 minutes to complete.

After completing its summoning, an illusory image of the vestige appears before you, consuming an amount of your binding power equal to its level. You may make a binding check against the binding DC of the vestige to bind it whilst it is summoned.

Your binding ability is Charisma, and you add your proficiency bonus to this check. If you make no attempt to bind it, it instead disappears after a minute has passed.

On a success or failure, the vestige is then bound to you until you complete a long rest, granting you its abilities.

When you fail a binding check, the vestige incurs additional costs upon you, causing you to be afflicted by its influences.

Variant Rule: Making a deal

When you bind a vestige, normally the game covers the entirety of the process of binding and its success within the binding check. This allows you to quickly bind a vestige each day without interrupting gameplay. However, in some circumstances, it may make sense to extend the duration of the binding ritual in roleplay if the nature of the binding goes towards more than just the request of power itself.

In such circumstances, such as asking a vestige for additional information, or perhaps trying to gain favour with a vestige to resist its influence, the DM may increase the duration of the ritual for however long it takes for a deal to be discussed. Vestiges don't often give such favour without a cost, taking more than just kind words, often needing tasks to be completed, or valuable resources sacrificed.

Vestiges, while they are co-operative with vocators in the agreement of binding, are often much harder to convince on other manners. As such, trying to gain more from them should always be a dangerous, costly, and difficult task.

Vestiges

Vestiges are powerful beings who cannot directly affect the physical world, and as such require vocators in order to view and impact it. A bound vestige grants its powers to you whilst its by your side. A majority of vestiges are often quiet in their binding, not speaking to or listening to the words of the one who binds them, however some will speak to their binder in order to remind them of agreements made.

Vestiges grant the vocator a number of magical abilities for the duration of their binding, augmenting their physical and mental abilities to be more similiar to how they were themselves in life.

A vestige is an invisible entity bound to same being as their summoner, but spells such as See Invisibility, can faintly reveal the form of the vestige hovering near its vocator.

The abilities of a vestige are magical in nature, with a spell level equivilent to their vestige level, meaning effects such as dispel magic can affect them. However, the vestige itself is powerful enough that it cannot be unbound or temporarily supressed from its summoner through anything less than the wish spell.

Some vestiges grant their summoner the power to use spells. Any spell cast this way uses the vocators spellcasting ability, and is a Vocator spell.

Requirements

Some vestiges may have special requirements listed in their entries. When they do, a vocator must complete the special requirements, otherwise the attempt to bind them fails without consuming any binding power.

Signs

As vestiges attempt to further assert themselves back into a physical form, your body warps and mutates as consequence of this. Each vestige has a sign, a way in which your body is altered by the binding of a vestige.

Infleunces

When a vocator fails to convince a vestige to work fully to their command, they find themselves to be bound by the will of the vestige. Influences are alterations to a vocators personality, consequence of the vestige's will bleeding into the one who bound them.

Whilst these influences alter a vocator's personality, they are not absolute, and can be considered a form of contract. A vocator may breach the rules of their influence. However, as payment, a vestige gains the right to assert punishment on the vocator for each time they've ignored their influence, and may apply a penalty to an attack roll, ability check, or saving throw equal to their vestige level whenever they choose. A breach of contract by a vocator temporarily weakens their control, as such a vestige after gaining the right to punishment from a breach in influence may not gain another for 1 minute.

Spellcasting Focus

When you cast a Vocator spell, such as one granted by a vestige, you can you a dagger or knife with a value of 15 or more GP if you are below your hitpoint maximum.

Spellcasting Ability

Charisma is your spellcasting ability for your vocator powers and spells, since your powers come from your ability to make deals with otherworldly entities. You use your Charisma whenever an ability refers to your spellcasting ability. In addition, you use your charisma modifier when setting the saving throw DC for a vocator power you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Major Binding

At 1st level, you learn how to broker deals for power with greater entities across the multiverse, such as fiends, fey and genies.

Choose an Otherworldly Patron from the warlock class as your Major Binding. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level. At 2nd level, when you gain the Pact Arcanum feature, it also provides a list of spells for you to cast from.

When an Otherwordly Patron refers to your warlock level or a warlock spell, it instead refers to your vocator level, or a vocator spell.

Pact Arcanum

Starting at 2nd level, you learn to channel the power of your greater pact to cast spells. You can cast spells on your Major Binding's spell list by expending an amount of Binding Power equal to the spells level.

Occult Invocations

Starting at 3rd level, you can harness your ability to make pacts by making lesser deals with lesser powers in order to gain minor boons. You learn of two eldritch invocations of your choice which you meet the prerequisites for (A level prerequisite refers to your level in this class.).

As an action, you can expend a point of binding power to gain the benefits of an Eldritch Invocation you know of until your next long rest.

If an Eldritch Invocation allows you to expend a warlock spell slot to cast a spell, you may instead spend Binding Power equal to that spells level to cast it.

When you gain certain vocator levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the vocator table. Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Supress Sign

At 6th level, you learn how to focus your efforts in supressing the telltale signs of your vestige. When a vestige you are bound to has visual signs attributed to it, you can use an action to forcefully supress these signs, making them no longer visible to observers. Doing so requires great mental effort, requiring you to concentrate as if you were concentrating on a spell in order to maintain the signs supression.

Major Unbinding

At 7th level, you gain the ability to break your bounds to greater powers, and gain the powers of new ones.

By completing an hour long ritual (which can be performed during a short rest), you lose the benefits of your Greater Binding as you sever your connection to these powers.

If you are not bound with your Major Binding, you can complete an 8 hour long ritual (which can be done during a long rest), binding yourself to a new Otherworldly Patron as your new Major Binding.

When you bind yourself to a new power, you do not receive its benefits immedietly. Instead, you only gain the benefits of your binding as a vocator would of a level equal to the number of days you have been bound to that patron, to a maximum of your vocator level.

Mystical Reserve

Beginning at 11th level, your collaboration with occult forces has grown within you a reserve of arcane energy that you can utilize to perform magic. You gain a special pool of points equal to your Charisma bonus. You can use the points in this pool in place of Binding Power when using your Pact Arcanum or when casting a spell granted by a vestige. You regain expended points from this pool at the end of a long rest.

Practiced Summoning

From 13th level, your mastery over summoning vestiges grants you improved knowledge in convincing them to serve on your terms. You double your proficiency bonus when making a binding check.

Pact Burst

At 18th level, you learn how to harness the power of vestiges in order to free yourself from harmful effects. When you are hit with an attack roll, or fail your saving against an ability or spell, you can use your reaction to channel a vestige you have bound to you in a burst of magical energy in order to either cause the attack to miss or cause you to succeed on the saving throw. Afterwards, you lose the abilities of that vestige for 1d4+1 hours.

Expel Vestige

At 20th level, your mastery over binding vestiges lets you create your pacts under your own conditions, leaving you to be the master of when they begin and end. As a bonus action, you can unbind a vestige you have bound to you, regaining binding power equal to its level, and losing all benefits from binding it. After which, you cannot bind that vestige again until you finish a long rest.

Vestiges

1st
  • Amon, The Void Before the Alter
  • Leraje, Disfavored Herald
  • Naberius, the Grinning Hound
2nd
  • Arset, Matron of Chains
  • Dahlver-Nar, the Tortured
  • Eurynome, The Old Mother
  • Jaafor, Architect of Old
  • Marus, Shattered Perfection
  • Prosper, Esteemed Collector
3rd
  • Andromalius, Thief of Favor
  • Karsus, the Momentary God
  • Zuelly, Thrice Claimed
4th
  • Astaroth, Transgressive Angel
  • Tenebrous, the Broken Shadow
  • Ve-Ah'Den, Lonesome Polymath
5th
  • Acererak, the Dark Hunger
  • Falste, Pact Artisan
  • Kestoche, Witch Eternal
6th
  • Chupoclops, Apocalypse Averted
  • Juehno, Brother of Blindness
  • Otiax, the Unturned Key
7th
  • Craegahe, Reduced to No One
  • Ipos, Crown of Folly
  • Malache, Sister of Silence
  • Zceryll, Star Born
8th
  • Orthos, the Howling Dark
  • Halphax, Master of the Angle
  • Iyrune, Child of Restraint
9th
  • Gaia, World Soul
  • Telmura, Unbroken Hero
  • Tkhaluujin, World Eater

1st Level

Amon, The Void Before the Alter

1st Level Vestige

Amon is said to have once been a god of justice, however these claims if true, reflect little of the vestige who exists in the present. A cruel being, twisted by vengeance and hatred by his current form.

  • DC: 19
  • Special Requirements: Amon holds great hatred for the vestiges Chupoclops, Eurynome, Karsus, and Leraje, and refuses to be summoned by a vocator who is bound to them.
  • Sign: You grow the curled horns of a ram.
  • Influence: You become easily irritated, and you gain a great distaste for worshippers of deities of the light domain, becoming unwilling to gain the benefits of any helpful spell cast by them targetting you.
Abilities:
  • Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. If you already have darkvision, instead it's range increases by 30 feet.
  • Wrathful Flame: Your breath burns with deadly flame. When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of radiant flame in a 30 foot line than is 5 feet wide. Each creature in that area must make a Dexterity saving throw, taking 1d10 fire damage on a failure, or half as much on a success. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Once you use this breath, you cannot do so again for 1 minute, unless you expend a point of binding power to do so again.
  • Natural Weapons. You can use the ram horns granted by Amon's sign as natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal magical bludgeoning damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
  • Coiling flames: Once per turn when you deal fire damage to a creature you may have them be lit ablaze. Until the end of your next turn, fire damage you deal to them ignores resistance. At the end of your next turn, they take fire damage equal to your proficiency bonus.

Leraje, Disfavored Herald

1st Level Vestige

Leraje was once a respected servent under the elven pantheon, mentions of her name and feats are now considered a heresy amongst elven clergy. A master with the bow, and one of the first mortals to serve them. When her pride lead to her feeling as if her skill surpassed even her patron deity, Corellon challenged her to a duel, and set an impossible and suicidal target: her own heart. Whilst the deity hoped to use the chance to teach her a lesson with the events, Leraje turned to raise her bow at the god. Correllon, watching her prepare the arrow, in divine speed released his own before hers could begin its flight. When Leraje's arrow flew, it did not travel towards the god, but his own arrow, rebounding off and towards herself. As punishment for her choice to waste her life on such foolish pride, Corellon banished her soul from his heavens, and the heavens of any others.

  • DC: 15
  • Special Requirements: As part of completing the summoning ritual, you must break an elven crafted arrow, and place them within the summoning circle. Furthermore, Leraje refuses to bind herself to any Vocator already bound to Amon.
  • Sign: Your form shifts to appear diseased, as if infected with a dangerous plague.
  • Influence: Leraje's guilt from her actions makes you act quiet and modest, and she requires that you do not attack an elf or elven descended creature, such as half elves.
Abilities:
  • Elven Skill: Whilst bound to leraje, you are proficient in your choice of the Perception or Stealth skill. Additionally, you gain proficiency in the the long bow, if you are not yet already proficient.
  • Ricochete: Once per turn when you make a ranged attack roll against a creature, you may have the attack originate from a spot within your range that you can see, rather than from yourself.
  • Twin shot: Once per turn when you make an attack with a ranged weapon against a creature, you may use the same attack roll to make an attack against a second target within 5 feet of the first. At 5th level, this increases to within 10 feet of the first target. At 11th level, this increases to within 15 feet. At 17th level, this increases to within 20 feet of the first target.

Naberius, the Grinning Hound

1st Level Vestige

A secretive and clever vestige, Naberius aids his summoners in matters of sciences and skills, as well as helping one disguise themselves. None know the true history of Naberius, and he has appeared in many forms and by many names across time to those who would summon him.

  • DC: 14
  • Special Requirements: Naberius values those who are studious, as well as those who are deceitful. To summon Naberius, you must either have proficiency in a toolset, or be proficient in the deception skill.
  • Sign: Your voice becomes a deep and rough growl.
  • Influence: Those who fall to the influence of Naberius become infatuated with their own voice and become prideful of their own cleverness. Whenever you are presented with an opportunity to speak before others, such as having a stage or pulpit, you must take the opportunity.
Abilities:
  • Disguise Self: You can cast Disguise Self at will, without expending a spell slot.
  • Savant: You become wise in many subject matters. Choose a number of tools or skills equal to your Charisma modifier which you are not proficient in. You add half your proficiency bonus to checks made using those proficiencies.
  • Commanding Voice: You can cast the Command spell at 1st level without expending a spell slot. Once you do so, you must wait a minute before you can do so again.

2nd Level

Arset, Matron of Chains

2nd Level Vestige

The voids where vestiges live exist as a cosmic waste site, but also a prison to those who would find themselves there. Arset was once a demi-divinity of law and good, but when her world saw impending calamity by an alien horror, she elected to sacrifice herself to save her people. Being consumed by the eldritch mind, just as she was about to be merged into it, she renounced her divinity, sending herself and the alien into the void. Arset now warped by madness now views herself as both the caretaker, and warden, of other vestiges, and allows vocators to bind her so she can watch over them and ensure none plan to truely rescue any being locked within her prison.

  • DC: 15
  • Special Requirements: Arset cannot be bound if you are bound to Jaafor, Marus, or Prosper.
  • Sign: Your skin appears bruised and injured, marked as if you were recently bound in tight chain from head to foot.
  • Influence: Arset's last actions were done in service of those she cared for, and her now maddened mind has become obsessive over such relations. You become incredibly fearful by being lonely, with your comfort being dependent on being with others. You cannot at any time be completely on your own.
Abilities:
  • Pact of the Chain: You gain the benefit of the Pact of the Chain pact boon from the warlock class, as Arset grants you the decayed remnants of her angel servants as a minion. Any familiar you summon this way is an Abberation instead of its regular creature type, and it dies at the end of your binding of Arset.
  • Summoners Invocation: You gain the benefits on an Eldritch Invocation of your choice which has a Pact of the Chain Prerequisite. If the invocation has other prerequisites, you must meet those as well. At 11th level, you can gain a second invocation this way.
  • Chain's of Martyrdom. Arset grant's you the ability to call upon ethereal chains to protect others. As an action, you call upon these chains. Until the start of your next turn, your speed becomes 0, and you gain resistance to all damage as chains wrap around you and bind you in place. Until the start of your next turn, whenever an ally would take damage within 30 feet of you, they instead take no damage, and you take the damage they would have taken. For each time you use this action per binding of Arset, you become increasingly prone to madness. After using it, roll a d20. If the number rolled is equal or lower to the number of times you've used it this binding, you gain a long term madness for the rest of the binding.

Dahlver-Nar, the Tormented

2nd Level Vestige

To most historians, Dahlver-Nar was a cleric who left a small note in history through the magic items that bear his name: The Teeth of Dahlver-Nar. But Vocators know a different history, that Dahlver-Nar was a cleric who renounced his faith to practice as a Vocator, and his fabled teeth were neither a gift or a discovery. They were the teeth robbed from the corpses of those that became vestiges. His death and madness turned himself into a vestige, and he grants those that summon him the ability to deflect injuries, and channel his torment to terrorize others.

  • DC: 14
  • Sign: Growths of teeth appear over your body, appearing in a place such as on the back of your hands or on your scalp beneath your hair.
  • Influence: You become easily distracted and easily focused at a whim, going quickly from gazing into space to paying absolute attention. Dahlver-Nar despises tasks that require you to spend more than a round of focus, such as casting spells that take longer than an action or crafting an object.
Abilities:
  • Mad Sanity. If you are not already proficient in Wisdom saving throws, you add half your proficiency bonus to any Wisdom save you make.
  • Natural Armor. You have natural armour of 15 + your Dexterity modifier (Maximum of 3). You do not gain this benefit while wearing armor.
  • Channel Madness. As an action, you channel the sounds of Dahlver-Nar into an agonized moan. Creatures of your choice within 30 feet of you of your choice may make a Wisdom saving throw, or become frightened of you for 1 minute. A creature affected by this may make a wisdom saving throw at the end of their turn to end this condition early. Once you use this ability, you must wait a minute before you can do so again.

Eurynome, The Old Mother

2nd Level Vestige

It is in some odd legends that speak of a time when the gods and other equally universe shaking beings battled in the heavens above and chaos below. These legends speak of one of these ancient beings that retired itself from the ceaseless battle, and instead made a home for itself on the material world, still incomplete in its formation, and enjoyed itself upon the growing worlds infant waves. For this meddling in the unfinished world, she caught the attention of the gods, and was destroyed for her transgression. The first land was her body, the first rivers were her blood. Whatever truth is in these tales is unknown, but what is known is that the lines of lore from them link themselves to the ragged vestige known as Eurynome.

  • DC: 14
  • Special Requirements: You cannot bind yourself to Eurynome if you are bound to Amon.
  • Sign: You are constantly coated with a mild layer of moisture, as if you had recently left a body of water. Objects you touch are equally afflicted by this, an effect which persists on the object or surface for a minute after contact.
  • Influence: The influence of Eurynome makes you distrustful in the integrity of others, feeling as if there be secret plots and betrayals lurking around you. In a fight, unless fighting on your own, eurynome prevents you from making an attack against an enemy who has not already been harmed by an ally.
Abilities:
  • Old Tongue: You may cast Speak With Animals at will without expending a spell slot. You may also cast Animal Friendship once without a spell slot, and must wait an hour before you can do so again.
  • Wretched Maul: As an action, you may conjure forth a writhing mass of tendrils, which functions as a magical Maul, which deals cold damage. You are proficient in the use of this maul. If you have the ability to create a pact weapon, you may have this maul serve as your pact weapon. The maul disappears if you are ever more than 30 feet from it. At 5th level, you gain a bonus to damage with the maul equal to half your proficiency bonus. At 11th level, when you create the maul, you can choose to create it without the two handed property.
  • Wave Walker: As an action, until the end of your next turn, you may walk on water as if it were a solid surface, as well as breathe under water.
  • Poison Blood: Whenever a creature deals damage to you with a bite or swallow attack, they take 1d6 poison damage.

Jaafor, Architect of Old

2nd Level Vestige

Jaafor was a being commissioned by divine powers, tasked with the design of the laws of reality, so as that the creations of gods and other forces would function within a single unified whole. However, as time progressed, and the world emerged in a stable form, the need for a being to write the small rules was no longer needed, and Jaafor resigned themselves to a peaceful retirement away from their grand work, taking peace in a realm outside reality. As a vestige, Jaafor works with vocators as a chance to check in on their work, to ensure it stays functioning in perfect form.

  • DC: 15
  • Special Requirements: Jaafor cannot be bound if you are bound to Arset, Marus, or Prosper.
  • Sign: Your physical form appears slightly off. While an observer can't tell any exact flaws with it, they are enshrouded with a sense that your appearance doesn't match with the world around it, like a character drawn into the painting of another artist.
  • Influence: You become obsessive with rules and regulation, and follow the laws and codes of any organization you follow, any city you are in, or any location you are in, to an absolute degree, ignoring intent of the law, so long as these rules are not created by a body hostile towards you.
Abilities:
  • Pact of the Tome: You gain the benefit of the Pact of the Tome pact boon from the warlock class. The book appears on your person upon binding Jaafor, and burns to ash after. The book appears as an incredibly thick book, filled with pages upon pages of pages scribed with incredibly small text detailing each and every law of creation. A creature that attempts to read this small text must make a wisdom saving throw. On a success, they are afflicted with a short term madness, and on a failure with a long term madness. Each time you bind Jaafor, the book you gain is the same book, keeping the contents of any information you have scribed within.
  • Scholars Invocation: You gain the benefits on an Eldritch Invocation of your choice which has a Pact of the Tome Prerequisite. If the invocation has other prerequisites, you must meet those as well. At 11th level, you can gain a second invocation this way.
  • Architect's Intuition. You are granted insight into existence by Jaafor's part in its creation. You gain the following benefits:
    • You always know which way is north.
    • You always know the number of hours left before the next sunrise or sunset.
    • You can use your action to conjure up an inanimate object in your hand or on the ground in an unoccupied space that you can see within 10 feet of you. This object can be no larger than 1 feet on a side and weigh no more than 3 pounds, and its form must be that of a nonmagical object that you have seen. The object is visibly magical, radiating dim light out to 5 feet, and it disappears after 1 minute, when you use this feature again, or before it takes or deals any damage.

Marus, Shattered Perfection

2nd Level Vestige

Forged by an unknown master in ancient times, Marus was a living weapon designed to be unmatched by any other. However, its blessing was its curse: From any who wielded it, it would grow in power and shape itself from their strength, but in doing so would drain the wielder. Marus grew in power, until frightfully, it not only killed, but wiped the name of a now forgotten demigod. Fearing its power, whether in the hands of mortals or eachother, the gods shattered it, and banished the fragments to the realms they themselves could not reach.

  • DC: 15
  • Special Requirements: Marus cannot be bound if you are bound to the vestiges Arset, Jaafor, or Prosper. As part of binding Marus, you must place a weapon onto the seal used to summon him.
  • Sign: Your body looks drained and weak, as if you were on the verge of death from starvation.
  • Influence: Marus yearns to be wielded in battle, and to feel the blood of others. When you are in conflict with another, you are compelled to ensure that you kill them, taking no prisoner and having no mercy.
Abilities:
  • Pact of the Blade: You gain the benefit of the Pact of the Blade pact boon from the warlock class, with the weapon used in Marus' binding becoming your pact weapon. The form of the weapon is altered appearing more elegant in design, however its form is shattered like glass, with each shard hovering near eachother to comprise the form of the weapon.
  • Warriors Invocation: You gain the benefits on an Eldritch Invocation of your choice which has a Pact of the Blade Prerequisite. If the invocation has other prerequisites, you must meet those as well. At 11th level, you can gain a second invocation this way.
  • Blood Thirst: When you kill a creature with your pact weapon, you gain temporary hitpoints equal to your proficiency bonus.

Prosper, Esteemed Collector

2nd Level Vestige

Prosper was an explorer who was dedicated to finding the rarest locales and the most ancient treasures. On on of his travels, he encountered a sage who studied vestiges and their realm, or lack of, and from here became obsessive over the "world" they lived in. Prosper hired many spellcasters and vocators in attempt to create a ritual that would allow him to explore the unknown, and potentially return with treasure. Whilst most warned him against it, he waved away these guides, ensuring himself to be surrounded by well paid aides for his task. When the time came for him to attempt his ritual, he was predictably, obliterated and lost within the realm. He now binds to vocators in attempt to sate his curiosity, but also to experience the brief bouts of consciousnesses that comes with it, so as that he can try and comprehend that which he has explored.

  • DC: 15
  • Special Requirements: Prosper cannot be bound if you are bound to Arset, Jaafor, or Marus.
  • Sign: You are branded with sigils and runes, similiar to those of the artifacts that would have burnt away at Prosper in his failed ritual, most prominently marked on the back of your hands and your chest.
  • Influence: You become prideful in your own genius and plans, and disregard the judgement of others, believing that any that wouldn't agree with your thought process to be simply not smart enough to see what you can.
Abilities:
  • Pact of the Talisman: You gain the benefit of the Pact of the Talismen pact boon from the warlock class. The talisman takes the form of an ancient amulet of unidentifiable material, which produces no feelings of weight, sound, or heat in interaction, only sensable by its sight.
  • Keeper's Invocation: You gain the benefits on an Eldritch Invocation of your choice which has a Pact of the Talisman Prerequisite. If the invocation has other prerequisites, you must meet those as well. At 11th level, you can gain a second invocation this way.
  • Hidden Pockets: You gain the ability to draw from hidden realms in which Prosper once stored his gear and equipment. As an action, you may conjure into your hands any mundane object worth less than 50gp. As part of doing so, you sacrifice an amount of gold coins equal to the items cost.

3rd Level

Andromalius, Thief of Favor

3rd Level Vestige

Andromalius was once the favored herald of a trickery god. However, as a final act of trickery, he repented for all his worship on his deathbed, allowing him to steal away his own soul from his god. When the deity learnt of this act, he was amused, but soon realised that to accept Andromalius' soul would ruin the joke, and unwilling to allow his servent be stolen by another god, chose to steal away Andromalis' soul, turning him into a vestige.

  • DC: 17
  • Special Requirement: You must sacrifice at least two of any of the following objects: 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 fish 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, or a mouse.
  • Sign: An extra finger grows from each hand, and a toe from each foot. These make the wearing of mundane equipment more difficult, however magical equipment changes shape to accomodate.
  • Influence: Whilst under the influence of Andromalius, you delight in causing small mischief and confusion, however you cannot take part in theft, such as robbing another creature or taking the items from a corpse, or taking the possession of a stole object, whilst within the jurisdiction of any legal authority who prevents such activity.
Abilities:
  • Thief's Intuition: You can cast Locate Object without using a spell slot, after which you must wait an hour before you can do so again.
  • Trickster's Sight: You gain the benefits of the See Invisibility spell, and gain proficiency in the Insight skill.
  • Cut Throat: 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 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. This damage increases to 2d6 at 7th level, 3d6 at 11th level and 4d6 at 17th level.

Karsus, the Momentary God

3rd Level Vestige

Karsus was once a powerful archmage who, in attempt to save his civilization from destruction, attempted to slay and steal the powers of the god of magic. He was successful at first, but in his ascension realised that he did not have the strength to wield the powers of a god and then quickly died, as the world fell to disaster around him. For those who summon him, he grants control over magic, while also being to weaken the arcane through your touch.

  • DC: 22
  • Special Requirements: Karsus cannot be summoned within the area of an active spell. Furthermore, he refuses to be summoned before a vocator who is presently bound to Amon, for reasons unknown.
  • Sign: You find yourself bleeding far more easily and dramatically, with even a small scratch releasing a worrying amount of blood. This does not bring you any additional harm, however.
  • Influence: You become farm more arrogant, as Karsus was in life. You cannot make Charisma (Persuasion) checks, instead needing to use Intimidation or Deception in order to influence others.
Abilities:
  • Magic Sight. As an action you become able to sense the presence of magic within 30 feet of you. If you sense magic in this way, you can see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. This power can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
  • Weave Breaker You can cast Dispel Magic at 3rd level without using a spell slot. Once you do so, you cannot do so again for 1 minute, or if you successfully dispelled a spell, a number of minutes equal to the spells level.
  • Spell Piercer. You can cast Counterspell at a level equal to half your Vocator level (rounded up) without using a spell slot. Once you do so, you must wait 10 minutes before you do so again this way. You may expend 3 Binding Power at any time to cast Counterspell at 3rd level.

Zuelly, Thrice Claimed

3rd Level Vestige

Zuelly was once a drow cartographer, who served his house by exploring and mapping the dangerous regions surrounding his city. However, on his travels, he was met with a crisis of faith, and swore service to a lesser known god of travels. The journey undertaken by Zuelly following this point, lead to him becoming one of the greatest champions of his god. This journey ended however, with a battle with an archlich, who aimed to gain the power to ascend to godhood. Zuellie sacrificed himself to save the life of another in this battle, but the manner of his soul was still a conflict following this. From one direction, his god tried to claim him into her heaven, however, his soul was dragged also by the distant but greater force of Lolth who refused to be denied such a powerful soul, and by the necromantic magics of the lich who deemed him fit to be bound in service of his horde. The resolution to this conflict, with none able to find the strength necessary to wrench him away from the others, left Zuelly unclaimed, unable to be won by any one side.

  • DC:17
  • Sign: Whilst bound to Zuelly, your eyes appear to onlookers as if they are portals to an infinite cosmic expanse. If you are an elf or half elf, your form changes to as if you were dark elf in heritage.
  • Influence: You are filled with the eagerness to explore, and the distaste of mundanity that Zuelly held in life. You become discomforted with staying in a singular location for long period of time, and cannot choose to stay in a small location, such as a singular room or small building, for more than an hour for the duration of the binding.

    Abilities:
  • Pathfinder: Zuelly grants you with divine talent in finding direction, as well as in protecting your allies. You may cast Mass Healing Word without expending a spell slot once per binding At 9th level, you may cast Commune with Nature without expending a spell slot once per binding. At 11th level, you may cast Find the Path without expending a spell slot once per binding. You may cast these spells an additional time per binding by expending binding power equal to the spells level.

  • Guided by Stars: Whilst you can see the sky, you know which direction is north, difficult terrain doesn’t slow your travel, and you can’t become lost except by magical means.
  • Divine Grace: You gain a pool of divine energy equal to twice your Vocator level + your Charisma bonus. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. Alternatively, you can expend 5 points in order to grant a creature 1d6 + your Charisma bonus temporary hitpoints.
  • Astral Map: As an action, you can call upon an astral map, which appears as a 3 dimensional translucent model of the environment around you made of small glowing star like specks, filling an up to 5 foot cube in a space within 10 feet. The map persists until the end of your next, however you can continue using your action to maintain it. The area shown in the map is centered on you, and can show your surroundings in a cube with side lengths equal to your vocator level in miles. While you have this map, you can zoom in and focus to fine detail, or change its position of focus. The maps contents are limited to the knowledge of you and any willing creatures within 30 feet, and as such, if an individual has falsified memories, or a location has since changed, the map can show false information. At 7th level, the map grows stronger, allowing its contents to accurately depict any information that is visible from the sky. At 11th level, the map grows even stronger, automatically updating with any of the knowledge of willing creatures who have benefitted from your divine grace within the last 8 hours.

4th Level

Astaroth, Transgressive Angel

4th Level Vestige

Astaroth's history before his fall is known very little. Legends tell that Astaroth was an angel which believed that the heavens should be constant in its aid to the mortal realms. Some believe he was the being to introduce the art of the forge and alchemy to humanoids. Either punished for this, or for other greater crimes, Astaroth tried to settle amongst mortals, but time warped his guidance and protection into dictatorial authority. Slain by his populace, his soul was unwelcome within the outer planes, and became lost to the blind nothingness beyond.

  • DC: 18
  • Sign: Your skin yellows, and you stench with a foul odor.
  • Influence: Astaroth decrees that you are never at fault for your own actions, preventing you from admitting mistakes or acknowledging your own wrongdoings, regardless of consequence.
Abilities:
  • Angel's Insight: Astaroth grants you divine insight into a vast number of subjects. You may add half your proficiency bonus to an ability check you make as a reaction, and must wait a minute before you can do so again.
  • Graceful Tongue: You gain proficiency in your choice of either Deception or Persuasion, and your proficiency bonus is doubled for any ability check you make with the skill.
  • Master of the Forge: On days spent crafting magical items of common or uncommon rarity whilst bound to Astaroth, you progress twice as much time, and it costs you half as much of gold.
  • Word of Astaroth: You may cast the Suggestion spell once without using a spell slot, and must wait 1 hour before you can do so again.
  • Gift of Flame: When you make an attack, you can change the damage type of that attack to fire. If you do so, the target of the attack takes an additional 1d4 fire damage at the end of their next turn.

Tenebrous, the Broken Shadow

4th Level Vestige

Orcus, Prince of Undeath. The demon lord has in legend been known to seek the power of divinity. What some forget, is that for a moment, he had. Tenebrous, reborn in darkness utilized his newfound power to hunt and slay the other divines, feeding his hunger for power. However, his defeat returned him back to the name and form of Orcus. But divinity never fades easily, and the remnents of tenebrous, the shadow of a shadow, remains.

  • DC: 17
  • Special Requirements: You must draw Tenebrous's seal at night or in an area of deep shadow with little or no daylight exposure.
  • Sign: Light seems to avoid you, even in bright light, you always look as if you were standing within shade. Your own shadow seems more solid in form, never bending properly in light as to always maintain its shape.
  • Influence: You are filled with a sense of detachment and lathargy, and feelings of abandonment. You may not be the first to act in combat. If you roll the highest initiative, your initiative is reduced to be 1 lower than the second highest.
Abilities:
  • Shroud of Darkness. Once per binding, you may cast the Shadow Of Moil spell without using a spell slot.
  • Eyes of Night. You can see normally in darkness, both magical and nonmagical, to a distance of 60 feet.
  • Void Touch. As a bonus action, you can channel negative energy into your touch. The next melee weapon attack you make deals an additional 2d8 Cold Damage. This damage increases to 3d8 at 11th level, and 4d8 at 17th level.
  • Fractured Channel. Once per binding, you may channel the fragmented divinity of tenebrous. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is charmed for 1 minute or until it takes any damage. A charmed undead cannot attack you or cast harmful spells targetting you.

Ve-Ah'Den, Lonesome Polymath

4th Level Vestige

Ve-Ah'Den was once considered a master of all trades within his world. The grandest of mages, born with incredible strength and near unmatched charisma. But, the world he was created within faced a dire event. For his civilization was born in a corner of the multiverse under the supervision of but a single god. And that god grew tired. The world, no longer sustained by their god, vanished from existence. But Ve-Ah'Den, didn't get to go quietly like the others. By coincidence, a spell that he created in attempt to explore other possible realities, kept his soul existent, by the small thethers of it to more stable realities.

  • DC: 10
  • Special Requirements: A binder of Ve-Ah'Den must sate his worry from his lack of being everywhere at all times. A vocator seeking to bind him must have some sort of servant or underling of kind, whether that be a company employee, a familiar, a knights retainor, or some other person you are the authority over.
  • Sign: Your hair becomes white and grows significantly. If a beard would complement your appearance, a long wizards beard grows from you. You look elderly for your species, however in spite of this, you appear unusually good in physique, to a mildly uncomfortable degree.
  • Influence: Whilst under the influence of Ve-Ah'Den, you feel need to always have any people under your authority, such as the ones from his Special Requirements, to always be at work. You constantly must send them on errends, whether trivial or not, so as that they are always helping you in some way, and that you are making the most of their service.
Abilities:
  • Spellbook: When you summon Ve-Sh'Den, he grants you a spellbook, a tool similiar to which as one as he would have employed in life. The spellbook cannot be destroyed, and each time you summon Ve-Ah'Den, you gain the same spellbook, rather that a new one. The first time you Summon Ve-Ah'Den, the book has scribed within it 2 1st level spells from the Wizard spell list. Whilst Ve-Ah'den is bound, you may scribe a wizard spell of 1st level or higher you've seen during the binding into the spellbook, spending 50gp per level of the spell.
  • Vocators Preparation: When you bind Ve-Ah'Den, choose a number of spells from within his granted spellbook up to your proficiency bonus. You prepare those spells, and can cast them as if they were one of your Pact Arcanum spells, or using any spell slots you have.
  • Ve-Ah'Dens Spellcasting: For the duration of the binding, you gain a number of spell slots as would a spellcasting class of 1st level. You may spend additional binding power during the binding to gain additional spellcasting levels. You may spend a number of points to a maximum of one third your vocator level (rounded up).

5th Level

Acererak, the Dark Hunger

5th Level Vestige

There are few wizards as infamously known as Acererak. Whilst is said by some to still live in the present day, it is also known that for a time a ploy to merge himself with the plane of negative energy left a fragment of himself unbound to any world, which now lives on as a vestige.

  • DC: 20
  • Special Requirement: You must place a gem the size of a human tooth or eye valued at 500gp within the summoning circle as you bind Acererak. The gem dissapears, returning amongst your possessions once you are no longer bound to Acererak.
  • Sign: One of your teeth or eyes is replaced by a similiarly shaped gem. If removed, it reverts back to its original form.
  • Influence: Acererak's plot granted his vestige form the immortality he seeked, but none of the power it was meant to. Acererak directs you try and position yourself within positions of power over others whenever possible, whether it be taking command of a leaderless group of soldiers, impersonating a person in power, or other such methods.
Abilities:
  • Undead Invsibility: Whilst you are bound to Acererak, you are considered invisible to undead creatures. This invisibility ends against any singular undead should you attack, cast a spell on, or otherwise interact with that undead.
  • Undead Resistance: You have immunity to necrotic damage, as well as resistance to either your choice of lightning or cold damage.
  • Lich's Tongue: You may cast Speak With Dead at will without using a spell slot. You must wait 10 minutes before you can do so again.
  • Dark Dance: You may cast Danse Macabre without using a spell slot, and must wait 1 minute before you can do so again.

Falste, Pact Artisan

5th Level Vestige

Falste was once a warlock who had exchange the rights to his soul to a devil in exchange for greater otherworldly knowledge and power. However, this deal was at first a boon, the warlock soon realised the consequences of the deal as part of his heightened wisdom. The warlock struggled to find a way to reverse the pact, but could not accept any path that would lead to him losing his knowledge and wisdom. But, then with a moment of genius, the warlock found a path that not only would grant him greater power, but might just save his soul frome eternal damnation. When the day came that Falste finally died, the devil lord who made his deal came to collect him, only to be interrupted by the appearance of a demon prince. This confusion between the two of them was then interrupted by the appearance of a fey lord, and then the visage of an angel, and then a noble genie. The entities soon realised what had happened, as more and more beings arrived to claim Falste: He had sold the right to his soul to dozens, if not hundreds of different entities. This minor conflict bringing so many powerful beings to one conceptual place risked all out war, one that none would benefit from. The beings, bitter and displeased, came to an agreement that none of them would claim his soul, and instead agreed to use their power to ensure that the soul would never end up in the realms associated with any he made a pact to.

  • DC: 22
  • Sign: Your skin becomes tattood with dozens of symbols attributed to a variety of entities, such as gods, fiends, fey, and any other such being that Falste would have made a pact with in life.
  • Influence: Falste's act of defiance defined him at the end of his life, and warps your personality equally. Whenever you are in a location in which you may follow the rules of an agreement without following its intent, it is your duty to exploit this. For instance, when you enter an establishment which requires its patrons to "not carry any implement designed to draw blood", while the intent is that you do not carry weapons, you will exploit the fact that by technicality, a bludgeoning weapon such as a hammer would not draw blood, and sneak one in with you.

    Abilities:
  • Artisan's Talent: When you bind Falste, you gain proficiency in either the Deception or Persuasion skill, and your proficiency bonus is doubled for any ability checks you make with that skill.

  • Occult Knowledge: Choose a Major Binding other than your own when you bind Falste. You add the spells from it's spell list to your own.
  • Pact Power: You gain 2 3rd level spell slots, which you may use to cast any vocator spells you have. At 13th level, these become 4th level spell slots, and at 17th level they become 5th level spell slots.

Kestoche, Witch Eternal

5th Level Vestige

Kestoche was a witch who was once part of the clergy of a dying god, whom she lived to see the final days of. The death of her deity filled her with terror, as she realised that the souls of each other member of her faith were now abandoned, obliterated when the god that cared for them decayed away. Whilst the others of her faith who lived made peace with this, and went on to try and earn the favour of other divine realms, Kestoche was horrified in the revelation that the eternal life faith offered was in fact, only as long living as a god was. And she had seen that the gods could indeed die. Her life became an endless search to prolong her life and mind, and her final work was to banish her own mind into the blind eternities, so as that even a fragment of her mind could still continue eternal in the form of a vestige.

  • DC: 18
  • Sign: Your age warps so that signs of old age and withering vanish from your form. Reflective surfaces however, reflect your appearance as incredibly aged, more so than should be possible for a creature of your type.
  • Influence: Kostache's fear of death is passed onto you, you abhor dangerous circumstance, and avoid with intense fear any circumstance that you feel you feel that could likely lead to your death.
Abilities:
  • Eldritch Wisdom: You gain access to some of Kostache's occult knowledge. You gain the benefits of two Eldritch Invocations of your choice which you meet the prerequisites for.
  • Pact Casting: Choose a warlock spell of 3rd level or lower. You may cast it once without expending a spell slot. If the spell is of 1st or 2nd level, you can cast it at 3rd level.
  • Bound to Life: You are blessed by some of the magics which Kostache one used in hope for immortality. A creature with a 3rd level spell slot may expend it to cast Revivify targetting you, even if they do not know or have prepared the Revivify spell. At 15th level, a creature may expend a 5th level spell slot to cast Raise Dead targetting you, if you had Kostache bound at time of death, even if they do not know or have prepared the Raise Dead spell. A creature that casts a spell this way must still provide the material components.
  • Resist Death: The first time you start a turn below 0 hitpoints while bound to Kostache during your binding of her, you return to 1 hitpoint, and you awake if you are unconscious.

6th Level

Chupoclops, Apocalypse Averted

6th Level Vestige Chupoclops was once a terrible creature who would help bring forward the end of days, but this reputation was its downfall, as in response to its threat, many powerful mortals banded together to slay it. As Chupoclops was never a normal part of the universe, its death sent its being away to become a vestige, with no heaven or hell to wait for it.

  • DC: 22
  • Special Requirements: Chupoclops will not answer a vocator who has Amon bound.
  • Sign: Additional small eyes grow over your face, so as that you have a total of 8.
  • Influence: Chupoclops' influence fills you with pessimistic thoughts, making you feel as if you have already lost, and there is no hope left to be found. This pessimism dampens your will, giving you disadvantage on saves against effects that would frighten you.
Abilities:
  • Misery Spiral: As an action, you invoke an aura of despair. You and creatures within 30 feet of you have a penalty to their saving throws equal to your Charisma bonus. This effect lasts until you are unconscious, or use an action to end it.
  • Ethereal Step: By expending 30 feet of movement on your turn, you enter the border ethereal, as if by the Etherealness spell. You remain there until you use an action to leave.
  • Venom Strike: You gain natural weapons which inflict deadly poison, manifesting in the form of poisoned claws or a venomous bite, which you can use to make unarmed strikes. If you hit with them, you deal acid damage equal to 1d10 + your Constitution modifier. You can your constitution in place of your strength to make these attacks. Additionally, when you take the attack action using these weapon, you may make an attack with them as a bonus action this turn.

Juehno, Brother of Blindness

6th Level Vestige

The youngest of three siblings who each sold their soul to an ancient demon prince. Juehno as a reward for his pact, was granted exceptional sight. However, him and his siblings, Malache and Iyrune, in secret plotted to betray their master. When their plot was successful, Juehno renounced his sight, blinding him, and banishing his servant to the realm of vestiges.

  • DC: 16
  • Sign: Your eyes, when open, pour tears of heavy black smoke, and your eyes are devoid of an iris.
  • Influence: Whilst under the influence of Juehno, you believe yourself to be blind. You cannot see using regular sight.
Abilities:
  • Occult Secrets: When you first bind Juehno, choose a warlock spell of 6th level. Whenever you bind Juehno, you may cast that spell once without expending a spell slot during the binding. You may change the chosen spell the first time you bind Juehno again after a level up.
  • Witch's Repayment: Upon binding Juehno, you gain an extra pool of Binding Power to draw from. This pool contains 3 points of binding power, and can only be used to bind another vestige.
  • Schemer's Sight: You gain tremorsense to a range of 60 feet.
  • Burning Eyes of the Demon: So long as you are bound to Juehno, Malache, and Iryune at the same time, you cannot suffer from Juehno's influence. Whenever a creature you can see takes damage, you can cause them to take an additional amount of damage equal to your Charisma score. You may deal this damage once per turn.

Otiax, the Unturned Key

6th Level Vestige

Otiax is strange even amongst vestiges as its less a being, but more a thing. What it looks like, where it originated, and what it wants are difficult to discern, those that bind it feel as if it is more a matter of instinct rather than trade. What is believed to be known of it, is that if anything, it must be some sort of key. To open the gates of the multiverse? To open a path to the far realm? To somewhere else unknown? The question of what gate it opens, and for what reason it is within the realm of vestiges, is a mystery none have found the answer to.

  • DC: 25
  • Sign: You are faintly surrounded by light blue mist at all times.
  • Influence: A key exists to open doors, and this existential purpose influences you. You become discomforted at the presence of unopened doors and gateways, and remain so until it is opened, or out of your sight. Furthermore, any doorway which you know of that you can access must remain unlocked.
Abilities:
  • Forceful Blast: You may command the winds to make strikes for you, using them as natural weapons. These natural weapons deal 1d8 thunder damage and have a range of 15 feet. You may use your Charisma modifier in place of your Strength when making these attacks. When you take the attack action, you may make an additional attack using these winds.
  • Concealing Roil: As a reaction to an attack being made against you, you may impose disadvantage on the attack. Once you do so, you cannot do so again for 1 minute.
  • Gate Breaker: You know the Knock spell and may cast it without expending spell slots. Furthermore, you may expend a point of binding power when you cast it to empower it. If you do so, the spell has a casting time of a bonus action, rather than an action, and the loud audible knock the spell produces is reduced in volume to only be audible to a range of 30 feet.
  • World Key: You may cast the Teleportation Circle spell as a ritual
  • Spider Climb: You gain the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You also gains a climbing speed equal to your walking speed.
  • Blindsense: You are aware of the location of any hidden or invisible creature within 10 feet of you.

7th Level

Ipos, Crown of Folly

7th Level Vestige

Ipos was once a renowned scholar of interplanaor lore. Many vocators attribute modern understandings of vestiges to the studies taken by Ipos. In life, Ipos was considered an incredibly knowledgable sage in regards to the nature of the gods and how the planes of the multiverse were bound to eachother, a study he undertook so as to find the fundemental laws the universe was built upon. His investigations, while impressive and foundational to many studies worked upon in future by others, was never complete, as during his work, he discovered the concept of vestiges, and unable to find a way to place them within his models, he became obsessed with finding and understanding where and what they were. None know where these studies lead him, but his existence as a vestige suggests that perhaps he found what he was searching for.

  • DC: 26
  • Special Requirements: Ipose requires that those who summon him are versed within the study of the occult. He refuses to be bound to a vocator who is not proficient in either the Arcana, History, or Religion skill.
  • Sign: Your nails grow into long dark talons.
  • Influence: Ipos' pride in his studies is passed on to you, making you equally proud in your own knowledge on any subject. When a creature brings up subject matter you are knowledgable of, you are inclined to provide your own insight on the subject.
Abilities:
  • Wretched Claws: Your talons granted by Ipos serve as deadly natural weapons, which you can use to make unarmed strikes. Your unarmed strikes using them may use your Charisma in place of your Strength to make the attacks, and deal 1d8 magical slashing damage on a hit. These claws have a bonus to hit equal to half your proficiency bonus. When you take the attack action using these claws, you may make an additional attack using them as part of the same action.
  • Planar Tear: You may cast Plane Shift once per binding without expending a spell slot, using your talons as a spell focus as you tear through the borders of reality. When you cast this spell this way, you do not need to provide material components.
  • Interworldly Traveller: You gain protection against the extreme environments often present in other worlds. You do not suffer the ill effects of dangerous natural environments, such as extreme temperature, lack of air, and other such environmental conditions.
  • Sage's Insight: As a bonus action, you gain the effects of the See Invisibility spell until the end of your next turn.

Craegahe, Reduced to No One

7th Level Vestige

Obsessed with immortality, Craegahe had discovered a unique way to stave off death that others had to yet consider in his time. By dominating the mind of another to his will and stealing away their soul, Craegahe could split his soul between the body of his victim and himself. This allowed Craegahe to exist as a single being, controlling the bodies of hundreds, an immortal who could not be killed, as each death only killed a single vessel of his. This method however, had a cost Craegahe failed to take care to notice. Each success in the ritual fragmented his soul further, and each piece became smaller and smaller. In a final use of the spell, the fragments became too small to support their own existence, and all of Craegahe died at once. His soul, too broken to ascend to any other plane of existence, only exists in a strong enough state to be called upon by a Vocator.

  • DC: 27
  • Sign: Your physical features become less distinct, making you appear as an unnaturally average individual of your race. Scars, non-magical tattoos, hair style, voice, accent and other features are shifted to make you so. The only thing Craegahe cannot hide, are the signs of other vestiges.
  • Influence: Whilst under the influence of Craegahe, you believe yourself to be another incarnation of him, and are onyl able to refer to yourself by his name and identity.
Abilities:
  • Uncanny Duplicate: Once per binding as an action, you may cast the Simulacrum spell without expending a spell slot, targetting yourself. The simulacrum when created, whilst using your statistics, can be created bearing the image of any other creature you know, so long as the creature has the same basic arrangement of limbs. The simulacrum cannot take a long rest, is created with 7 less binding power in its pool, and dies when you take your next long rest.
  • Persistant Soul: As a reaction when you would be reduced to 0 or fewer hitpoints, if you can see a simulacrum you've created through the Uncanny Duplicate feature, you may choose to destroy the simulacrum, teleporting to its space at 1 hitpoint.
  • Indistinguishable: As a reaction to when a creature goes to make an attack or cast a spell that would be harmful to you, you may force that creature to make an Intelligence saving throw. On a failure, it loses the ability to distinguish you from those around you. The creature instead chooses a creature at random from creatures within range as the target, believing that creature to be you. Once you use this feature, you cannot do so again against that creature for 1 minute.

Malache, Sister of Silence

7th Level Vestige

The second of three siblings, Malache made a pact with an ancient demon prince in exchange for the ability to hear the unhearable and understand all tongues. Malache and her siblings then betrayed their master, turning him into a vestige, using their gifts as the very fuel for the spell they cast. But, they soon discovered that, despite their plot being done in hope of breaking their contract, they had failed in their plot, and their souls were still not free.

  • DC: 18
  • Sign: Creatures near you feel as if sound is discomfortably muffled, and struggle to hear faint noises.
  • Influence: Whilst under the influence of Malache, you believe yourself to be deaf. You lose the ability to hear.
Abilities:
  • Mystical Secrets: When you first bind Malache, choose a warlock spell of 7th level. Whenever you bind Malache, you may cast that spell once without expending a spell slot during the binding. You may change the chosen spell the first time you bind Malache again after a level up.
  • Magical Repayment: Upon binding Malache, you gain an extra pool of Binding Power to draw from. This pool contains 4 points of binding power, and can only be used to bind another vestige.
  • Magus Sense: You can telepathically hear the surface thoughts of creatures within 30 feet of you.
  • Betraying Ears of the Demon: So long as you are bound to Juehno, Malache, and Iryune at the same time, you cannot suffer from Malache's influence. Furthermore, so long as you are able to hear, non-hidden creatures within 60 feet of you do not benefit from cover, and you can target them with spells and abilities even if the spell would normally require you to be able to see them.

Zceryll, Star Born

7th Level Vestige

Mortal souls in death are brought to the realms of their gods, or wherever their soul is most fit to fall to. But what of those who's souls are petitioned to realms they should never have been able to? Zceryll was once a mortal who made dealings with the alien madnesses that reside in the far realm, and when she came to die, she attempted to have her soul ascend to those realms. But, despite the artifacts and rituals used, her soul was never able to reach that realm, and was lost, always attempting to find its way there, but never arriving at her destination.

  • DC: 32
  • Sign: To others, your eyes appear reflective as silver. In your own vision, creatures in your peripheral appear as horrible contorted horrors.
  • Influence: Zceryll holds that you view yourself as better than others, and you do not need the help of any other. Those that are weaker than you elicit feelings of disgust.
Abilities:
  • Summon Abberation: You may utilize Zcerylls power to conjure alien beings. You may cast Summon Abberation once without expending a spell slot or needing material components. When you do so, it is cast at a level equal to half your Vocator level. When you cast this spell this way, it has a duration of up to 24 hours.
  • Maddening Bolt: As a bonus action after you make an attack with a spell or weapon, you may fire a maddening fragment of far realm energy at a creature you see within 60 feet. The creature must make an Intelligence saving throw. On a failure, the creature is aflicted with a short term madness (rerolling results of 91-100) until the start of your next turn, and takes 1d6 psychic damage. Once you use this feature, you cannot do so again for 1 minute.
  • Abberant Mind: You can telepathically speak to any creature you can see within 15 feet of you. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language. As an action, you can increase this range to 60 feet until the startof your next turn.
  • Alien Form: Your body becomes warped by Zceryll's link to the far realms. As an action, you may adopt an eldritch form, gaining the following traits until you take an action to return to your normal form:
    • Your creature types becomes Abberation in addition to its other types.
    • You gain additional tentacled limbs, which you can use to make unarmed attacks. These tentacles are deal 1d12 + your Charisma modifier magical bludgeoning damage, with a reach of 10 feet. When you bind Zceryll, you may expend up to 3 additional binding power. If you do so, the tentacles gain a bonus to attack and damage rolls equal to the additional binding points spent. When you take the attack action on your turn, you may use a bonus action to make an additional attack with these tentacles.
    • You have advantage on checks made to grapple and avoid being grappled by creatures, and you may grapple creautes while still leaving your hands free. You may use Charisma (intimidation) to make your grappling checks.
    • You gain resistance to psychic damage.
    • You are unnaffected by extreme cold terrain, and you can hold your breath indefinitely.

8th Level

Halphax, Master of the Angle

8th Level Vestige

A gnomish master of architecture in ancient times, who's stylistic and mathematical influence can be seen in the design of great buildings of the present day, from elven capitals to dwarven fortresses. Halphax was the artist behind many ancient fortresses in his time, but in a series of well co-ordinated attacks known as "The Great Betrayal", one of these super fortresses that Halphax designed was overtaken by hostile forces from the inside. Most of the gnome engineers within refused to accomodate the changes in design requested by their capturers, but when his family was threatened, Halphax buckled to their pressure and turned the fortress city into an unbreakable prison. When the city was eventually rescued by outside forces, it was found deserted of all life, each gnome slain by their captors with the aide of halphax's design. But Halphax himself lived, somewhere in the city, deep within its perfected walls, so deep that even when torn to the foundations, the gnomish armies couldn't find him.

  • DC: 27
  • Special Requirements: His sigil must be drawn in the corner of the inside of a building.
  • Sign: Your appearance changes so that your skin appears to be made out of jagged, angular stone.
  • Influence: Halphax in the time before his dissapearance destroyed his own sense of pride and shame in desperation to appease the ones who held his family hostage. You in turn equally lose the ability to feel shame. Furthermore, should an item of yours ever be stolen, you cannot resort to physical force to have it returned to you.
    Abilities:
  • Stone Flesh: You gain resistance to nonmagical bludgeoning, piercing and slashing damage.
  • Earth Craft: You may cast Wall of Stone at will, without expending a spell slot. Once you do so, you must wait a minute before you can do so again.
  • Halphax Fortress: You may cast Mighty Fortress once without expending a spell slot or using material components.
  • Earthen Banish: When you hit a creature within 15 feet of you with an attack, you may attempt to imprison it within the earth. It must make a Charisma saving throw. On a failure, it is sealed deep within the earth for 1d4 rounds, and may re-attempt the save at the end of each of its turns to escape. Success or failure, you cannot use this ability again for 1 minute.

Iyrune, Child of Restraint

8th Level Vestige

The eldest of three siblings, Iyrune formed a contract with an ancient demon prince in exchange for a voice unmatched by others. Iyrune crafted this deal however, knowing that they never planned to fulfill their part of the deal, tricking the demon into becoming a vestige. They learned however, that despite them and their siblings having renounced their part of the contract, and the demon lord being gone, the rage filled remnents of the demon persisted as a vestige with the sole revenge fueled mission of maintaining the contract on their souls. In death, they were sent to their master, joining him in the realm where vestiges reside.

  • DC: 19
  • Sign: Your tongue appears forked and unnaturally long. When you speak, your voice sounds unnaturally deep.
  • Influence: Whilst under the influence of Iyrune, you believe yourself to be mute. You cannot speak, however methods of communication such as telepathy or sign languages still function. This doesn't impede your ability to perform the verbal components of spells.
Abilities:
  • Otherworldly Secrets: When you first bind Iyrune, choose a warlock spell of 8th level. Whenever you bind Iyrune, you may cast that spell once without expending a spell slot during the binding. You may change the chosen spell the first time you bind Iyrune again after a level up.
  • Astral Repayment: Upon binding Iyrune, you gain an extra pool of Binding Power to draw from. This pool contains 5 points of binding power, and can only be used to bind another vestige.
  • Star Voice: You gain the ability to speak through illusiary images. When you attempt to speak, you may speak by means of conjuring imagery related to what you attempt to communicate of. The quality of these illusions match the quality of how one could describe an image. The size of these images can be larger than a 1 foot cube, and appears in a spot within 10 feet of you. A creature can make an Intelligence (Investigation) check against your spell save DC to discern they are illusory, if they do not know so already. If a creature damages tha illusion, you cannot use this ability again for 1 minute.
  • Vile Tongue of the Demon: So long as you are bound to Juehno, Malache, and Iryune at the same time, you cannot suffer from Iyrune's influence. Furthermore, whilst bound to all three you gain the following benefits:
    • The first time a creature hears you speak, they are charmed by you until the end of your next turn, or until you use a hostile affect against them. A creature affected by this is immune to it for the next 24 hours.
    • You have proficiency in Charisma ability checks.
    • When you make an ability check, you may use your Charisma score to perform the check. You may use your Charisma this way once, and must wait an hour before you do so again.

Orthos, the Howling Dark

8th Level Vestige

Orthos' origins as a vestige are unknown to any, but what is known is that records of it can be traced through history far further than any other vestige. Where civilization or people can be found, no matter how ancient, the presence of Orthos to vocators of the time can be found. And to these ancient civilizations, Orthos is written as being just as ancient to them as it is to us.

  • DC: 35
  • Special Requirements: You must summon Orthos within an area of bright illumination.
  • Sign: You always seem to be under the effects of a moderate breeze, of which a source cannot be detected, even when in a place where such wind would be impossible.
  • Influence: Orthos' influence makes you averse to areas untouched by light. You cannot willingly enter into space that is under total darkness, and when given the choice between being in an area of dim light or bright light, you must choose to be in bright light. Furthermore, whenever you speak, you cannot speak loudly, speaking mostly in whispers.
Abilities:
  • Blindsight: You gain blindsight to a range of 30 feet.
  • Displacement: As an action, you may cloak yourself with a light bending field. When a creature makes an attack against you, or casts a spell that targets only you, they must roll a d20. On a roll of 11-20, the attack misses or the spell fails. This cloak persists until you use a bonus action to dismiss it, or if you go unconscious.
  • Wind Whisper: You know the Message cantrip. When you cast Message, it has a range of 300 feet, the spell doesnt require Vocal, Somatic or Material components, and you do not need to know the direction of the target if you know their name. You may cast the Sending spell once per binding without expending a spell slot.
  • Whirlwind: When you take the attack action, you can create a whirldwind of force, emenating from you in a 60 foot cone. Each creature within the cone must make a strength saving throw, taking 10d8 thunder damage on a fail as well as be pushed away from you towards the end of the cone, or half as much damage and not be pushed on a success. Once you use this ability, you cannot do so again for 1 minute.

9th Level

Gaia, World Soul

9th Level Vestige

A godess of nature and the physical soul of one of the worlds first land masses, Gaia was the patron god of life in her time. When an alien entity of unfathomable force fell to the earth, Gaia fought the monster to ensure it would not reach the land. Even when the beast swallowed her and the life of the planet whole, Gaia fought from within. She commanded her still living followers to fight to the last breath, and while they could not save their goddess, they managed to cripple the beast, sending it crashing to the depths of the sea.

  • DC: 32
  • Special Requirements: You must be able to see the sky when you bind Gaia.
  • Sign: Your hair and eyes become green in hue.
  • Influence: Gaia's influence infects you with her love of life. Never allow wicked cruelty to befall the living before you, and destroy any abberations, oozes and undead you find.
Abilities:
  • World Eyes: You have tremorsense up to 60 feet, and can see in dim light and darkness as if it were bright light.
  • Voice of all life: You can speak and understand all languages, and gain the benefits of the Speak With Animals and Speak With Plants spells at all times. Beasts and plants you speak to must make a Wisdom save the first time they hear you, or be charmed and loyal to you.
  • Elemental Aptitude: Choose Acid, Cold, Fire, Poison, or Lightning. You gain immunity to that damage type, and allies have resistance to damage of that type while within 30 feet of you. You may spend 1 minute in focused meditation to change the damage type selected.
  • Invigoration: You regain hitpoints equal to your Charisma modifier at the start of each of your turns. As an action, you can grant this trait to another creature in place of yourself until they are more than 30 feet than yourself or you use an action to return this ability to yourself.
  • World Bender: You may cast your choice of Storm of Vengeance, Earthquake, or Tsunami without expending a spell slot, afterwards you must wait 1 hour before you can cast any of these spells again using this trait.
  • Fury of the Earth: Once per turn when you deal damage to a creature, you may have the world itself lash out at them. They take an additional 2d12 magical bludgeoning damage. If the creature was an abberation, ooze or undead, they instead take 3d12.

Telmura, Unbroken Hero

9th Level Vestige

Telmura was once a talented arcanist, mastering temporal magic, in times where the power of a wizard was far more potent. However, what she is more famously known for, was her devotion to her lover, Kamilla, a priestess to an old god of love. The two were an inseperable pair, who's combined mastery of magic and ability to better the other lead to them becoming heroes within their realm. However, when an apocalyptic catastrophe brought the death of Kamilla, Telmura was stricken with grief, and used her power to wind back time. She tried to avert the death of Kamilla, but wasn't able to. So she tried again. And again. She tried hundreds, thousands of times. Eventually, whilst her freezing of time in desperation was at first protected by the shared interest of many gods who empathized with her cause, their patience wore thin. Under the divinations of a god of fate on the question of how long she would take to succeed bore results the gods deemed unacceptable, the gods once again allowed time to move forward, stranding Telmura within her own ever looping moment of time. Telmura remains, continuing to search for a path that leads to her lovers survival, to find the one path that will allow time to move forward for them. And to those in the now far distant future, she reaches to, hoping that perhaps the knowledge from times infinitely distant to hers may help.

  • DC: 32
  • Sign: Embedded into one of your arms is a complex mechanical device which counts down the amount of time left until midnight from your current location (or the last location you were in if you're no longer on the material plane). This counting is accompanied by a ticking noise, which grows in volume as midnight approaches, at first reqcuiring acute perception to be able to detect, and ending with large clangings of metal like swords striking eachother. Upon reaching midnight, the mechanism induces a sharp pain, then quickly rewinds.
  • Influence: The influence of Telmura makes it so the vocator who binds her refuses to accept the mortality of those important to them. Telmura doesn't let you have any creature who is a friend of yours die.
Abilities:
  • Temporal Arcanist: You may cast Slow and Haste at will without expending a spell slot.
  • Frozen Time: You gain a pool of 10 temporal points, which you can use in the following ways:

    • As an action, you may expend one of these points to freeze time, as if by the Time Stop Spell, until the end of your next turn.
    • As a reaction to being attacked or making a saving throw against an area of effect, such as a red dragons fire breath or a fireball spell, you may expend 3 points to teleport to a point you can see within 30 feet, potentially moving you out of harms way.
    • When a you or an ally you can see fail a saving throw or are hit by an attack, you may expend a point to delay that effect until the start of your next turn, and may expend additional points to delay it again.

You regain 1 temporal point for each minute that passes without you expending a point. If you have no temporal points remaining, you may expend and roll a hit die instead, and take damage equal to twice the number rolled, as well as reducing your hitpoint maximum by an equivilent amount.

Tkhaluujin, World Eater

9th Level Vestige

A collossal squidlike monster, an embodiment of hunger itself, Tkhaluujin traveled from world to world devouring everything in its path. The terror the being brought was only ended when it did battle with a Goddess known as Gaia, who while it managed to devour, was weakened enough to be defeated by her followers, and plummeted to the depths of the ocean where it died.

  • DC:35
  • Sign: The veins of your body become more pronounced, and pulse with dark purple energies.
  • Influence: You are constantly hungry, and never reject a chance to gorge yourself on food. In a single day whilst bound to Tkhaluujin, you must consume 10 times the amount of food you normally would in order to satiate yourself.
Abilities:
  • Spheres of Darkness: As an action you can conjure forth voids of darkness representing Tkhaluujin's hunger. These voids manifest as three special Spheres of Annihilation. These spheres last for 1 minute, or until you dismiss them as an action. Unlike regular Spheres of Annihilation, attempts by other creatures to control them always fail, and you do not need to make an ability check to command them. Furthermore, you may move them as a bonus action, and may do so to all three with the same bonus action, and when they move, they move a number of feet equal to your walk speed. Lastly, the save DC to avoid damage when touched by it uses your Vocator spell save DC, instead of the spheres regular DC.
  • Otherworldly Movement: You gain a fly (hover) speed of 90 feet.
  • Aura of Void: When a creature ends their turn within 30 feet of you, you can have it make a saving throw against your Vocator spell save DC. On a failure, it takes 1d10 psychic damage, and you may have it be pulled 10 feet towards you.
  • Aura of Hunger: At the start of your turn, you may have each creature within 10 feet of you take 2d10 force damage. If this damage reduces a creature to zero hitpoints, they are killed instantly and turn to dust. The creature can be restored to life only by means of a true resurrection or a wish spell.
  • Maddening Will: When you deal damage to a creature with a spell or weapon, you may have it deal psychic damage instead of its normal damage type.

Vestige Manifestations

Each vestige is unique in story, as such, why would their summonings be the same to each other? This section provides descriptions as to how some of the vestiges within this document are summoned. If a vestige lacks a description here, it is due to the Vestige already having an official description for their summoning

Arset

From the center of the summoning circle comes the sounds of a weeping woman. Then, from above the circle, come drops of blood, first slowly, then quicker and quicker. As the blood falls, it marks the form of an invisible woman lying within the circle, the source of the crying. Then, with a startling yell, she jumps from her place, trying to reach out to whoever is nearest, stopped by chains grasping her from the circle. The bloodied form struggles, growing additional arms and limbs, shouting as more and more chains leap out to pull her in. Finally, once she is unable to move anymore, fully bound, the form speaks to the vocator, with a soft and pleasent voice, underlines by countless more threatening whispers beneath.

Jaafor

As you begin the summoning, the area around you begins to discolour, becoming the beige browns of an old book. The material world around the vocator begins to unfold, like pages, again and again, each iteration simplifying the world around them, until with a single giant page turn, from out the fold stands the form of Jaafor, appearing as a wisened old man, with a visage of galaxies for eyes.

Marus

The weapon used to summon Marus begins to shake, before floating into the air. The shaking continues, until like glass, the weapon explodes, shattering into hundreds of sharp fragments within the air. The pieces move in order to form the visage of an eye, from which Marus' voice emenates from.

Prosper

The surface which the seal was drawn upon begins to twist, spiraling inwards, then downards. This continues deeper and deeper until the bottom most point of the space cannot be seen anymore. From the depths, a thin vertical line extends upwards, reaching out before its end reaches a point above where the seal once was. The circle begins to decoil, rapidly returning the seal to its base state. In this process, the line begins to be less and less distored, before finally stopping at the form of prosper, a tall and handsome man with half-elven features, who's body warps as he moved, as if like a reflection within a carnival mirror.

Zuelly

The circle fades away into a starry void, which then spreads beyond the circle, enshrouding the area with astral imagery. The stars that make up this void at first take a shape similiar to that of the night sky, but then shift, moving in order to create a constelation in the shape of a man. This constelation then apepars no longer distant, but directly in front of the vocator, creating the form of Zuelly as an astral being composed of tiny pinpricks of light.

Ve-Ah'Den

The circle of Ve-Ah'Den's seal lifts up into the air, its material moving as if it was fabric. It spins for a moment, and then falls slowly, draping over the invisible shape of a man. A burst of smoke puffs out from it, and when it fades away, Ve-Ah'Den stands there, wearing the once circle as the material of his outfit, a wizards costume that appears almost comical in its adherence to stereotype, especially in combination with his old age and imposing figure.

Falste

The circle turns to wood, and rises from its surface, hovering a few feet off of it, before correcting itself to be flat in accordance to its area. In a blink, a gnarled chair appears in front of the vocator before the now table, compelling them to sit upon it. Upon sitting on the chair, the vocator alone is able to see the sitting around the table a dozen different arguing duplicates of the same person, Falste, with each duplicate varying in appearance, each warped by a unique extraplanar force. Upon noticing their summoner, the Falstes turn to trying to convince the vocator to sign their contracts, and the binding is not complete until the vocator writes their name on each contract present. Careful analysis of the contracts is difficult under the time available to bind Falste, but what can be seen is that the contracts recquire strange and bizzare conditions, all of which end up being contradicted by the recquirements by the contract given by another of the Falstes present.

Kestoche

From the circle, a mass of flesh appears, small at first, but rapidly doubling and multiplying in size, until it takes the form of an infant child. The infant rapidly ages, becoming an adult, then elderly in a moment, before the elder collapses. As the body begins to wither, a new child claws its way out from the corpse, before it itself begins to age. This repeats until the summoning seal is covered with the decayed skeletons of the previous incarnations, before the aging ceases. Kostache appears as a young woman, wearing the tattered robes of an old faith, and an amulet bearing the cracked symbol of her long dead god.

Juehno

The summoning circle bursts into flame, and fills with black smoke. Whilst Juehno can't be seen, his presence can be felt within the circle, and his voice can be heard in the crackling inferno.

Craegahe

The surface the seal was drawn upon slowly melts into a reflective pool of silver, from which a 7 foot tall mirror rises to face the summoner. From within the mirror, the vocators reflection, whilst reflecting their own appearance, does not reflect their own actions, as the one in the mirror is not themselves, but Craegahe.

Malache

Upon the summoning circles completion, sound begins to dampen to the vocator, until they become deafened. From the circle, arcs of magical energy strike aimlessly, until they conjoin in the center, forming the loose figure of a person. Malache makes no noise in communication, but the vocator is able to sense loosely her reaction and communications in their mind.

Iyrune

Upon completing the circle, the vocator finds themselves unable to speak. They are then overcome with a fit of coughing, as dark smoke pours from their mouth and towards the circle. This circle rises into the form of Iyrune, who speaks in an echoing voice. While the vocator is unable to speak during the ritual, Iyrune is still able to somehow discern what it is they wish to say.

Telmura

The seal fades away to a foggy window. On the other side, an incomprehensible battlefield being torn apart by monsters that hurt to look at. In the distance, you see a cleric basking in divine light banishing one of these monsters, but their numbers are too overwhelming. Then everything freezes in place, with the exception of a lone figure, wearing tattered robes, who spots the window in time and rushes towards it. She stops before it, and reaches a hand through, and then the woman soon follows. Exposed to the future, Telmura decays and withers so rapidly, that calling it an instant would fail to describe it. Yet, just as she does, she immedietly appears before you again in her living form. She fluctuates before you so quickly that she always appears living, but at the same time, so long dead that hardly ash remains.