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View Full Version : Index Prince Zahn's Vestige Codex (5e Binder)



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




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

Prince Zahn
2015-08-05, 05:30 PM
4th
http://dragoonwraith.com/dnd/vestiges/Eurynome.png
EURYNOME
Mother Of The Material
4th Level vestige
Binding DC: 15

A freakish, horrid conglomeration of Humanoid, avian and piscine stands in the center of the seal, among her deformaties, she has tentacles for arms, talons for feet, great fish fins for wings, and a beak where her mouth should be.

BONUS PROFICIENCIES
Weapons: Warhammer, Greatclub

ANIMAL FRIEND
you can fluently understand and communicate with any beast in it's native tongue or body language, and all beasts you meet have a starting attitude of friendly towards you. In addition, you have advantage on all Charisma (Animal Handling) checks.

POISONOUS BLOOD
While you are bound to Eurynome, your blood becomes poisonous to those who drink it. Any creature who ingests your blood, or makes a successful bite attack against you or swallows you whole takes 2d10 poison damage and is poisoned for 1 hour. A successful constitution saving throw halves the damage and negates the poisoned condition. Each time a creature ingests you or your blood, or makes a bite attack against you poisons the creature anew, forcing on the creature another constitution saving throw, If the creature swallowed you whole, it must make a new constitution saving throw for each round you are within it.
Your blood loses it's potency 1 minute after leaving your body if it is not ingested.
Starting At 14th Level, creatures who ingest your blood, make a successful bite attack against you or swallow you whole take to another 3d10 poison damage (5d10).

WATER FROLIC
You can walk on any body of liquid as if it were firm ground, when you do so, you can choose to make any cloud you can see in the sky to drizzle lightly. You can suppress the rain as an action.

RAIN DANCE
You can cast Sleet Storm up to twice without expending a spell slot. You recover any expended uses of this feature upon completing a short or long rest. Starting at 16 Level, you may expend both uses of Sleet Storm to cast Control Weather instead.

SERVANTS OF THE SKY AND SEA
You may cast Conjure Minor Elementals once without expending a spell slot. Except that you may only use it to summon elementals composed from air and/or water. Once you have cast the spell in this fashion, you may not do so again until You complete a short or long rest.
Starting at 14th Level, you may cast Conjure Minor Elementals an additional time between short or long rests, and can also cast Conjure Elementals once without expending a spell slot, which you may only use to summon air or water elementals. you regain any expended uses of these spells upon completing a short or long rest.

PACT INFORMATION:
PHYSICAL SIGN
Your skin feels clammy to the touch, and no matter how you cover it, you leave moist prints on any object your body touches that quickly evaporate.

Stories say that before counted time, before even the first animals and trees of the world were born, the gods and titans warred for dominion of the incomplete material realm. Tired of the unending struggle, Eurynome fled to the prized yet chaotic realm that will later be our world, and separated the sky from the sea so she may dance upon the waves. And as she dancer, the water splashed around her formed into the first animals of the water and the skies.
Incensed by her impertinence in meddling with the world as yet unformed, the gods struck Eurynome down. The other titans, angered by her abandonment of their fight, refused to come to her aid. Eurynome's body became the first island, her blood - the first river, and her soul became a vestige.

If you make a poor pact with Eurynome, she influences your personality in one of the following ways:


Influence
Description


Flaw
I see secret motives and possible betrayals behind every action.


Personality Trait
I am a follower, not a leader. I act in ways my allies did before me.



NOTE: LEGEND COULD BE BRIEFER, MANIFESTATION IS NEEDED
http://d15osn4tlmtdxb.cloudfront.net/wp-content/uploads/2003/03/haures-seal.jpg
HAURES
The Dreaming Duke
4th level Vestige
Binding DC: 15

(short description of the summon or the pact making)
DEFT ILLUSIONIST
You can cast the cantrips minor illusion and vicious mockery at will.

INACCESSABLE MIND
While you are bound to Haures, you have advantage on saving throws against being charmed, and on saving throws against any effect that would sense your emotions or read your thoughts.

INCORPOREAL MOVEMENT
You can move through other creatures and objects as if they were difficult terrain. This movement is limited to 5 feet each turn and does not provoke opportunity attacks. You take 2d10 force damage and are shunted to the nearest available space if you end your turn inside a creature or object.

MAJOR IMAGE
You can cast the spell major image without expending a spell slot or spell components. After using this ability, you must complete a short or long rest before using it again.

PHANTASMAL KILLER
You can cast the spell phantasmal killer without expending a spell slot or spell components. After using this ability, you must complete a long rest before using it again.

PACT INFORMATION
PHYSICAL SIGN
Your palms are where the backs of your hands should be, just as they are on a rakshasa. This not hinder any capabilities requiring your hands.

Human history associates the name Haures with a powerful lord who terrorized his people. From the time he took the throne until his death, he kept his subjects at work building his castle, adding constantly to its grandeur and might. Workers at the castle would return with strange tales of building a room and then rebuilding it the next day because no sign remained of their previous day’s work. Then those who told such stories began to vanish in the castle, never to be heard from again. Although the castle grew with the additions made to it for the first few years, the constant construction seemed to have no effect on its size in later years.

When at last Haures died, his subjects rejoiced and attacked the castle, hoping to loot and set fire to the palatial structure. The mob of peasants found the castle empty, devoid even of its furnishings. Confused and frightened, they left, and the castle and the surrounding lands soon gained a reputation for being haunted.

Binder scholars believe they know the answer to the mystery of Haures’s disappearance and the strange construction of the castle. According to their legends, Haures was not a human at all, but a powerful rakshasa sorcerer in disguise. Much of the construction he demanded took place on the Ethereal Plane because Haures planned to continue his existence there as a ghost. He wanted his afterlife to be as much like his mortal life as possible, so he had his subjects build a nearly exact duplicate of his castle on the Ethereal Plane and cloaked their work sites in illusions to hide the truth. In the last months of his life, Haures brought many living and undead servants to his foggy realm, as well as all the comforts to which he had become accustomed.

For some time after his demise, Haures spent time on both the Material and Ethereal Planes. As a ghost, he would cloak the decaying castle on the Material Plane in bright illusions so that he could throw lavish parties for the travelers attracted to its warm glow. Then he would end the party suddenly, leaving his guests alone in the chilly ruins of his castle and delighting in their terror. As the years passed, fewer folk dared enter his home, and Haures began to throw illusory parties for himself to alleviate his boredom. As his sanity deteriorated, he became unable to distinguish between the Material and the Ethereal Planes, and even between his illusions and his own imagined experiences. At some point, Haures lost all sense of the difference between reality and dreams, illusion and imagination, and even life and undeath. This complete dissolution of these barriers propelled him into existence as a vestige.


If you make a poor pact with Haures, he influences your personality in one of the following ways:


Influence
Description


Personality Trait
I often take to speaking to myself and to my imaginary friends.


Flaw
I'm extremely uneasy around illusions that aren't of my own design. [NOTE:HOW IS THIS A FLAW? IT SEEMS RATHER ADVANTAGEOUS]




http://dragoonwraith.com/dnd/vestiges/Karsus.png
KARSUS
The Hubris In The Blood
4th Level vestige:
Binding DC: 15

A red boulder, dripping with blood rolls into the seal from which Karsus speaks to you. as he speaks, blood jets out of the stone like a geyser, depending on the volume of his voice.

MAGE MIND
For as long as you remain bound to Karsus, You can instantly recognize a vestige's seal if you can see it, as well as either it's name or it's title (The DM decides which one) and determine if it is a genuine seal or a fake one (no check is required). You must still know both the vestige's name and title, and be able to bind a vestige of the appropriate level in order to summon it.

In addition, you have advantage on all Arcana checks made to glean new information on a vestige or on an active spell you are aware of.

GIFT OF KARSUS:
While you are bound to Karsus, attuning yourself to a magic item takes only 10 minutes of the appropriate activity. You must still meet other prerequisites the item may have to attune the magic item.

MAGIC EYES
You know the spell Detect Magic and can cast it as a ritual.

BASIC ARCANA
You know the Prestidigitation Spell and can cast it at-will.

NULL MAGIC
As an action, you can end any spells active on a creature, object, or magical effect you can see within 120 feet as though you had cast Dispel Magic on it. You can dispel in this fashion twice, and regain any expended uses of Null Magic whenever you complete a long rest. Starting at 12th level, you can end any spells of 5th level or lower without* requiring an ability check can use this one additional time between long rests. Starting at 19th level, you gain a fourth use* of this feature, and you can recover any expended uses upon competing a short or long rest.

UNWEAVING HAND
You can sever the attunement between a creature and a magic item with a touch. To do so, you must spend your action to touch a magic item that requires attunement, or make a spell attack against the creature holding or wearing the item, (if applicable). If the attack succeeds, the attunement between the targeted magic item and any creatures within 100 feet immediately ends. Once you have ended a magic item's attunement in this fashion, you can not do so again until you have completed a long rest.

PACT INFORMATION:
SIGN
When wounded, you bleed a lot more than normal. This by no means has any effect on your hit points.
Binder Lore remembers Karsus as a mortal spellcaster, one of the strongest who ever lived. One day, he challenged a goddess of magic for her dominion. And forsooth he won her divinity. His body, however, could not bear wielding the goddess's unfathomable power. Soon afterwards he burned out and perished. Now a divine soul, he was not accepted into any afterlife, doomed to an eternal existence in the void.

Karsus is always eager to help those who seek to discover the ancient and the forgotten, if he is convinced there is sufficient learning to be experienced on a given day, your ability check to bind with Karsus is made with advantage. Likewise, Karsus demands to feel needed and necessary, and any suspicions he might have that your pact with him lacks urgency or importance can impose disadvantage on your check to bind him.

If you make a poor pact with Karsus, he influences your personality in one of the following ways:


Influence
Description


Flaw
I would rather lie or scowl at people than openly reason with them.


Bond
Researching the next big breakthrough is my mission.




NOTE:LEGEND COUULD BE BRIEFER; MANIFESTATION AND SIGN NEEDED
http://www.demonicpedia.com/wp-content/uploads/2012/01/sabnock-seal.jpg
SAVNOK
[I]The Instigator
4th Level Vestige
Binding DC:15

ARMOR PROFICIENCY
While bound to Savnok, you have proficiency in medium armor. If you already have medium armor proficiency, you instead gain proficiency in heavy armor.

CALL ARMOR
As an action, you can summon any armor you are proficient in wearing, which appears about your body. You can dismiss this armor as a bonus action.

MOVE ALLY
You can use your action to teleport up to 30 feet to a space occupied by a willing Small or Medium creature, swapping places with it.

DEATH WARD
When you bind Savnok, you become under the effect of the spell death ward, with a duration of 24 hours. If this spell ends for any reason, it remains ended until you rebind Savnok following a long rest.

SAVNOK'S ARMOR
As a reaction when you are targeted by an attack while wearing your summoned armor, you can cause your armor to fortify, fusing its joints and increasing its thickness. Until the end of your next turn, you can reduce all damage taken from attacks by 3, but your movement speed is zero. If you are wearing heavy armor, you can reduce damage by 5. This reduction does not stack with any other form of reduction, including resistance.

PACT INFORMATION:
Savnok lived before recorded history, and his story likely contains as much myth as it does fact. According to legend, Savnok served Hextor and Heironeous before the two half-brothers came to blows. The gods were charged with guarding their mother’s diefic armory while she met with her lovers. Both Hextor and Heironeous were awed and tempted to don their mother’s implements of war, but neither son dared disobey his mother.

Out of devotion for his masters, Savnok plotted to steal the godly weapons and armor for them. However, once his gaze fell on the goddess’s armor, Savnok could not resist donning it. Just touching the metal made him drunk with power. After putting it on, he knew he could never take it off, so he fled the godly realms with the divine armor.

Hextor and Heironeous soon noticed that their servant and the armor were missing. When they looked for Savnok, they found him at war on the Material Plane. Shocked at his betrayal, Hextor and Heironeous appeared before Savnok and ordered him to relinquish their mother’s armor. Their former servant responded by attacking, and although he could not harm them, neither could they harm him. Heironeous flew into the sky and tore thunderbolts from the clouds to hurl at Savnok, to little effect. But Hextor, realizing that they needed diefic weapons to defeat the armor, fled back to his mother’s armory and found a great bow. Hextor barely had the strength to draw his mother’s bow, but with each arrow he fired, a dozen missiles streaked down to strike Savnok. Though the arrows had little power behind them, they pierced the armor, and as Savnok raged at the injustice the two gods had done him, he slowly bled to death from hundreds of shallow wounds.

When at last Savnok lay dead, Hextor and Heironeous removed the armor and debated what to do next. Not only had they failed to guard their mother’s armory, but Hextor had also stolen her bow and arrows, making him yet another guilty party. Hextor suggested that they hide Savnok and replace the items, leaving their mother none the wiser. Heironeous didn’t like the plan, but he wanted to protect his half-brother. Together, the two gods hid Savnok’s essence in a place even they could not reach. Heironeous has regretted this decision ever since.

If you make a poor pact with Savnok, he influences your personality one of in the following ways:



Influence
Description


Flaw
I am headstrong and defiant of authority.


Personality Trait
Once I make up my mind on a matter, nothing can change it.


5th

-----------------------------------
Worklog:
UPDATE:
Belatedly Added Eurynome (Pre-Editing) under 4th level Vestiges, final first draft of Spiriah's Focalor under 3rd level vestiges.
Added our Ipos by Scarce under LEVEL TBD.
Fixed a few links that didn't work as they should have.

EDIT: Moved from the original post:

VESTIGE CREATION TEMPLATE
NAME
Title
___ Level vestige
DC:
Seal:
Sign:
Manifestation:
Granted Abilities - the section below. at least one of these abilities should be unique to the binder.

PROFICIENCIES
Any necessary proficiencies, including tools, armor, weapons, languages (but not secret languages), avoid skill and save proficiencies at all costs. Those are a rare and difficult commodity, and given the class has so many moving parts and so much that could go wrong, it is best kept that way.

1 Ribbon, and/or advantage on theme-appropriate checks. (Only give skill proficiencies to heavy skill-based vestiges.) this also includes secret languages but is not limited to it. (For those unaware of the term, a ribbon is what the R&D team in WotC call small, fluff-driven features with little if any mechanical impact. They are usually harmless or situational enough not to be considered part of balancing a class, but be careful not to make a decorative feature too powerful.

1 situational feature, ideally offering versatility. Some more powerful vestiges may have a safety-net ability instead (I.e. abilities like the Monk's perfect Self, that help you can rely on to get you through an adventuring day easier, or aid to your general survivability/stamina.)

1 at-will ability or cantrip of the appropriate level. Or 2 for 1st level vestiges.

2 features, (or spells,) that recharge with rest that are level appropriate for the binder's level when the vestige is first attained. One of which can get stronger or provides additional uses at higher levels. Exceptionally high-level vestiges may get an ability that renews when rolling initiative instead.


PACT INFORMATION:

(retelling of the legend in a spoiler labeled "Legend"". if you want to go the extra mile, you can make changes you think would improve upon it's original, published counterpart in the sourcebooks,or write the legend in your own words (like I do!) but Copy/paste also suffices. notable factors when binding with a vestige.)

(A paragraph or so, describing the vestige's likes and dislikes, and other things a Binder might do that gets him rolling with dis/advantage to bind the vestige.)

If you make a poor pact with ___________, he influences your personality in one of the following ways:


Influence
Description


(Personality Trait/Ideal/Bond/Flaw)
(Influence A)


(Personality Trait/Ideal/Bond/Flaw)
(Influence B)


(This section is basically 2 (or sometimes more) ways a vestige could influence the binder when making a poor pact. Having a vestige's influence is essentially taking on a new Trait/ideal/bond/flaw for the day, with the exact same benefits and drawbacks of playing upon it. If you can mimic the formal lingo like in the PHB, it would be even better!
That being said, please avoid adding more flaws to a character for the first few levels of play. Likewise, avoid mixing crunchy mechanics and rules into a vestige's Influence beyond those you would see in a character's Role Playing, just like traits/ideals/etc. The biggest system incentive is Inspiration!)



NAME
Title
[I]___ Level vestige
DC:
Seal:
Sign:
Manifestation:

PROFICIENCIES

(RIBBON/ADVANTAGE)

(SITUATIONAL FEATURE)

(AT-WILL FEATURE OR CANTRIP A)

(AT-WILL FEATURE OR CANTRIP B) [ONLY IF DEEMED NECESSARY]

(REST-POWERED FEATURE A)

(REST-POWERED FEATURE B)

PACT INFORMATION:
(LEGEND IN SPOILER)

(POSSIBILITIES FOR ADVANTAGE AND DISADVANTAGE ON BINDING __________)

If you make a poor pact with ___________, he influences your personality in one of the following ways:


Influence
Description


(Personality Trait/Ideal/Bond/Flaw)
(Influence A)


(Personality Trait/Ideal/Bond/Flaw)
(Influence B)

Prince Zahn
2015-08-18, 08:48 AM
UPDATE:
>Vestiges made in the new thread are now linked to that post in the thread, now that I discovered how easy it is to replace "Showsinglepost" in the URL with "Showthread". if I get a request I may do that for vestiges of the old thread as well.
>Spiriah completed Focalor and Ronove, thus their updated versions are up and ready to be playtesting under their respective entries.
>Scarce Added Andras and Haures, which are now linked in the original post. Andras is under Level 4, and Haures is under TBD until we can conclusively agree in which level he belongs.

EDIT:Moved from the original post:

BEHIND THE CURTAIN: VESTIGES IN YOUR CAMPAIGN SETTING
The vestiges called upon by a Binder have a slightly different definition than those in the core rulebooks - to the Binder, vestiges are not only the remnant essences of dead deities (though the can be). But are also what beings may survive being cast or lost from existence to an isolated dimension of pure void beyond the far realm. As "rejects of the far realm", the vestiges were designed with tragic stories that originally provided pact magic with a " taboo" feel, but they need not be so if feels inappropriate for your campaign. As a DM or player, you might choose to rename vestiges to names that suit you better. For instance, You might decide that the Binder would instead consort with Fiends and Celestials, and asign a more divine motif to the vestiges above. Alternatively, you might choose to reflavor vestiges off of mythical creatures, animistic forces, shamanic spirits or even after a Warlock's otherworldly patron. The powers a Binder can receive are displayed here, but the nature of the pact and the vibes that everybody at the table will get when using Pact Magic are in your hands.

Prince Zahn
2015-08-18, 08:07 PM
UPDATE:
>>New reading material added under "Misc. Tools": "Modifying vestiges for your campaign" and "vestiges with an alignment". Any feedback on that here or in the official Binder thread above would be appreciated.
>>added my trusty vestige-building template at the end of the original post, for anyone interested in building a vestige.:smallsmile:

EDIT: Moved from the original Post:

VARIANT: VESTIGES HAVE ALIGNMENTS
Pact magic, in it's essence, is a very large-scale moral gray area. You share your soul and consort with being from an unfathomable realm, a Binder can use a wicked vestige for a benevolent purpose, or vice versa. speculations of their true intentions and the eventual aftermath for a Binder's soul are up in the air. Even the Binder's legend—the only telltale reference to a vestige's origin and secrets—could just as easily be made up, misleading, or even nonexistent in a given campaign.

At the GM's discretion, Another detail you could add to a vestige presented here is an alignment, which would help answer these questions better and perhaps pass final judgment upon a Binder in the event of her untimely demise. Vestiges only get five, "true" alignments to choose from - Neutral, Chaotic Neutral, Neutral Evil, Neutral Good or Lawful Neutral, as vestiges are but mere remnants - shadows of legends past. As a DM using this rule, use your best judgment to assign alignments to a vestige, and if long-term contact with vestiges of a certain alignment, or with an ideal for an influence the Binder does not have has a chance (d%) of shifting a Binder's personality or alignment one step in the vestige's axis towards that alignment indefinitely, or of gaining that ideal permanently.
though such effects could be removed by a Dispel Evil and Good or wish spell.

Prince Zahn
2015-08-22, 03:38 PM
UPDATE:
Wow! Long day! Let's recap:

Aesthetic changes have been made. You Like?
Vestige DCs have been streamlined for the sake of simplicity. please use these figures instead of the ones in the vestige entries. likewise, if you have made vestiges for this binder, you are encouraged to update/sync them with the notes from the Vestige Codex. Many thanks to Scarce for the suggestion!
Geryon and Karsus have been added, they are located under levels 2 and 4, respectively.
All Vestiges are now explained briefly under their entries in the vestige Codex. further reading is still encouraged.
Variant rules, commentary and other tools will now be moved to lower posts to save space in the original post, but are still linked to the first post for easy reference. feel free to browse and leave commentary!
Dahlver-Nar and Paimon are currently playtested. The_Doctor should expect a PM from me soon,regarding how we might proceed with these vestiges, as well as Amon.


EDIT: found another resource!
VESTIGE CREATION TOOL: INTERLOCKED VESTIGE FEATURES


So you want to create a Vestige with synchronous mechanics, eh? What is it this time? Spells that chain off each other? A complex fighting style? Seems pretty overwhelming, doesn't it? Trust me. I'm the Doctor.

Step 1. Think of a theme for your vestige. I.E. why do these mechanics interlock with each other? Let's take an example, so far the only one: Don Thousand. He is based off of Yu-Gi-Oh! cards that all revolve around each other, with one pretty much being required to activate the next, and so forth. Let's get specific.
Numeron Calling: This ability, in game, summons four Numerons that can make each other bigger.
Chaos Gate: A monster in-game, that requires one of the four Numerons from earlier. It temporarily removes the field of monsters, then brings them back again in a titanic explosion.
Chaos Ritual: When the above is destroyed, the fun begins. It summons a creature of colossal power that can shape the battlefield.
Numerronius Numerronia: Finally, they destroy the above creature. Rejoice!... or not. Its destruction has brought forth a far more powerful creature, one that can negate attacks and potentially win you the game.

Step 2. Think of how to express your theme in mechanics and flavor.
Numeron Calling: What better way to make things better attackers than giving advantage? For balance, however, it gives it to almost everyone.
Chaos Gate: Suspending the above ability grants you the ability to deal mass damage.
Chaos Ritual: Keeping it suspended creates a zone of powerful antimagic, a.k.a. controlling the battle.
Numerronius Numerronia: And finally our most titanic ability. Was advantage on all attacks not good enough for you? Was dealing 6d6 damage not enough? Was RUINING THE LIVES OF SPELLCASTERS NOT ENOUGH?! THEN WE CAN RUIN THE LIVES OF EVERYONE BY MAKING ATTACKS NEAR MEANINGLESS!

Step 3. There should be 1 or 2 other abilities that don't relate to any of the above, so that once all of them are exhausted you have something to fall back on. Create those now.

Step 4. Create a thematic name an title.

Step 5. You can create the small bits now, such as Sign, Manifestation, Level, and Influence. You're done!Courtesy of the Doctor for this one. Be sure to give him feedback!:smallsmile:

Prince Zahn
2015-08-26, 10:25 AM
UPDATE:

expanded the codex terminology to cater to multiple stages of playtesting, a move that will certainly help the project in the long run.
forecast: there is talk in the main thread (http://www.giantitp.com/forums/showthread.php?430658-PEACH-Fifth-Edition-Binder-Class-II-(Still-WIP)&p=19596227) about taking time off from making new vestiges in order to perfect and revise the vestiges already in the codex. this pleases the codex.

Scarce
2015-09-09, 11:08 PM
Request for changes:

Ipos should be moved to 2nd level from TBD.
Haures should be moved to 4th level from TBD.
Andras should be moved to 5th level from 4th and is located here (http://www.giantitp.com/forums/showsinglepost.php?p=19749959&postcount=69).
Geryon should be moved to 6th level from 2nd.
New Paimon, Don Thousand, Savnok, and Haagneti should be added.
Unless I'm missing something, Primus is not a Tome of Magic vestige and should be moved to Misc Vestiges.

Prince Zahn
2015-09-10, 09:11 AM
Changes made appropriately, as Follows:

Haagenti and Savnok have been added to the Vestige Codex. They are found under 2nd and 4th level, respectively.
Don Thousand was added under Misc. Vestiges. A guide to Interlocked vestige features is also up, thanks to the_Doctor!
Just when you thought he was perfect, A new, spell-less iteration of Paimon has been added. Zahn: "Spells were a shortcut, but they don't fit for every vestige; don't blame the template just yet."
Ipos and Haures were leveled and filed appropriately under levels 2nd and 4th level vestiges, respectively.
In light of recent discussion, Andras "The Gray knight" was promoted and relocated to 5th level.
Geryon climbed his way back up to 6th level, and can now be found under 6th level vestiges. It's for the best, in this reporter's opinion.
A series of (Alpha) markings, exclusively those of my own vestiges, have been officially stripped off. I decided that it's not really fair of me to decide if and when my own vestiges get the A-OK, as I don't trust myself not to be biased with it. For my work to get (Alpha) status, I'd like to oblige my readers to look for what I could do to improve the vestiges I worked on (yes, even the old ones!) I don't place myself under authority to advance my own vestiges, I bestow that right to my regular, returning and active contributors in the present and future (you know who you are, I won't mention names to avoid complications of "you don't get to decide on Zahn's vestige!" I will accept none of that from anybody, let's be clear.)

Prince Zahn
2015-09-10, 09:24 AM
Request for changes:

Unless I'm missing something, Primus is not a Tome of Magic vestige and should be moved to Misc Vestiges.

While personally I think what he needs more is a revision, I think Primus fits more snuggly where he is. This is because:

While not a ToM vestige, he is, to my understanding, from an official, legitimate, Canon vestige by Wizard's Of The Coast.
With the addition of a new level of Vestiges (9th) vestiges would have to be spread thinner among the levels unless we have a way to counteract vestiges moving around from place to place. I figure that it would actually help to fill the eventual blanks we'll wind up with via supplement material added to the official Canon, but we will not need many. It will not be a priority to use splatbook vestiges any time soon, either.:smallsmile:

I will reword the definition of a misc. Vestige to be clearer and more distinct.

Prince Zahn
2015-09-13, 09:14 AM
UPDATE:

New Vestiges added to Canon: Aoskar and Xanathar, for a trial period, they can be found under 1st and 3rd level vestige lists respectively. due to their contributions to D&D's History.
@Scarce & company: if you insist on having non-standard vestiges canonical, please don't overdo it. seriously, I will likely will return these to Misc. list if I notice we have too many vestiges in the standard list that did not originally have a vestige. this is just a heads up notice, not a threat. We only need enough extras to compensate for an extra level.
A new Designer has joined our Ranks - Submortimer! Here's hoping that with his assitance, our team will be beyond great!
Added Malphas, Eligor, and Orthos. they can be found under the 2nd, the 8th and the 9th level lists, respectively.
In the Misc. department, Sagan(The Astronomer), and The Dude have been added, both of them will likely have you stargazing:smalltongue:.

Submortimer
2015-09-15, 05:08 PM
FYI, I'm going to try and grind out Otiax and Dantalion tonight or tomorrow. Keep an eye out!

Prince Zahn
2015-10-02, 01:14 PM
Update in progress, this could take a few days.

REFERENCE/BACKUP:
4th

Eurynome - a titan who was struck down by the gods for intervening with matters of the world's creation. She grants you the powers of nature, notably those of the sky and the sea.

Eurynome, Mother Of The Material. (http://www.giantitp.com/forums/showsinglepost.php?p=19540274&postcount=146) by Prince Zahn.
Haures - A mischievous illusionist who grew insane from loneliness and vanished. He grants his summoners the ability to cast illusions.

Haures - The Dreaming Duke. (http://www.giantitp.com/forums/showthread.php?430658-PEACH-Fifth-Edition-Binder-Class-II-%28Still-WIP%29&p=19668416&postcount=26#post19668416) Thanks to Scarce.
Karsus - one of the most powerful arcanists who ever lived, who eventually ascended to a very short-lived divinity. He grants his summoners the ability to find and counter magic, as well as aid binders in the discovery of other vestiges.

Karsus, The Hubris In The Blood. (http://www.giantitp.com/forums/showthread.php?430658-PEACH-Fifth-Edition-Binder-Class-II-(Still-WIP)/page2&p=19709851&postcount=40#post19709851) By Prince Zahn.
Savnok - The servant of two sibling deities who guarded their mother's legendary tools of warfare. He stole the mother's armor for his masters, which turned him mad with power until his ultimate demise.

Savnok - The instigator (http://www.giantitp.com/forums/showthread.php?430658-PEACH-Fifth-Edition-Binder-Class-II-(Still-WIP)/page3&p=19758053&postcount=72#post19758053)

5th
Andras - a mighty champion of both good and evil who abandoned both causes. He offers you capabilities resembling those of a knight.

Andras - The Gray Knight. (http://www.giantitp.com/forums/showthread.php?430658-PEACH-Fifth-Edition-Binder-Class-II-(Still-WIP)/page3&p=19749959&postcount=69#post19749959) Brought to you by Scarce.
Tenebrous - The malevolent shadow of a demon prince that was defeated, but not destroyed. Tenebrous offers the powers of darkness native to the shadowfell.

.Tenebrous, The Shadow That Was. (http://www.giantitp.com/forums/showsinglepost.php?p=19394949&postcount=86) brought to you by Prince Zahn.
6th
Geryon was a demon lord of hell, who was struck down by his doubts and mistakes. He grants his binders unique perception and a gaze that floods one's heart with bile.

Geryon - The Deposed Lord. (http://www.giantitp.com/forums/showthread.php?430658-PEACH-Fifth-Edition-Binder-Class-II-(Still-WIP)/page2&p=19706012&postcount=37#post19706012) By Scarce
7th
Acererak - An ancient, all-powerful demilich who was eventually thwarted. He offers binders features revolving negative energy and makes them one with the undead.

Acererak, The Devourer. (http://www.giantitp.com/forums/showsinglepost.php?p=19475170&postcount=116) courtesy of Scarce.
Marchosias was an invincible assassin who murdered other killers to prove he was the greatest killer of all. He grants his binders all they need to stay hidden and ensure death with a single strike.

Marchosias, King of Killers. (http://www.giantitp.com/forums/showsinglepost.php?p=19363783&postcount=73) by The_Doctor.
8th
Eligor was a mighty dragon slayer who faught against Tiamat's dragons, fell in battle, and joined her side in the afterlife upon being forsaken. He grants his summoners the life and skills of a dragon rider.

Eligor, Dragon Slayer. (http://www.giantitp.com/forums/showthread.php?430658-PEACH-Fifth-Edition-Binder-Class-II-%28Still-WIP%29/page4&p=19797039&postcount=94#post19797039) by Submortimer.
9th
Halphax was a gnome architect who betrayed his kind to perfect his impregnable fortress. Now he grants binders the ability to raise barriers of unbreakable steel.

Halphax, The Angel In The Angle. (http://www.giantitp.com/forums/showsinglepost.php?p=19328087&postcount=45) by The_Doctor.
Orthos is presumably the original vestige, and arguably the most enigmatic of them all, with thousands of stories accross the multiverse of his origin within the void. he lends his powers capabilities to command the wind to defy the laws of nature.

Orthos, the Howling Dark. (http://www.giantitp.com/forums/showthread.php?430658-PEACH-Fifth-Edition-Binder-Class-II-%28Still-WIP%29/page4&p=19798590&postcount=113#post19798590) by Submortimer.
LEVEL TBD
(None, at the moment. :smallsmile:)
Misc. Vestiges
The following vestiges are created by the playground for everyone's use. Under this subcategory of vestiges you will find a collection of homages to aspects of other fictional works, pop-culture, notable people or their characters, jokes, memes, movie/cartoon/book protagonists and villains and of anything else that stirs our creative juices. Vestiges under this category are fan-made fabrications and are unrelated to the 3.5e Binder's toolbelt that we are trying to recreate for 5th Edition. Anyone can make them! just bear in mind that they are not considered canon vestiges, but even then they are nevertheless there to be used as such by anyone looking for a little something special to give their Binder.
Ask your DM if you may play with non-canon vestiges, or if specific misc. Vestiges apply better for his or her campaign than others, just to be sure.

Banjo was a forgotten, yet memorable god of puppetry who lost all of his clergy.

Banjo, Avatar of Puppets. (http://www.giantitp.com/forums/showsinglepost.php?p=19359676&postcount=71) by The_Doctor.

Bigger was a servant of a noble family from another, more judgmental world, who murdered and burnt a noble child and was banished from the afterlife for his crime.

Bigger, The Native Son. (www.giantitp.com/forums/showsinglepost.php?p=19450941&postcount=101) As told by The_Doctor.
Don Thousand - once a virtual god on his home planet. He traveled to the prime material and terrorized humans, and was ultimately defeated By a group of humans and their celestial ally.

Don Thousand - Barian God. (http://www.giantitp.com/forums/showthread.php?430658-PEACH-Fifth-Edition-Binder-Class-II-(Still-WIP)/page3&p=19744874&postcount=64#post19744874) Courtesy of The_Doctor.
A stoner who somehow became a vestige, I don't remember why. my memories of that time are very fuzzy.

The Dude, He Who Abides. (http://www.giantitp.com/forums/showthread.php?430658-PEACH-Fifth-Edition-Binder-Class-II-%28Still-WIP%29/page4&p=19797364&postcount=105#post19797364) by Scarce.

one of multiple, eldritch incarnations of Hastur, who mysteriously became a vestige.[Citation Needed]

Emerald Lama, Nightmare FuelThe corrupter. (http://www.giantitp.com/forums/showsinglepost.php?p=19505718&postcount=135)Brought to you by The_Doctor.
The King In Yellow is the last King of the lost city of Carcosa. Using the power of Hastur, His existence lives on as vestige through his seal (known as "The Yellow Sign") and an ancient cursed play manuscript. [Citation Needed]
The King In Yellow,

Lord of Carcosa (http://www.giantitp.com/forums/showsinglepost.php?p=19511958&postcount=139). By The_Doctor.
Last King of Carcosa. (http://www.giantitp.com/forums/showsinglepost.php?p=19518152&postcount=143) By Scarce.


Pun-Pun was a megalomaniac kobold who achieved nigh-infinite power, and became an unstoppable deity who one day burned out by the absence of followers, and because no gamemaster in his right mind would let him feed on their campaign.

Pun-Pun, Lord of the Powergame. (http://www.giantitp.com/forums/showsinglepost.php?p=19355021&postcount=69) As portrayed by The_Doctor.
Sagan - An astronomer who's contributions to understanding the planes and the multiverse remain unmatched, he learned so much about the cosmos in a single lifetime, that the gods refused to allow it.

Sagan, The Astronomer, (http://www.giantitp.com/forums/showthread.php?430658-PEACH-Fifth-Edition-Binder-Class-II-%28Still-WIP%29/page4&p=19798116&postcount=110#post19798116) by The_Doctor


OTHER TOOLS
Below are some optional tools and information I would consider using for my own campaign, if I ever made one.

VARIANT RULES:

Vestiges Have Alignments (http://www.giantitp.com/forums/showthread.php?430663-Prince-Zahn-s-Vestige-Codex-(5e-Binder)&p=19695228&postcount=4#post19695228)


BEHIND THE CURTAIN:

Vestiges In Your Campaign (http://www.giantitp.com/forums/showthread.php?430663-Prince-Zahn-s-Vestige-Codex-(5e-Binder)&p=19692219&postcount=3#post19692219)


VESTIGE CREATION RESOURCES:

Vestige Template by Prince Zahn (http://www.giantitp.com/forums/showthread.php?430663-Prince-Zahn-s-Vestige-Codex-(5e-Binder)&p=19633792&postcount=2#post19633792)
The Doctor's guide to Interlocking Vestiges (http://www.giantitp.com/forums/showthread.php?430663-Prince-Zahn-s-Vestige-Codex-(5e-Binder)&p=19713222&postcount=5#post19713222)

Scarce
2015-10-12, 01:03 AM
Some extra info for my vestiges:

Aoskar
Manifestation: 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.
Physical sign: A random patch of skin on your body appears aesthetically to be flayed.

Dahlver-Nar
When you make a poor pact with Dahlver-Nar, he influences your personality in one of the following ways:
Flaw: I have an extremely short attention span.
Bond: I think teeth are fascinating, and will go out of my way to observe a new variety.

Haagenti
Manifestation: Haagenti appears as a winged minotaur emerging from an icy mist.
Physical sign: Small differences in your appearance make you seem uglier.

Ipos
Manifestation: When summoned, 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.

Malphas
Sign: You teeth and tongue turn black.
Manifestation: Malphas appears as a darkly clad elf wearing a cloak of living ravens.