Prince Zahn
2015-07-28, 04:10 PM
(NOTE: UPDATE IN PROGRESS, PLEASE BE PATIENT.)
This thread was created to compile all 5e Binder's vestiges, for more information on the 5e Binder, see this thread (http://www.giantitp.com/forums/showthread.php?430658-PEACH-Fifth-Edition-Binder-Class-II-(Still-WIP)&p=19596227#post19596227).
Credit goes to Anaximander, who initiated the project, to every playgrounder who volunteers to write up a vestige, and special thanks to Wizards of The Coast for creating such an inspiring class to begin with.
If you make a vestige for the 5th edition Binder, please post a link to the thread/post here so that I may add it.
VESTIGES BY LEVEL
1st
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AMON
The Void Before The Altar
1st Level vestige:
Binding DC: 10
EXTRA LANGUAGE
While bound to Amon, you know either Celestial or Infernal as a language, as chosen when you make the pact.
DARKVISION
You can see dim light within 60 feet as if it were bright light, and in darkness as if it were dim light. You cannot discern color in darkness, only shades of gray.
ANCIENT RIVALRY
While bound to Amon, you have advantage on all attack rolls against creatures with the Pact Magic or Soul Binding features. At 13th level, you also have advantage on attacks against Aberrations, Celestials, Fey, Fiends, and Undead, and creatures charmed or possessed by them.
BREATHE FIRE
You can breathe fire upon your foes as an action. Each creature within a 10-foot cone must make a Dexterity saving throw. On a failed save, the creature takes 1d6 fire damage, or half as much on a successful one.
Alternatively, you can hold your fiery breath as an action for up to 1 round, maintaining concentration on it as you would a spell. You can release it as an action on your following turn, rolling twice the normal number of damage dice.
The spell’s damage increases by 1d6 when you reach 6th level (2d6) and 14th level (3d6).
IMPERVIOUS FLAMES
When you cast spell of 1st level or higher which deals fire damage and you roll a 1 on a damage die, you can reroll the die and must use the new roll, even if the new roll is a 1.
HELLISH REBUKE
You can cast Hellish Rebuke once without using a spell slot. And can cast it one additional time at 10th level. You can not use this feature again until you finish a short rest.
AMON'S HORNS
While you bear Amon's sign, your horns are strong and sturdy. You can attack a creature with these horns using with an unarmed strike, dealing 1d4 bludgeoning damage on a hit. Additionally, if you move in a straight line for 10 feet immediately before attacking creature with your horns, that creature must make a Strength saving throw or be knocked prone.
PACT INFORMATION
A black wolf with the head of a goat and a serpent for a tail manifests before the seal in a burst of black smoke. fire escapes his mouth when he howls curses at you.
PHYSICAL SIGN
You grow a set of curling ram-like horns on your head.
Ancient texts suggest that Amon is what little remains of an ancient deity who died a millennia ago. In his prime, Amon had been worshipped by thousands, but but he gradually lost his power, as his followers converted to more responsive deities. Through sheer willpower alone he escaped eternal rest in the astral planes, and his soul found refuge in the outer planes, where the soul of this once mighty god of light and law deformed into a foul and hateful spirit. [/I\
Amon hates everyone and everything, and demands for you to spread fear and discord among the people. And beckons you to weaponize chaos and destruction. A binder tempted by his words has disadvantage on charisma checks to bind Amon. On the same token, his Demi-existence in the far realms of existence has made him very gullible, and pacts with Amon that are built on lies are made with advantage.
If you make a poor pact with Amon, he influences your personality in one or both of the following ways:
Influence
Description
Personality Trait
I have a naturally foul temper.
Ideal
Anarchy. I strongly disapprove of the leading faith(s) and/or faction(s), and perhaps even the ruler.
NOTE: A SEAL IS MISSING, DESPITE THERE NEVER BEING A SEAL TO BEGIN WITH
[sealmissing]
Aoskar
The Flayed God
1st Level Vestige
Binding DC: 10
Upon summoning Aoskar, the sign becomes a portal much like a teleportation circle, and the Flayed God rises from it. He wears regal mage's robes over his skinless, bleeding body.
DIVINE INFLUENCE
You can cast the cantrips message, sacred flame, and thaumaturgy at will.
DIMENSIONAL LEAP
Aoskar has opened the doors of reality to you. As an action on your turn, you can teleport a distance up to half you movement speed to a location you can see. If you teleport into a space that is already occupied by an object or creature, you take force damage equal to the number of feet traveled and are shunted to the nearest unoccupied location.
TELEPORT WITHOUT ERROR
When you teleport, you arrive at your destination without error (though those teleporting with you may not.)
PROTECTION FROM EVIL AND GOOD
You can cast the spell protection from evil and good without expending a spell slot. After casting this spell, you must complete a short or long rest before using it again.
PACT INFORMATION
PHYSICAL SIGN
A random patch of skin on your body appears aesthetically to be flayed.
Aoskar is perhaps the most infamous deity in Sigil; once coming close to calling that city home, now he is forgotten by nearly all, and those that do still know his name almost always know him only as a cautionary tale, a story of the fate that would befall all deities that would seek to unseat the Lady of Pain.
Though most records of Aoskar were lost in the Lady's destruction, it is well-known that he was once a lesser deity of Portals. He was quick to see the potential of the planar metropolis, even then known as the City of Doors, and began to enact plans to exploit from beyond its walls. Binder lore holds that he attempted this through his followers, who embedded short rituals to Aoskar into many of the city's portals. With time, his fellowship grew, and when the Temple of Doors was erected, almost half of the people of Sigil worshipped Aoskar though these rituals.
Aoskar's plan was to use the power of his followers to grant himself full-godhood, and more importantly, access to the city. When the Lady discovered this, her vengeance was swift and brutal. Overnight, the Temple of Doors and all those buildings for blocks around it were destroyed by a force unknown and unseen mid-sermon, all worshippers within those bounds killed in a single horrible instant. Aoskar vanished, responding to none, and it was not for centuries hence that his godcorpse was found in the Astral, head impaled with a multitude of blades. Today, the rule follows from Aoskar's cautionary tale: "No Gods in the Cage."
When you make a poor pact with Aoskar, he influences your personality in one of the following ways:
Influence
Description
Bond
The mere mention of cages, gods or worship scares me to death, and I shake nervously around tall women.
Personality Trait
I go out of my way to protect travelers who are far from home, though I am hesitant to protect women.
http://dragoonwraith.com/dnd/vestiges/Dahlver-Nar.png
DAHLVER-NAR
The Tortured One
1st Level vestige
Binding DC: 10
A male humanoid with no eyes appears before you with pink, gum-like flesh for skin with teeth protruding from every inch of his body, except for his mouth, which is devoid of teeth. every time he tries to speak, an eerie moan issues forth instead.
FOUL BREATH
You can exhale toxic fumes from your mouth to cast the cantrip poison spray.
NATURAL ARMOR
While unarmored, your Armor Class is equal to 12 + your Dexterity Modifier.
SHARE HARM
As a reaction when you are targeted by an attack or spell attack, you can grant the attacker advantage on the roll to select 1 creature within 30 feet to make a Charisma saving throw. On a failed save, the creature takes damage equal to half the amount dealt, to a maximum of 10. At 10th level, this maximum increases to 20.
MADDENING MOAN
You can let out a moan that brings a creature to the brink of insanity. You can cast dissonant whispers without expending a spell slot. After casting this spell, you must complete a short or long rest before using it again.
PACT INFORMATION
PHYSICAL SIGN
Several teeth grow from your scalp. Though they are small enough to be hidden by a large quantity of hair or a hat, a touch reveals them immediately.
Bards tell two stories of Dahlver-Nar, both linked to the magic items that carry his name—the teeth of Dahlver-Nar. Some say that because Dahlver-Nar was antiquity’s most powerful cleric, his followers treated his teeth as holy relics after his death and they somehow gained magical powers through this veneration. Others insist that Dahlver-Nar was a cleric of little consequence who discovered some magic dragon teeth in the ruins of a red dragon’s lair. In this version of the story, the teeth were named after Dahlver-Nar because he became a terror in the region where he acquired them. Binder scholars know a different story—that Dahlver-Nar was a powerful cleric who forsook his deity to pursue the power of pact magic. The fabled teeth of Dahlver-Nar, to which all the legends attribute miraculous powers, were neither his own nor those of the dragon he battled. They were the teeth of beings that became vestiges after death, and they could grant abilities similar to those that the vestiges themselves imparted. Pact magic treatises relate that Dahlver-Nar pulled out his own teeth and replaced them with those of the vestiges, but that using them all drove him mad. What happened thereafter is a matter of debate, but the texts maintain that Dahlver-Nar eventually died, and the teeth were lost, divided up among the squabbling followers he had managed to gain and then spread across the world. Today, Dahlver-Nar exists as a vestige in his own right—perhaps brought to that state through his close association with so many others.
When you make a poor pact with Dahlver Nar, he influences your personality one of in the following ways:
Influence
Description
Personality Trait
I have a very short attention span
Bond
I think teeth are fascinating. I will go out of my way to oberve a new variety.
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NABERIUS
The Grinning Hound
1st Level Vestige
Binding DC: 10
A black crane squawks and flies clumsily over the seal before crashing at it's center, when a three-headed hound pounces from nowhere and devours it. as you negotiate, the hounds' growling voice speaks to you with eloquent charm from whatever head isn't eating at the moment.
BONUS PROFICIENCY:
You gain proficiency in one type of artisan's tools of your choice.
LEVERAGE
You have advantage on any Intelligence and Charisma checks made to deliver, discover or withhold potentially useful information.
NOBLE BLOODHOUND
You can spend 1 round to "sniff out" the general direction of, and proximity of the highest authority figure (or one of them), or most influential creature in a group within 100 feet of you for the round. Doing so requires an intelligence(Investigation) check contested by the creature's Dexterity (stealth) check. This feature works around corners, but powerful odors or magical effects might mislead or block this unique sense. You can continue to track the leading creature for another round by spending 1 action concentrating on the sense.
NABERIUS'S SNARL
While bound to Naberius, You gain the Vicious Mockery cantrip.
DISGUISE SELF You can cast Disguise Self without expending a spell slot. Casting the spell in this fashion requires 1 minute.
PERSUASIVE WORDS
You can cast Command without expending a spell slot. At 6th level, you can also cast Suggestion in the same fashion. you regain both of these abilities when you finish a long rest.
PACT INFORMATION
PHYSICAL SIGN
Your voice deepens and sounds hoarse, and you tone often seems to more harsh and intimidating than normal.
Very little is known about Naberius, besides that he changes his name and appearance more often than othr vestiges. folklore and ancient texts lead to various potential origins. He does not answer questions regarding his legend instead giving only a shrug or a sly smile when being questioned. some texts from different sources speak of similar figures, such as a noble, bird-headed man, a three-headed hound who supposedly guards the underworld, a wolf with fifty heads and a tail of three entwined snakes. one source even refered to the entity as a mound of corpses surrounded by a cloud of flies. Once every few centuries, when he does change his identity, he might occasionally slip out a subtle hint first to what it might be, or just obliquely inform his summoners before disappearing until someone discovers his new form. Nobody truly knows why Naberius toys with his summoners with these allegedly cosmetic changes and disappearing until someone stumbles upon his new name and title, but it troubles and burdens scholars to the extent of them offering a valuable prize to his discoverer.
Naberius does not like to be interrupted, and such lack of respect imposes disadvantage on Charisma checks when binding him. With that in mind, Naberius enjoys hearing secrets, mischief and gossip, and telling him one of your "meaty" secrets can often please him, assuming he has not heard this information to him before.
If you make a poor pact with Naberius, he influences your personality in one of the following ways:
Influence
Description
Personality Trait
I relish the sound of my voice, and how sophisticated I sound. I can enjoy it for hours.
Personality Trait:
I take any opportunity to speak to large groups, and I will not willingly share it.
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RONOVE
The Iron Maiden
1st Level Vestige
Bind DC: 10
Iron creaks sound as the ground quakes, and a rusted iron sarcophagus erupts upward in the center of her seal. The visage of a woman is visible on the lid. Ronove remains silent, but the visage smiles or frowns during the pact-making process.
MAGIC ATTACKS
Your unarmed strikes count as magic weapons for purposes of overcoming resistance or immunity to weapon damage.
RONOVE'S FISTS
You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes, and you can deal Martial Arts damage with your unarmed strikes as though you were a monk of your binder level.
SPRINT
Your base speed increases by 10 feet.
RONOVE'S ENDURANCE
While bound to Ronove, you only need to eat, drink, and sleep one-third as often as normal. You also treat your level of exhaustion as being one less than it actually is, and thus suffer no penalties until you have received two levels of exhaustion.
FEATHER FALL
You can cast the spell feather fall at will.
FAR HAND
You know the cantrip mage hand, and can cast it at will. This version is more powerful and has the following differences:
The hand can carry up to 10 pounds for every two binder levels you posses.
You can control the hand as a bonus action, rather than an action, except when using it to manipulate or use an object in a way that would take you an action to do so.
You can push a creatures using the hand. As an action, you can command to hand to shove a creature within 5 feet of it, which must make a Strength saving throw. On a failed save, the creature takes 1d6 force damage and is pushed 10 feet in a direction that you choose.
At 7th level, this push deals 2d6 force damage and knocks creatures prone on a failed save. Finally at 17th level, you deal 3d6 damage on a push, and you may cast the spell telekinesis without expending a spell slot. After casting this spell, you must complete a short rest before casting it again.
PACT INFORMATION
PHYSICAL SIGN
Your face settles into a frown if you succeeded on your binding check, or a smile if you failed.
In life, Ronove was a charismatic guru who taught that enlightenment comes from denial—first of the needs of the flesh, then of the perceived limits of reality, and lastly of the rules of reality. Her frequent demonstrations of power served to illustrate the validity of her ideas to others. She leapt from cliffs without harm, lifted boulders with her thoughts, and lived for months without eating or drinking. Although Ronove gathered many followers, not one of her disciples could manage her great feats. Some began to question her methods.
To prove the veracity of her teachings, Ronove entombed herself underground in an iron coffin, telling her students to dig her up only when they received a sign from her. However, years passed without a sign, and her followers dwindled, leaving only one. Disillusioned, he dug up the coffin. Finding it empty, he told the other former disciples of what had happened, but none believed him, and Ronove and her nameless follower faded into obscurity.
If you make a poor pact with Ronove, she may influence your personality in one of the following ways:
Influence:
Personality Trait:
Despite what anyone says, I feel a constant need to prove my own worth.
Ideal:
Denial. Abstaining from the pleasures of life, such as eating and drinking, is of key importance for the betterment of myself.
NOTE: PHYSICAL SIGN AND MANIFESTATION ARE MISSING
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Shax
Sea Sister
1st Level Vestige
DC: 10
(sentence or 2 describing the manifestation/pact making here)
BONUS PROFICIENCIES
While bound to Shax, you have proficiency with nets and tridents.
WORD OF THE WAVES
You can speak, read, and understand Aquan. You can also speak with aquatic animals as if using a speak with animals spell.
SPIRIT OF THE STORM
You can cast the cantrips gust, shocking grasp, and thunderclap.
RESISTANCE TO ELECTRICITY
While bound to Shax, you have resistance to lightning damage.
AQUATIC
While bound to Shax, you can breathe both water and air. Additionally, you gain a swim speed equal to your movement speed and have advantage on all Athletics checks made to swim.
FLUIDITY OF MOVEMENT
As a reaction when you take damage from a melee weapon attack, you can move 10 feet without provoking opportunity attacks.
PACT INFORMATION
PHYSICAL SIGN
???
Shax once ruled over storm giants as a goddess of the sea. She was born to Annam, the All-Father of all giant gods. But Annam, though he is a deity of knowledge, has profound blindspots in his omniscience, and he was unable to perceive Shax, who was born without his knowledge. But when Shax drove the storm giants from the sea to conquer other giant lands, Annam sent his son Thyrm to stop the problem and restore the Ordning.
Thrym, god of the frost giants, was eager to stop storm giant incursions into his followers’ lands, so he picked up his axe and leapt into the sea. There he met his sister Shax for the first time. Thrym found her both beautiful and terrible. He offered to wed her if she would call the storm giants to return to the sea. Shax would have none of it, though, so the two fought. The battle was terrible, and storms raged for years. In the end Thrym won, beheading Shax with a clean blow of his axe, but not before she had ripped into his flesh with her nails. The strength of Shax’s spirit gave her the power to resist the pull of the Astral Plane, that graveyard of the gods, so she became a vestige. As for Thrym, he yet lives, but the pieces of his cold body that his sister removed have become icebergs that float in the sea as constant reminders of the storm giants’ debt to him.
When you make a poor pact with Shax, she influences your personality in one of the following ways:
Influence
Description
Personality trait
I am highly possessive and territorial.
Personality trait
I believe things should be equitable. I demand compensation for any service I provide.
2nd
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Aym
Queen of Avarice
2nd Level vestige
DC: 12
The dwarf queen rises from a coiled heap within the seal with two great worms for legs, two additional heads - a lion's and an ox's; with a red-hot branding iron in her bejeweled hand, while the other tightly muzzles the lion head's mouth shut.
PROFICIENCIES
While bound to Aym, you gain proficiency in medium armor.
GOLDEN-FISTED RULE
You gain advantage on all intimidation checks and suffer disadvantage on all persuasion checks contests against Dwarves.
GOLDEN PLATE
Your speed is not reduced while wearing armor which you are not proficient in.
GOLDEN HALO
As a bonus action, you may surround yourself with a halo of fire. You gain resistance to fire damage, and any creature that touches you or hits you with a melee attack must make a dexterity saving throw or take 1d10 points of fire damage. Additionally, while your halo is active, as an action you may make a melee spell attack as if you were casting a cantrip; this attack deals 1d10 points of fire damage. The damage of this attack increases to 2d10 at level 5, 3d10 at level 11, and 4d10 at level 16.
RUINOUS STRIKE
You gain advantage when making melee attacks against inanimate objects, and you double the amount of damage you to objects.
RUINOUS DECREE
You can cast Shatter without using a spell slot. One you use this ability, you must take a short or long rest before doing so again.
PACT INFORMATION
PHYSICAL SIGN
While you host Aym, you bear a starshaped brand on the palm of your left hand or on your forehead (your choice).
Dwarven legends depict Aym as the greediest dwarf queen who ever lived. Modern-day dwarves still spit at the mention of her name. Not long after Moradin first forged the dwarves, Aym arose as a great leader among them. Greed brought her to power, and greed consumed her while she ruled. Dwarves mined furiously in response to Aym’s constant demand for more gems and precious metals, and her people became virtual slaves to their work. As onerous as Aym’s rule was, however, all this mining greatly expanded the dwarves’ territory, and many dwarven clans grew quite wealthy. Jealous of the dwarves’ wealth and smarting from their conquests, a great horde of orcs, giants, and goblinoids banded into an army to assault Aym’s kingdom. The dwarves fought bravely, but because their forces were stretched so thin across Aym’s empire, they could not respond quickly enough to the horde’s concentrated assault on their capital. Legend has it that when the fires of the burning city reached her, Aym stood among a hundred wagons laden with gold that her servants had loaded in preparation for her flight. But so engrossed was she in counting the coins to make certain she didn’t lose a copper that she didn’t notice the danger until the fires began to melt the coins in her grasp. Rather than repenting her greed at the point of her death, Aym cursed Moradin for not protecting her, and in return, Moradin cursed her.
When summoning Aym, you may attempt to appeal to her immortal greed to win her favor. Providing 100 gp worth of gems, gold, or other valueables to Aym grants you advantage on your binding check. Aym takes these valueables, though she returns them when the bind is broken if you made a good pact with her.
Aym always speaks through her dwarven head, as her animal heads can not speak. If, for any reason, Aym let go of her lion's mouth, it would roar and cause the bull’s head to low in terror, making it impossible for her to hear her summoner if s/he adds new terms to the pact, granting Advantage on the Binding check.
Finally, due to Aym's immense guilt at failing her people, any dwarf that binds Aym makes a good pact regardless of the binding check, though choosing to bind her would be considered a great insult to most dwarves.
If you make a poor pact with Aym, she influences your personality in one of the following ways:
Influence
Description
Ideal
Greed.Every single coin or valuable possession that belongs to me or my friends is to be kept, and must never be shared.
Personality Trait
I feel abnormally generous and guilty towards dwarves, handing out money or buying something for a dwarf comes second nature to me
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Haagenti
Mother of Minotaurs
2nd Level Vestige
Binding DC: 12
Haagenti appears before you as a winged minotaur emerging from an icy mist.
BONUS PROFICIENCIES
While bound to Haagenti, you have proficiency with shields, battleaxes, and greataxes.
FIGHTING STYLE
You adopt the following style of fighting as your specialty. You can't take a Fighting Style option more than once, even if you later get to choose again.
GREAT WEAPON FIGHTING
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
RUSE OF GIANTS
You can speak, read, and write the language Giant. Additionally, you have advantage on Deception checks against creatures of the Giant type.
IMMUNITY TO TRANSFORMATION
As a bonus action, you can end the effects of any transmutation spell affecting you that you choose. You are also immune to being petrified.
IRE OF FROST
As an action, you can radiate a hateful blue frost to those around you. Select any number of creatures within 5 feet of you to make a Dexterity saving throw. On a failed save, the creature's base movement speed is reduced by 5 feet and takes 3d8 cold damage. On a successful save, the creature takes half as much damage. Beginning at 9th level, you can use this feature to target creatures within 10 feet. After using this ability, you must complete a long rest before using it again.
TOUCH OF CONFUSION
Select 1 creature you can touch to make a Charisma saving throw. On a failed save, the creature must roll a d20 each time it attacks until the end of its turn. On a 10 or lower, it's attack misses. After using this ability, you must complete a long rest before using it again.
PACT INFORMATION
PHYSICAL SIGN
Small differences in your appearance make you seem uglier.
The tale of how minotaurs originated changes according to the culture and race of the teller, but binder lore blames Haagenti. Thrym, the primary deity of frost giants, sought consorts among his mortal worshippers, among whom was Haagenti, a hill giant sorceress who used a spell to transform herself into a beautiful frost giant. When the children born of his dalliances had grown old enough, Thrym set out to visit and test them all. He fought each child to see who was the strongest and bravest, intending to invite the most fit to join him in Jotunheim. When he sought out Haagenti, he found her herding cattle in the warm lowlands and became enraged when he saw her true form, that of a hill giant.
In a rage, Thrym cursed Haagneti and her children to resemble the cattle with which they wallowed, turning them into minotaurs. Then he left, vowing to teach his frost giant worshipers to distrust all beauty.
How Haagenti became a vestige is unclear, but binder lore holds that her ugliness was so complete she could find no eternal home anywhere, for the sight of her spirit disturbed the gods. Haagenti refuses to speak on the subject and becomes angry when questioned about her past.
When you make a poor pact with Haagenti, she influences your personality in the following ways:
Influence
Description
Personality Trait:
I feel ashamed of my appearance while around beautiful creatures.
Bond
I always seek an alliance with the most attractive and charismatic creature I can find.
http://serpent.kiamagic.com/wiki/images/thumb/1/15/Ipos.jpg/180px-Ipos.jpg
Ipos
King of Fools
2nd Level Vestige
Binding DC: 12
As you call him by his name, Ipos appears with the avian head of the bald ibis. The rest of his body, including his long, iron claws, is concealed beneath thick cloaks.
PLANAR ATTENUATION
Choose a plane of existence other than the Material Plane when you bind Ipos. You may move and act on that plane as if you were a native, and do not take penalties associated with being a non-native to this plane.
COLD IRON CLAWS
While bearing Ipos's sign, Your long fingernails harden into cold iron, granting you a claw attack with each hand. Your unarmed strikes deal 1d4 slashing damage and count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. At 12th level, this damage increases to 1d6.
Additionally, when you use the Attack action with an unarmed strike on your turn, you can make one unarmed strike as a bonus action.
FLASH OF INSIGHT
As a bonus action on your turn, you gain truesight until the beginning of your next turn.
IPOS'S INFLUENCE
When an ability you granted to you by binding another vestige calls for a creature other than yourself to make a saving throw, that creature has disadvantage. After using this ability, you cannot use it again until you complete a long rest.
REND
When you hit a creature with both your claw attacks on your turn, you can deal an additional 2d6 slashing damage. After using this ability, you must finish a short long rest before using it again. At 7th level, this damage increases to 3d6.
PACT INFORMATION
PHYSICAL SIGN
You grow long, black, clawlike nails.
As a mortal scholar of deities and the planes, Ipos discovered vestiges and the process of binding long before their rediscovery in the current age. Although binder lore gives conflicting accounts of Ipos’s race and nation of origin, the legends agree that he was a mighty spellcaster with the power to travel the planes in his pursuit of knowledge.
Although he was interested in all subjects, Ipos had a particular passion for discovering the nature of the planes, magic, and the gods. Through his study of these topics, Ipos sought to discover the planar order—the set of fundamental laws within which the multiverse operated. Ipos did a magnificent job with his research, and his discoveries have been passed down through the generations. Yet he left such an incomplete vision of reality that later scholars and explorers had to expand upon his body of work. In the midst of his investigations, Ipos stumbled across vestiges and drowned in the depth of this knowledge. He could not conceive of beings that did not exist in some place, or that could not be reached via the planes or by deities. He became obsessed with finding the plane upon which the vestiges resided. He dropped the study of all other topics and threw himself into the task of finding a way to the realm of the vestiges. No one knows what happened after he made this mission his focus, but the fact that he now exists as a vestige lends credence to the idea that he discovered what he sought.
When you make a poor pact with Ipos, he influences your personality in the following ways:
Influence
Description
Personality Trait
If a creature shows interest in a topic in which I am knowledgeable, I must truthfully, and at length, edify them.
Personality Trait:
I think highly of my intellect and feel contempt toward those who question my assumptions and conclusions.
NOTE: LEGEND COULD BE BRIEFER.
http://i59.tinypic.com/ksso6.jpg"]
LERAJE
The Green Herald
2nd Level vestige:
Binding DC: 12
a dull set of eyes open alongside a sly smirk with yellow teeth as a sickly, pockmarked elf archer enters the seal, as if she was always here, hidden. her green leather armor is elegantly decorated, you can tell she must have once been beautiful.
BONUS PROFICIENCIES
While bound to Leraje, you gain proficiency with the Shortbow and Longbow.
PRECISE SHOT
Leraje guides your arrows through harsh conditions. You can ignore weather conditions when you can make an attack with a shortbow or longbow. In addition, you can fire arrows through the wind conditions that would otherwise make it impossible, (such as through a gale) with disadvantage on the attack roll.
MASK OF THE WILD
You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. In addition, if you are a wood elf, you gain advantage on Dexterity (stealth) checks when lightly or heavily obscured by natural phenomena.
LERAJE'S QUIVER
While you are bound to Leraje, you can draw draw and fire ghostly ammunition from her endless, quasi-real quiver. You can ignore the Ammunition property when wielding a bow. Additionally, the target of your attacks with these arrows gains no benefit from cover, other than total cover.
Finally, when you use the Attack action on your turn to make an ranged weapon attack with a longbow or shortbow, you can use a bonus action to make an additional ranged attack with this weapon. You don’t add your ability modifier to the damage of any of these additional attacks, unless that modifier is negative.
FIGHTING STYLE
You adopt the following style of fighting as your specialty. You can't take a Fighting Style option more than once, even if you later get to choose again.
ARCHERY
You gain a +2 Bonus to attack rolls you make ranged weapons.
NEW MOON ARROWS
You can imbue 1d4 arrows you touch with a silvery coat that sheds bright and dim light as a candle, turning them into new moon arrows for 1 minute. Until the duration expires or until you use the arrows to attack, Any attack that hits when using a New Moon arrow deals an additional +1d8 Radiant damage. Any Shapechanger struck by a new Moon arrow must make a Constitution Saving Throw. If it fails, it instantly reverts to it's original form and can't assume a different form for 1d6 rounds. Once you have used this feature, you can not use it again until you finish a short rest.
PACT INFORMATION
PHYSICAL SIGN
Your skin appears sickly and Pockmarked.
Tales of Leraje's prowess with the bow and arrow exist to this day, although other great heroes and deities are now praised her deeds, turning her tale into words of heresy among elvenkind. Though pact magic treatises maintain that a great elven god called upon Leraje to be his first herald among mortals. She taught the elves how to make and use bows, though none could come close to matching her talents. Legend holds that she slain Thessala, the goddess of hydras, by shooting a single Arrow through all one thousand of her heads, thereby causing her children, the hydras, to be dull and crude for the rest of eternity.
One night, When Leraje saved the Elf deity's lover from an bloodthirsty weretiger, before the woman fell to corruption and rose to divinity herself, the woman praised Leraje for her skills, claiming that no elf nor even their deity could shoot an arrow as fast and as precise as the valiant herald. Leraje beamed under the compliment, and the bemused lord of the Elves challenged Leraje to an archery duel to settle the matter once and for all. When his herald agreed to the challenge, the deity declared their target: her heart.
The elven god expected his servant to realize the error of her pride and yield the contest, but she instead brought up her bow, and aimed it at her master, and pulled back the string. Though surprised, the deity raised his own bow and fired at her at the same moment Leraje released her bowstring, aiming not at the god but at the arrow heading that sped toward her heart. The two Arrows met point to point midair as Leraje's Arrow ricocheted back, piercing Leraje's heart before her master's arrowhead even touched her chest. As punishment for wasting her life for the sake of her stubborn pride, the Elven Deity banished Leraje's soul from the heavens and the earth.
Leraje has had countless generations in isolation to reflect upon her mistakes, and expects her binders to use her powers with humility. Leraje can impose disadvantage on any Charisma check to bind her if she suspects you will use her powers for the sake of winning honor or prestige. You can may also gain advantage on the pact if you can convince Leraje that her powers will be used to atone for a misdeed or mistake.
Additionally, she is a significantly more submissive and guilt-ridden towards elvish summoners, and will never make a poor pact for an elf-blooded creature (i.e elves or half-elves).
If you make a poor pact with Leraje, he influences your personality in one of the following ways:
Influence
Description
Personality Trait
As of late, I am too timid to speak my mind, nor to jump to conclusions.
Personality Trait
I feel an unshakable sense of guilt when around elves, and other elven blooded creatures.
http://www.enochian.org/daemons/data/seals/goetia/malphas.jpg
Malphas
The Turnfeather
2nd level Vestige
Binding DC: 12
Malphas appears before you as a darkly clad elf wearing a cloak of living ravens that caw on occcasion.
BONUS PROFICIENCY
You gain proficiency with the poisoner's kit until you end your pact with Malphas.
INVISIBILITY
You can cast the spell invisibility without expending a spell slot. You can't cast it this way again until you complete a short rest.
Starting at 10th level, you can cast Invisibility one additional time between short rests.
SNEAK ATTACK
While bound to Malphas, once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.
The amount of the extra damage increases as you gain levels. You gain damage as shown in the Sneak Attack column of the Rogue table as a rogue of half your binder level, up to a maximum of 4d6. If you already have levels in the rogue class, you add half your binder level to your rogue level to determine the damage of Sneak Attack.
TURNFEATHER'S SKILL
While bound to Malphas, you do not have disadvantage on Dexterity (Stealth) checks from wearing any type of armor. Additionally, you can take the Dash, Disengage, or Hide action as a bonus action. After doing so, you must complete a short or long rest before using it again..
BIRD'S EYE VIEWING
In a ritual requiring 1 minute of concentration, you can summon a dove or raven to aid your powers of observation. Appearing in an unoccupied space adjacent to you, your summoned bird has the statistics of a raven, though it is a celestial instead of a beast. You can only have 1 bird summoned at a time and you can dismiss it as a bonus action. This bird remains summoned until you stop binding with Malphas.
Your bird acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. Your bird can’t attack, but it can take other actions as Normal.
Additionally, as an action you can see through your bird's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses this creature has. During this time, you are deaf and blind with regard to your own senses.
PACT INFORMATION
PHYSICAL SIGN
You teeth and tongue turn black.
Only elves well versed in elven history are likely to be familiar with the story of Malphas, once a member of an ancient kingdom's nobility. Malphas was always the black sheep of his family, and due to constant dissentions with his elders, was pressganged into joining a respected druidic order, in the hopes that it might teach him respect for elven culture. Against all odds, the plan seemed to work; Malphas's trademark, a white feather, began turning up at the sites where good deeds had been done, though noone ever saw him perform them.
This impression was all part of Malphas’s act. Before committing to the order, he met another elf—a female who won his heart with guile and promises of power. Together they hatched a plan to eliminate the heirs to the throne, leaving Malphas king. While his white feathers turned up wherever good events were occurring, black feathers began to appear on the murdered corpses of royalty. Before eliminating his last target, Malphas was discovered and forced to flee.
Malphas flew to his lover’s hideaway among the trees, intending to warn her and flee with her. But when she heard his story, she flew into a rage, mocking him for his stupidity and his overtures of affection. To wound him even more deeply, she revealed her true form—that of a drow. When the elf authorities found Malphas, he lay on the ground, dead not from magic or physical harm, but from the breaking of his heart and the loss of his soul.
When you make a poor pact with Malphas, he influences your personality in one of the following ways:
Influence
Description
Personality Trait
I fall in love very easily. Even a friendly gesture can turn my affections entirely.
Ideal
Power. Poison is the my tool of choice for getting everything I want.
3rd
NOTE: 3RD LEVEL VESTIGES CURRENTLY BEING TESTED. WHEN THEY ARE COMPLETE, THEY WILL BE EMBEDDED HERE.
Focalor - an immortal soul who died from eternal grief. He grants binders the powers of Lightning and supernatural sorrow.
Focalor, the Prince of Tears:
As Told by The_Doctor. (http://www.giantitp.com/forums/showsinglepost.php?p=19334855&postcount=47)
And
As Told by Spiriah (http://www.giantitp.com/forums/showsinglepost.php?p=19369900&postcount=74). & Take 2. (http://www.giantitp.com/forums/showsinglepost.php?p=19455620&postcount=107) (Spiriah); Take 3. (http://www.giantitp.com/forums/showthread.php?430658-PEACH-Fifth-Edition-Binder-Class-II-%28Still-WIP%29&p=19617021&postcount=17#post19617021)(also Spiriah)
Paimon - a noble Dancer and nobleman who was limbs were severed and replaced with rapier blades. He grants his binders the arts of dancing and swordplay.
Paimon - The Dancer. (http://www.giantitp.com/forums/showsinglepost.php?p=19350691&postcount=63) The Prince Zahn version.
Take 2: (http://www.giantitp.com/forums/showthread.php?430658-PEACH-Fifth-Edition-Binder-Class-II-(Still-WIP)/page3&p=19747459&postcount=65#post19747459) (no magic) by Prince Zahn
Primus - the original, all-knowing king of a realm of pure law, who invoked the envy of a demon lord. He now offers you the powers to enforce new rules upon the battlefield. [Citation Needed]
Primus - The One And Prime. (http://www.giantitp.com/forums/showsinglepost.php?p=19346908&postcount=62) by The Doctor.
The Xanathar was a paranoid yet powerful beholder who lorded over a massive slave ring before his eventual demise. he grants his followers the eye rays he had in life.
Xanathar - The Eye. (http://www.giantitp.com/forums/showthread.php?430658-PEACH-Fifth-Edition-Binder-Class-II-%28Still-WIP%29/page5&p=19805381&postcount=143#post19805381) by Scarce
This thread was created to compile all 5e Binder's vestiges, for more information on the 5e Binder, see this thread (http://www.giantitp.com/forums/showthread.php?430658-PEACH-Fifth-Edition-Binder-Class-II-(Still-WIP)&p=19596227#post19596227).
Credit goes to Anaximander, who initiated the project, to every playgrounder who volunteers to write up a vestige, and special thanks to Wizards of The Coast for creating such an inspiring class to begin with.
If you make a vestige for the 5th edition Binder, please post a link to the thread/post here so that I may add it.
VESTIGES BY LEVEL
1st
http://d15osn4tlmtdxb.cloudfront.net/wp-content/uploads/2003/03/Amon-seal.jpg
AMON
The Void Before The Altar
1st Level vestige:
Binding DC: 10
EXTRA LANGUAGE
While bound to Amon, you know either Celestial or Infernal as a language, as chosen when you make the pact.
DARKVISION
You can see dim light within 60 feet as if it were bright light, and in darkness as if it were dim light. You cannot discern color in darkness, only shades of gray.
ANCIENT RIVALRY
While bound to Amon, you have advantage on all attack rolls against creatures with the Pact Magic or Soul Binding features. At 13th level, you also have advantage on attacks against Aberrations, Celestials, Fey, Fiends, and Undead, and creatures charmed or possessed by them.
BREATHE FIRE
You can breathe fire upon your foes as an action. Each creature within a 10-foot cone must make a Dexterity saving throw. On a failed save, the creature takes 1d6 fire damage, or half as much on a successful one.
Alternatively, you can hold your fiery breath as an action for up to 1 round, maintaining concentration on it as you would a spell. You can release it as an action on your following turn, rolling twice the normal number of damage dice.
The spell’s damage increases by 1d6 when you reach 6th level (2d6) and 14th level (3d6).
IMPERVIOUS FLAMES
When you cast spell of 1st level or higher which deals fire damage and you roll a 1 on a damage die, you can reroll the die and must use the new roll, even if the new roll is a 1.
HELLISH REBUKE
You can cast Hellish Rebuke once without using a spell slot. And can cast it one additional time at 10th level. You can not use this feature again until you finish a short rest.
AMON'S HORNS
While you bear Amon's sign, your horns are strong and sturdy. You can attack a creature with these horns using with an unarmed strike, dealing 1d4 bludgeoning damage on a hit. Additionally, if you move in a straight line for 10 feet immediately before attacking creature with your horns, that creature must make a Strength saving throw or be knocked prone.
PACT INFORMATION
A black wolf with the head of a goat and a serpent for a tail manifests before the seal in a burst of black smoke. fire escapes his mouth when he howls curses at you.
PHYSICAL SIGN
You grow a set of curling ram-like horns on your head.
Ancient texts suggest that Amon is what little remains of an ancient deity who died a millennia ago. In his prime, Amon had been worshipped by thousands, but but he gradually lost his power, as his followers converted to more responsive deities. Through sheer willpower alone he escaped eternal rest in the astral planes, and his soul found refuge in the outer planes, where the soul of this once mighty god of light and law deformed into a foul and hateful spirit. [/I\
Amon hates everyone and everything, and demands for you to spread fear and discord among the people. And beckons you to weaponize chaos and destruction. A binder tempted by his words has disadvantage on charisma checks to bind Amon. On the same token, his Demi-existence in the far realms of existence has made him very gullible, and pacts with Amon that are built on lies are made with advantage.
If you make a poor pact with Amon, he influences your personality in one or both of the following ways:
Influence
Description
Personality Trait
I have a naturally foul temper.
Ideal
Anarchy. I strongly disapprove of the leading faith(s) and/or faction(s), and perhaps even the ruler.
NOTE: A SEAL IS MISSING, DESPITE THERE NEVER BEING A SEAL TO BEGIN WITH
[sealmissing]
Aoskar
The Flayed God
1st Level Vestige
Binding DC: 10
Upon summoning Aoskar, the sign becomes a portal much like a teleportation circle, and the Flayed God rises from it. He wears regal mage's robes over his skinless, bleeding body.
DIVINE INFLUENCE
You can cast the cantrips message, sacred flame, and thaumaturgy at will.
DIMENSIONAL LEAP
Aoskar has opened the doors of reality to you. As an action on your turn, you can teleport a distance up to half you movement speed to a location you can see. If you teleport into a space that is already occupied by an object or creature, you take force damage equal to the number of feet traveled and are shunted to the nearest unoccupied location.
TELEPORT WITHOUT ERROR
When you teleport, you arrive at your destination without error (though those teleporting with you may not.)
PROTECTION FROM EVIL AND GOOD
You can cast the spell protection from evil and good without expending a spell slot. After casting this spell, you must complete a short or long rest before using it again.
PACT INFORMATION
PHYSICAL SIGN
A random patch of skin on your body appears aesthetically to be flayed.
Aoskar is perhaps the most infamous deity in Sigil; once coming close to calling that city home, now he is forgotten by nearly all, and those that do still know his name almost always know him only as a cautionary tale, a story of the fate that would befall all deities that would seek to unseat the Lady of Pain.
Though most records of Aoskar were lost in the Lady's destruction, it is well-known that he was once a lesser deity of Portals. He was quick to see the potential of the planar metropolis, even then known as the City of Doors, and began to enact plans to exploit from beyond its walls. Binder lore holds that he attempted this through his followers, who embedded short rituals to Aoskar into many of the city's portals. With time, his fellowship grew, and when the Temple of Doors was erected, almost half of the people of Sigil worshipped Aoskar though these rituals.
Aoskar's plan was to use the power of his followers to grant himself full-godhood, and more importantly, access to the city. When the Lady discovered this, her vengeance was swift and brutal. Overnight, the Temple of Doors and all those buildings for blocks around it were destroyed by a force unknown and unseen mid-sermon, all worshippers within those bounds killed in a single horrible instant. Aoskar vanished, responding to none, and it was not for centuries hence that his godcorpse was found in the Astral, head impaled with a multitude of blades. Today, the rule follows from Aoskar's cautionary tale: "No Gods in the Cage."
When you make a poor pact with Aoskar, he influences your personality in one of the following ways:
Influence
Description
Bond
The mere mention of cages, gods or worship scares me to death, and I shake nervously around tall women.
Personality Trait
I go out of my way to protect travelers who are far from home, though I am hesitant to protect women.
http://dragoonwraith.com/dnd/vestiges/Dahlver-Nar.png
DAHLVER-NAR
The Tortured One
1st Level vestige
Binding DC: 10
A male humanoid with no eyes appears before you with pink, gum-like flesh for skin with teeth protruding from every inch of his body, except for his mouth, which is devoid of teeth. every time he tries to speak, an eerie moan issues forth instead.
FOUL BREATH
You can exhale toxic fumes from your mouth to cast the cantrip poison spray.
NATURAL ARMOR
While unarmored, your Armor Class is equal to 12 + your Dexterity Modifier.
SHARE HARM
As a reaction when you are targeted by an attack or spell attack, you can grant the attacker advantage on the roll to select 1 creature within 30 feet to make a Charisma saving throw. On a failed save, the creature takes damage equal to half the amount dealt, to a maximum of 10. At 10th level, this maximum increases to 20.
MADDENING MOAN
You can let out a moan that brings a creature to the brink of insanity. You can cast dissonant whispers without expending a spell slot. After casting this spell, you must complete a short or long rest before using it again.
PACT INFORMATION
PHYSICAL SIGN
Several teeth grow from your scalp. Though they are small enough to be hidden by a large quantity of hair or a hat, a touch reveals them immediately.
Bards tell two stories of Dahlver-Nar, both linked to the magic items that carry his name—the teeth of Dahlver-Nar. Some say that because Dahlver-Nar was antiquity’s most powerful cleric, his followers treated his teeth as holy relics after his death and they somehow gained magical powers through this veneration. Others insist that Dahlver-Nar was a cleric of little consequence who discovered some magic dragon teeth in the ruins of a red dragon’s lair. In this version of the story, the teeth were named after Dahlver-Nar because he became a terror in the region where he acquired them. Binder scholars know a different story—that Dahlver-Nar was a powerful cleric who forsook his deity to pursue the power of pact magic. The fabled teeth of Dahlver-Nar, to which all the legends attribute miraculous powers, were neither his own nor those of the dragon he battled. They were the teeth of beings that became vestiges after death, and they could grant abilities similar to those that the vestiges themselves imparted. Pact magic treatises relate that Dahlver-Nar pulled out his own teeth and replaced them with those of the vestiges, but that using them all drove him mad. What happened thereafter is a matter of debate, but the texts maintain that Dahlver-Nar eventually died, and the teeth were lost, divided up among the squabbling followers he had managed to gain and then spread across the world. Today, Dahlver-Nar exists as a vestige in his own right—perhaps brought to that state through his close association with so many others.
When you make a poor pact with Dahlver Nar, he influences your personality one of in the following ways:
Influence
Description
Personality Trait
I have a very short attention span
Bond
I think teeth are fascinating. I will go out of my way to oberve a new variety.
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NABERIUS
The Grinning Hound
1st Level Vestige
Binding DC: 10
A black crane squawks and flies clumsily over the seal before crashing at it's center, when a three-headed hound pounces from nowhere and devours it. as you negotiate, the hounds' growling voice speaks to you with eloquent charm from whatever head isn't eating at the moment.
BONUS PROFICIENCY:
You gain proficiency in one type of artisan's tools of your choice.
LEVERAGE
You have advantage on any Intelligence and Charisma checks made to deliver, discover or withhold potentially useful information.
NOBLE BLOODHOUND
You can spend 1 round to "sniff out" the general direction of, and proximity of the highest authority figure (or one of them), or most influential creature in a group within 100 feet of you for the round. Doing so requires an intelligence(Investigation) check contested by the creature's Dexterity (stealth) check. This feature works around corners, but powerful odors or magical effects might mislead or block this unique sense. You can continue to track the leading creature for another round by spending 1 action concentrating on the sense.
NABERIUS'S SNARL
While bound to Naberius, You gain the Vicious Mockery cantrip.
DISGUISE SELF You can cast Disguise Self without expending a spell slot. Casting the spell in this fashion requires 1 minute.
PERSUASIVE WORDS
You can cast Command without expending a spell slot. At 6th level, you can also cast Suggestion in the same fashion. you regain both of these abilities when you finish a long rest.
PACT INFORMATION
PHYSICAL SIGN
Your voice deepens and sounds hoarse, and you tone often seems to more harsh and intimidating than normal.
Very little is known about Naberius, besides that he changes his name and appearance more often than othr vestiges. folklore and ancient texts lead to various potential origins. He does not answer questions regarding his legend instead giving only a shrug or a sly smile when being questioned. some texts from different sources speak of similar figures, such as a noble, bird-headed man, a three-headed hound who supposedly guards the underworld, a wolf with fifty heads and a tail of three entwined snakes. one source even refered to the entity as a mound of corpses surrounded by a cloud of flies. Once every few centuries, when he does change his identity, he might occasionally slip out a subtle hint first to what it might be, or just obliquely inform his summoners before disappearing until someone discovers his new form. Nobody truly knows why Naberius toys with his summoners with these allegedly cosmetic changes and disappearing until someone stumbles upon his new name and title, but it troubles and burdens scholars to the extent of them offering a valuable prize to his discoverer.
Naberius does not like to be interrupted, and such lack of respect imposes disadvantage on Charisma checks when binding him. With that in mind, Naberius enjoys hearing secrets, mischief and gossip, and telling him one of your "meaty" secrets can often please him, assuming he has not heard this information to him before.
If you make a poor pact with Naberius, he influences your personality in one of the following ways:
Influence
Description
Personality Trait
I relish the sound of my voice, and how sophisticated I sound. I can enjoy it for hours.
Personality Trait:
I take any opportunity to speak to large groups, and I will not willingly share it.
http://d15osn4tlmtdxb.cloudfront.net/wp-content/uploads/2004/04/ronove-seal.jpg
RONOVE
The Iron Maiden
1st Level Vestige
Bind DC: 10
Iron creaks sound as the ground quakes, and a rusted iron sarcophagus erupts upward in the center of her seal. The visage of a woman is visible on the lid. Ronove remains silent, but the visage smiles or frowns during the pact-making process.
MAGIC ATTACKS
Your unarmed strikes count as magic weapons for purposes of overcoming resistance or immunity to weapon damage.
RONOVE'S FISTS
You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes, and you can deal Martial Arts damage with your unarmed strikes as though you were a monk of your binder level.
SPRINT
Your base speed increases by 10 feet.
RONOVE'S ENDURANCE
While bound to Ronove, you only need to eat, drink, and sleep one-third as often as normal. You also treat your level of exhaustion as being one less than it actually is, and thus suffer no penalties until you have received two levels of exhaustion.
FEATHER FALL
You can cast the spell feather fall at will.
FAR HAND
You know the cantrip mage hand, and can cast it at will. This version is more powerful and has the following differences:
The hand can carry up to 10 pounds for every two binder levels you posses.
You can control the hand as a bonus action, rather than an action, except when using it to manipulate or use an object in a way that would take you an action to do so.
You can push a creatures using the hand. As an action, you can command to hand to shove a creature within 5 feet of it, which must make a Strength saving throw. On a failed save, the creature takes 1d6 force damage and is pushed 10 feet in a direction that you choose.
At 7th level, this push deals 2d6 force damage and knocks creatures prone on a failed save. Finally at 17th level, you deal 3d6 damage on a push, and you may cast the spell telekinesis without expending a spell slot. After casting this spell, you must complete a short rest before casting it again.
PACT INFORMATION
PHYSICAL SIGN
Your face settles into a frown if you succeeded on your binding check, or a smile if you failed.
In life, Ronove was a charismatic guru who taught that enlightenment comes from denial—first of the needs of the flesh, then of the perceived limits of reality, and lastly of the rules of reality. Her frequent demonstrations of power served to illustrate the validity of her ideas to others. She leapt from cliffs without harm, lifted boulders with her thoughts, and lived for months without eating or drinking. Although Ronove gathered many followers, not one of her disciples could manage her great feats. Some began to question her methods.
To prove the veracity of her teachings, Ronove entombed herself underground in an iron coffin, telling her students to dig her up only when they received a sign from her. However, years passed without a sign, and her followers dwindled, leaving only one. Disillusioned, he dug up the coffin. Finding it empty, he told the other former disciples of what had happened, but none believed him, and Ronove and her nameless follower faded into obscurity.
If you make a poor pact with Ronove, she may influence your personality in one of the following ways:
Influence:
Personality Trait:
Despite what anyone says, I feel a constant need to prove my own worth.
Ideal:
Denial. Abstaining from the pleasures of life, such as eating and drinking, is of key importance for the betterment of myself.
NOTE: PHYSICAL SIGN AND MANIFESTATION ARE MISSING
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Shax
Sea Sister
1st Level Vestige
DC: 10
(sentence or 2 describing the manifestation/pact making here)
BONUS PROFICIENCIES
While bound to Shax, you have proficiency with nets and tridents.
WORD OF THE WAVES
You can speak, read, and understand Aquan. You can also speak with aquatic animals as if using a speak with animals spell.
SPIRIT OF THE STORM
You can cast the cantrips gust, shocking grasp, and thunderclap.
RESISTANCE TO ELECTRICITY
While bound to Shax, you have resistance to lightning damage.
AQUATIC
While bound to Shax, you can breathe both water and air. Additionally, you gain a swim speed equal to your movement speed and have advantage on all Athletics checks made to swim.
FLUIDITY OF MOVEMENT
As a reaction when you take damage from a melee weapon attack, you can move 10 feet without provoking opportunity attacks.
PACT INFORMATION
PHYSICAL SIGN
???
Shax once ruled over storm giants as a goddess of the sea. She was born to Annam, the All-Father of all giant gods. But Annam, though he is a deity of knowledge, has profound blindspots in his omniscience, and he was unable to perceive Shax, who was born without his knowledge. But when Shax drove the storm giants from the sea to conquer other giant lands, Annam sent his son Thyrm to stop the problem and restore the Ordning.
Thrym, god of the frost giants, was eager to stop storm giant incursions into his followers’ lands, so he picked up his axe and leapt into the sea. There he met his sister Shax for the first time. Thrym found her both beautiful and terrible. He offered to wed her if she would call the storm giants to return to the sea. Shax would have none of it, though, so the two fought. The battle was terrible, and storms raged for years. In the end Thrym won, beheading Shax with a clean blow of his axe, but not before she had ripped into his flesh with her nails. The strength of Shax’s spirit gave her the power to resist the pull of the Astral Plane, that graveyard of the gods, so she became a vestige. As for Thrym, he yet lives, but the pieces of his cold body that his sister removed have become icebergs that float in the sea as constant reminders of the storm giants’ debt to him.
When you make a poor pact with Shax, she influences your personality in one of the following ways:
Influence
Description
Personality trait
I am highly possessive and territorial.
Personality trait
I believe things should be equitable. I demand compensation for any service I provide.
2nd
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Aym
Queen of Avarice
2nd Level vestige
DC: 12
The dwarf queen rises from a coiled heap within the seal with two great worms for legs, two additional heads - a lion's and an ox's; with a red-hot branding iron in her bejeweled hand, while the other tightly muzzles the lion head's mouth shut.
PROFICIENCIES
While bound to Aym, you gain proficiency in medium armor.
GOLDEN-FISTED RULE
You gain advantage on all intimidation checks and suffer disadvantage on all persuasion checks contests against Dwarves.
GOLDEN PLATE
Your speed is not reduced while wearing armor which you are not proficient in.
GOLDEN HALO
As a bonus action, you may surround yourself with a halo of fire. You gain resistance to fire damage, and any creature that touches you or hits you with a melee attack must make a dexterity saving throw or take 1d10 points of fire damage. Additionally, while your halo is active, as an action you may make a melee spell attack as if you were casting a cantrip; this attack deals 1d10 points of fire damage. The damage of this attack increases to 2d10 at level 5, 3d10 at level 11, and 4d10 at level 16.
RUINOUS STRIKE
You gain advantage when making melee attacks against inanimate objects, and you double the amount of damage you to objects.
RUINOUS DECREE
You can cast Shatter without using a spell slot. One you use this ability, you must take a short or long rest before doing so again.
PACT INFORMATION
PHYSICAL SIGN
While you host Aym, you bear a starshaped brand on the palm of your left hand or on your forehead (your choice).
Dwarven legends depict Aym as the greediest dwarf queen who ever lived. Modern-day dwarves still spit at the mention of her name. Not long after Moradin first forged the dwarves, Aym arose as a great leader among them. Greed brought her to power, and greed consumed her while she ruled. Dwarves mined furiously in response to Aym’s constant demand for more gems and precious metals, and her people became virtual slaves to their work. As onerous as Aym’s rule was, however, all this mining greatly expanded the dwarves’ territory, and many dwarven clans grew quite wealthy. Jealous of the dwarves’ wealth and smarting from their conquests, a great horde of orcs, giants, and goblinoids banded into an army to assault Aym’s kingdom. The dwarves fought bravely, but because their forces were stretched so thin across Aym’s empire, they could not respond quickly enough to the horde’s concentrated assault on their capital. Legend has it that when the fires of the burning city reached her, Aym stood among a hundred wagons laden with gold that her servants had loaded in preparation for her flight. But so engrossed was she in counting the coins to make certain she didn’t lose a copper that she didn’t notice the danger until the fires began to melt the coins in her grasp. Rather than repenting her greed at the point of her death, Aym cursed Moradin for not protecting her, and in return, Moradin cursed her.
When summoning Aym, you may attempt to appeal to her immortal greed to win her favor. Providing 100 gp worth of gems, gold, or other valueables to Aym grants you advantage on your binding check. Aym takes these valueables, though she returns them when the bind is broken if you made a good pact with her.
Aym always speaks through her dwarven head, as her animal heads can not speak. If, for any reason, Aym let go of her lion's mouth, it would roar and cause the bull’s head to low in terror, making it impossible for her to hear her summoner if s/he adds new terms to the pact, granting Advantage on the Binding check.
Finally, due to Aym's immense guilt at failing her people, any dwarf that binds Aym makes a good pact regardless of the binding check, though choosing to bind her would be considered a great insult to most dwarves.
If you make a poor pact with Aym, she influences your personality in one of the following ways:
Influence
Description
Ideal
Greed.Every single coin or valuable possession that belongs to me or my friends is to be kept, and must never be shared.
Personality Trait
I feel abnormally generous and guilty towards dwarves, handing out money or buying something for a dwarf comes second nature to me
http://d15osn4tlmtdxb.cloudfront.net/wp-content/uploads/2003/03/haagenti-seal.jpg
Haagenti
Mother of Minotaurs
2nd Level Vestige
Binding DC: 12
Haagenti appears before you as a winged minotaur emerging from an icy mist.
BONUS PROFICIENCIES
While bound to Haagenti, you have proficiency with shields, battleaxes, and greataxes.
FIGHTING STYLE
You adopt the following style of fighting as your specialty. You can't take a Fighting Style option more than once, even if you later get to choose again.
GREAT WEAPON FIGHTING
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
RUSE OF GIANTS
You can speak, read, and write the language Giant. Additionally, you have advantage on Deception checks against creatures of the Giant type.
IMMUNITY TO TRANSFORMATION
As a bonus action, you can end the effects of any transmutation spell affecting you that you choose. You are also immune to being petrified.
IRE OF FROST
As an action, you can radiate a hateful blue frost to those around you. Select any number of creatures within 5 feet of you to make a Dexterity saving throw. On a failed save, the creature's base movement speed is reduced by 5 feet and takes 3d8 cold damage. On a successful save, the creature takes half as much damage. Beginning at 9th level, you can use this feature to target creatures within 10 feet. After using this ability, you must complete a long rest before using it again.
TOUCH OF CONFUSION
Select 1 creature you can touch to make a Charisma saving throw. On a failed save, the creature must roll a d20 each time it attacks until the end of its turn. On a 10 or lower, it's attack misses. After using this ability, you must complete a long rest before using it again.
PACT INFORMATION
PHYSICAL SIGN
Small differences in your appearance make you seem uglier.
The tale of how minotaurs originated changes according to the culture and race of the teller, but binder lore blames Haagenti. Thrym, the primary deity of frost giants, sought consorts among his mortal worshippers, among whom was Haagenti, a hill giant sorceress who used a spell to transform herself into a beautiful frost giant. When the children born of his dalliances had grown old enough, Thrym set out to visit and test them all. He fought each child to see who was the strongest and bravest, intending to invite the most fit to join him in Jotunheim. When he sought out Haagenti, he found her herding cattle in the warm lowlands and became enraged when he saw her true form, that of a hill giant.
In a rage, Thrym cursed Haagneti and her children to resemble the cattle with which they wallowed, turning them into minotaurs. Then he left, vowing to teach his frost giant worshipers to distrust all beauty.
How Haagenti became a vestige is unclear, but binder lore holds that her ugliness was so complete she could find no eternal home anywhere, for the sight of her spirit disturbed the gods. Haagenti refuses to speak on the subject and becomes angry when questioned about her past.
When you make a poor pact with Haagenti, she influences your personality in the following ways:
Influence
Description
Personality Trait:
I feel ashamed of my appearance while around beautiful creatures.
Bond
I always seek an alliance with the most attractive and charismatic creature I can find.
http://serpent.kiamagic.com/wiki/images/thumb/1/15/Ipos.jpg/180px-Ipos.jpg
Ipos
King of Fools
2nd Level Vestige
Binding DC: 12
As you call him by his name, Ipos appears with the avian head of the bald ibis. The rest of his body, including his long, iron claws, is concealed beneath thick cloaks.
PLANAR ATTENUATION
Choose a plane of existence other than the Material Plane when you bind Ipos. You may move and act on that plane as if you were a native, and do not take penalties associated with being a non-native to this plane.
COLD IRON CLAWS
While bearing Ipos's sign, Your long fingernails harden into cold iron, granting you a claw attack with each hand. Your unarmed strikes deal 1d4 slashing damage and count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. At 12th level, this damage increases to 1d6.
Additionally, when you use the Attack action with an unarmed strike on your turn, you can make one unarmed strike as a bonus action.
FLASH OF INSIGHT
As a bonus action on your turn, you gain truesight until the beginning of your next turn.
IPOS'S INFLUENCE
When an ability you granted to you by binding another vestige calls for a creature other than yourself to make a saving throw, that creature has disadvantage. After using this ability, you cannot use it again until you complete a long rest.
REND
When you hit a creature with both your claw attacks on your turn, you can deal an additional 2d6 slashing damage. After using this ability, you must finish a short long rest before using it again. At 7th level, this damage increases to 3d6.
PACT INFORMATION
PHYSICAL SIGN
You grow long, black, clawlike nails.
As a mortal scholar of deities and the planes, Ipos discovered vestiges and the process of binding long before their rediscovery in the current age. Although binder lore gives conflicting accounts of Ipos’s race and nation of origin, the legends agree that he was a mighty spellcaster with the power to travel the planes in his pursuit of knowledge.
Although he was interested in all subjects, Ipos had a particular passion for discovering the nature of the planes, magic, and the gods. Through his study of these topics, Ipos sought to discover the planar order—the set of fundamental laws within which the multiverse operated. Ipos did a magnificent job with his research, and his discoveries have been passed down through the generations. Yet he left such an incomplete vision of reality that later scholars and explorers had to expand upon his body of work. In the midst of his investigations, Ipos stumbled across vestiges and drowned in the depth of this knowledge. He could not conceive of beings that did not exist in some place, or that could not be reached via the planes or by deities. He became obsessed with finding the plane upon which the vestiges resided. He dropped the study of all other topics and threw himself into the task of finding a way to the realm of the vestiges. No one knows what happened after he made this mission his focus, but the fact that he now exists as a vestige lends credence to the idea that he discovered what he sought.
When you make a poor pact with Ipos, he influences your personality in the following ways:
Influence
Description
Personality Trait
If a creature shows interest in a topic in which I am knowledgeable, I must truthfully, and at length, edify them.
Personality Trait:
I think highly of my intellect and feel contempt toward those who question my assumptions and conclusions.
NOTE: LEGEND COULD BE BRIEFER.
http://i59.tinypic.com/ksso6.jpg"]
LERAJE
The Green Herald
2nd Level vestige:
Binding DC: 12
a dull set of eyes open alongside a sly smirk with yellow teeth as a sickly, pockmarked elf archer enters the seal, as if she was always here, hidden. her green leather armor is elegantly decorated, you can tell she must have once been beautiful.
BONUS PROFICIENCIES
While bound to Leraje, you gain proficiency with the Shortbow and Longbow.
PRECISE SHOT
Leraje guides your arrows through harsh conditions. You can ignore weather conditions when you can make an attack with a shortbow or longbow. In addition, you can fire arrows through the wind conditions that would otherwise make it impossible, (such as through a gale) with disadvantage on the attack roll.
MASK OF THE WILD
You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. In addition, if you are a wood elf, you gain advantage on Dexterity (stealth) checks when lightly or heavily obscured by natural phenomena.
LERAJE'S QUIVER
While you are bound to Leraje, you can draw draw and fire ghostly ammunition from her endless, quasi-real quiver. You can ignore the Ammunition property when wielding a bow. Additionally, the target of your attacks with these arrows gains no benefit from cover, other than total cover.
Finally, when you use the Attack action on your turn to make an ranged weapon attack with a longbow or shortbow, you can use a bonus action to make an additional ranged attack with this weapon. You don’t add your ability modifier to the damage of any of these additional attacks, unless that modifier is negative.
FIGHTING STYLE
You adopt the following style of fighting as your specialty. You can't take a Fighting Style option more than once, even if you later get to choose again.
ARCHERY
You gain a +2 Bonus to attack rolls you make ranged weapons.
NEW MOON ARROWS
You can imbue 1d4 arrows you touch with a silvery coat that sheds bright and dim light as a candle, turning them into new moon arrows for 1 minute. Until the duration expires or until you use the arrows to attack, Any attack that hits when using a New Moon arrow deals an additional +1d8 Radiant damage. Any Shapechanger struck by a new Moon arrow must make a Constitution Saving Throw. If it fails, it instantly reverts to it's original form and can't assume a different form for 1d6 rounds. Once you have used this feature, you can not use it again until you finish a short rest.
PACT INFORMATION
PHYSICAL SIGN
Your skin appears sickly and Pockmarked.
Tales of Leraje's prowess with the bow and arrow exist to this day, although other great heroes and deities are now praised her deeds, turning her tale into words of heresy among elvenkind. Though pact magic treatises maintain that a great elven god called upon Leraje to be his first herald among mortals. She taught the elves how to make and use bows, though none could come close to matching her talents. Legend holds that she slain Thessala, the goddess of hydras, by shooting a single Arrow through all one thousand of her heads, thereby causing her children, the hydras, to be dull and crude for the rest of eternity.
One night, When Leraje saved the Elf deity's lover from an bloodthirsty weretiger, before the woman fell to corruption and rose to divinity herself, the woman praised Leraje for her skills, claiming that no elf nor even their deity could shoot an arrow as fast and as precise as the valiant herald. Leraje beamed under the compliment, and the bemused lord of the Elves challenged Leraje to an archery duel to settle the matter once and for all. When his herald agreed to the challenge, the deity declared their target: her heart.
The elven god expected his servant to realize the error of her pride and yield the contest, but she instead brought up her bow, and aimed it at her master, and pulled back the string. Though surprised, the deity raised his own bow and fired at her at the same moment Leraje released her bowstring, aiming not at the god but at the arrow heading that sped toward her heart. The two Arrows met point to point midair as Leraje's Arrow ricocheted back, piercing Leraje's heart before her master's arrowhead even touched her chest. As punishment for wasting her life for the sake of her stubborn pride, the Elven Deity banished Leraje's soul from the heavens and the earth.
Leraje has had countless generations in isolation to reflect upon her mistakes, and expects her binders to use her powers with humility. Leraje can impose disadvantage on any Charisma check to bind her if she suspects you will use her powers for the sake of winning honor or prestige. You can may also gain advantage on the pact if you can convince Leraje that her powers will be used to atone for a misdeed or mistake.
Additionally, she is a significantly more submissive and guilt-ridden towards elvish summoners, and will never make a poor pact for an elf-blooded creature (i.e elves or half-elves).
If you make a poor pact with Leraje, he influences your personality in one of the following ways:
Influence
Description
Personality Trait
As of late, I am too timid to speak my mind, nor to jump to conclusions.
Personality Trait
I feel an unshakable sense of guilt when around elves, and other elven blooded creatures.
http://www.enochian.org/daemons/data/seals/goetia/malphas.jpg
Malphas
The Turnfeather
2nd level Vestige
Binding DC: 12
Malphas appears before you as a darkly clad elf wearing a cloak of living ravens that caw on occcasion.
BONUS PROFICIENCY
You gain proficiency with the poisoner's kit until you end your pact with Malphas.
INVISIBILITY
You can cast the spell invisibility without expending a spell slot. You can't cast it this way again until you complete a short rest.
Starting at 10th level, you can cast Invisibility one additional time between short rests.
SNEAK ATTACK
While bound to Malphas, once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.
The amount of the extra damage increases as you gain levels. You gain damage as shown in the Sneak Attack column of the Rogue table as a rogue of half your binder level, up to a maximum of 4d6. If you already have levels in the rogue class, you add half your binder level to your rogue level to determine the damage of Sneak Attack.
TURNFEATHER'S SKILL
While bound to Malphas, you do not have disadvantage on Dexterity (Stealth) checks from wearing any type of armor. Additionally, you can take the Dash, Disengage, or Hide action as a bonus action. After doing so, you must complete a short or long rest before using it again..
BIRD'S EYE VIEWING
In a ritual requiring 1 minute of concentration, you can summon a dove or raven to aid your powers of observation. Appearing in an unoccupied space adjacent to you, your summoned bird has the statistics of a raven, though it is a celestial instead of a beast. You can only have 1 bird summoned at a time and you can dismiss it as a bonus action. This bird remains summoned until you stop binding with Malphas.
Your bird acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. Your bird can’t attack, but it can take other actions as Normal.
Additionally, as an action you can see through your bird's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses this creature has. During this time, you are deaf and blind with regard to your own senses.
PACT INFORMATION
PHYSICAL SIGN
You teeth and tongue turn black.
Only elves well versed in elven history are likely to be familiar with the story of Malphas, once a member of an ancient kingdom's nobility. Malphas was always the black sheep of his family, and due to constant dissentions with his elders, was pressganged into joining a respected druidic order, in the hopes that it might teach him respect for elven culture. Against all odds, the plan seemed to work; Malphas's trademark, a white feather, began turning up at the sites where good deeds had been done, though noone ever saw him perform them.
This impression was all part of Malphas’s act. Before committing to the order, he met another elf—a female who won his heart with guile and promises of power. Together they hatched a plan to eliminate the heirs to the throne, leaving Malphas king. While his white feathers turned up wherever good events were occurring, black feathers began to appear on the murdered corpses of royalty. Before eliminating his last target, Malphas was discovered and forced to flee.
Malphas flew to his lover’s hideaway among the trees, intending to warn her and flee with her. But when she heard his story, she flew into a rage, mocking him for his stupidity and his overtures of affection. To wound him even more deeply, she revealed her true form—that of a drow. When the elf authorities found Malphas, he lay on the ground, dead not from magic or physical harm, but from the breaking of his heart and the loss of his soul.
When you make a poor pact with Malphas, he influences your personality in one of the following ways:
Influence
Description
Personality Trait
I fall in love very easily. Even a friendly gesture can turn my affections entirely.
Ideal
Power. Poison is the my tool of choice for getting everything I want.
3rd
NOTE: 3RD LEVEL VESTIGES CURRENTLY BEING TESTED. WHEN THEY ARE COMPLETE, THEY WILL BE EMBEDDED HERE.
Focalor - an immortal soul who died from eternal grief. He grants binders the powers of Lightning and supernatural sorrow.
Focalor, the Prince of Tears:
As Told by The_Doctor. (http://www.giantitp.com/forums/showsinglepost.php?p=19334855&postcount=47)
And
As Told by Spiriah (http://www.giantitp.com/forums/showsinglepost.php?p=19369900&postcount=74). & Take 2. (http://www.giantitp.com/forums/showsinglepost.php?p=19455620&postcount=107) (Spiriah); Take 3. (http://www.giantitp.com/forums/showthread.php?430658-PEACH-Fifth-Edition-Binder-Class-II-%28Still-WIP%29&p=19617021&postcount=17#post19617021)(also Spiriah)
Paimon - a noble Dancer and nobleman who was limbs were severed and replaced with rapier blades. He grants his binders the arts of dancing and swordplay.
Paimon - The Dancer. (http://www.giantitp.com/forums/showsinglepost.php?p=19350691&postcount=63) The Prince Zahn version.
Take 2: (http://www.giantitp.com/forums/showthread.php?430658-PEACH-Fifth-Edition-Binder-Class-II-(Still-WIP)/page3&p=19747459&postcount=65#post19747459) (no magic) by Prince Zahn
Primus - the original, all-knowing king of a realm of pure law, who invoked the envy of a demon lord. He now offers you the powers to enforce new rules upon the battlefield. [Citation Needed]
Primus - The One And Prime. (http://www.giantitp.com/forums/showsinglepost.php?p=19346908&postcount=62) by The Doctor.
The Xanathar was a paranoid yet powerful beholder who lorded over a massive slave ring before his eventual demise. he grants his followers the eye rays he had in life.
Xanathar - The Eye. (http://www.giantitp.com/forums/showthread.php?430658-PEACH-Fifth-Edition-Binder-Class-II-%28Still-WIP%29/page5&p=19805381&postcount=143#post19805381) by Scarce