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Scarce
2015-12-08, 02:09 AM
This thread compiles all the core vestiges for the 5th Edition D&D Binder (http://www.giantitp.com/forums/showthread.php?489897-Fifth-Edition-Binder-Class-IV-Final&p=20842019). You can download a full set of vestige cards here (https://drive.google.com/file/d/0B_73NA7vK-0OWW43MjlsbE10Mzg/view?usp=sharing). If a vestige offers you a feature granted to you by another source, you must choose which feature to use; the two do not stack.

Vestiges

Vestige Level
Name
Pact DC
Features


1st
Amon, The Void Before The Altar
10
Fire breath, horns hellish rebuke


1st
Aoskar, The Flayed God
10
Teleportation, protection from evil and good


1st
Dahlver Nar, The Tortured One
10
Natural armor, share harm, dissonant whispers


1st
Naberius, The Grinning Hound
10
Discover information, disguise self, charm person


1st
Ronove, The Iron Maiden
10
Martial arts, speed, feather fall


1st
Shax, Sea Sister
10
Aquatic, lightning resistance, reactionary movement


2nd
Aym, Queen Avarice
12
Medium armor, fire barrier, shatter


2nd
Haagenti, Mother of Minotaurs
12
Great weapon fighting, transformation immunity, enlarge


2nd
Ipos, Prince of Fools
12
Claw weapons, enhance other vestiges, rend


2nd
Leraje, The Green Herald
12
Archery, endless arrows, hide in nature


2nd
Malphas, The Turnfeather
12
Sneak attack, summoned bird, invisibility


3rd
Focalor, Prince of Tears
13
Aquatic, lightning damage jumps, lightning bolt


3rd
Paimon, The Dancer
13
Dancing, half Dex skill proficiency, haste


3rd
Primus, The One and Prime
13
Knowledge of law, immune to being charmed, command


3rd
Xanathar, The Eye
13
Resist magically imposed conditions, eye rays


4th
Andras, The Grey Knight
15
Improved Critical, sow discord, find steed


4th
Haures, The Dreaming Duke
15
Move through objects, major image, phantasmal killer


4th
Karsus, Hubris in the Blood
15
Resistance to spell damage, end item attunement, dispel magic


4th
Savnok, The Instigator
15
Heavy armor, swap places with ally, death ward


5th
Dantalion, The Star Emperor
16
Telepathy, dimension door, dominate person


5th
Kas, The Bloody Handed
16
Magic sword, deception, blinding attack


5th
Otiax, The Key to the Gate
16
fog cloud, fog attacks, cloudkill


5th
Tenebrous, The Shadow that Was
16
darkness, sense creatures, blink


6th
Andromalius, The Woeful Jester
18
blindsense, Tasha's hideous laughter, Otto's irresistible dance


6th
Chupoclops, Harbinger of Forever
18
Bite attack, ethereal jaunt, reach attack


6th
Geryon, The Deposed Lord
18
Acid gaze, swift fly, eyebite


6th
Zagan, The Duke of Disappointment
18
Grappling, scent, fear of snakes


7th
Acererak, The Devourer
20
Necrotic healing, false life, finger of death


7th
Eurynome, Mother of the Material
20
speak with animals, water walk, mirage arcane


7th
Marchosias, King of Killers
20
Fighting styles, stealth, death attack


8th
Balam, The Bitter Angel
22
Duling fighting style, rerolls, flight


8th
Eligor, Dragon's Slayer
22
Strength, armor, find steed


9th
Halphax, The Angel in the Angle
25
Damage resistance, improsionment, wall of force


9th
Orthos, Sovereign of the Howling Dark
25
Damage resistance, blindsight, wind attacks

Scarce
2015-12-08, 02:11 AM
Vestiges by Level
Level 1


Amon_The Void Before the Altar___Level 1_Pact DC: 10

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.

Amon's Horns
While you bear Amon's sign, your horns are strong and sturdy. You can attack a creature with these horns as 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.

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 the spell hellish rebuke without using a spell slot. After doing so, you cannot cast this spell again until you complete a short or long rest. At 10th level, you can cast it an additional time between rests.

Pact Information
http://s18.postimg.org/fidwk4dmt/Amon_seal.png
A black wolf with the head of a goat and a serpent's tail manifests before the seal in a burst of black smoke. Fire escapes his mouth as he howls curses at you.
___Physical Sign. You grow from your head a set of curling ram-like horns.
___Legend. 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 as a vestige, where the soul of this once mighty god of light and law deformed into a foul and hateful spirit.
___Influence. If you make a poor pact with Amon, he influences your personality in one or both of the following ways.
Personality Trait. I have an unnaturally foul temper.
Ideal. Anarchy. I disapprove of the leading faiths and/or factions.



Aoskar_The Flayed God___Level 1_Pact DC: 10

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 and those teleporting with you arrive at your destination without error.

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 take a short or long rest before casting it again.

Pact InformationUpon 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.
___Legend. 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 worshiped 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 worshipers 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."
___Influence. If you make a poor pact with Aoskar, he influences your personality in one or both of the following ways.
Personality Trait. The mere mention of cages, gods or worship scares me to death, and I shake nervously around tall women.
Bond. I go out of my way to protect travelers who are far from home, though I am hesitant to protect women.


Dahlver-Nar_The Tortured One___Level 1_Pact DC: 10

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 13 + your Dexterity Modifier.

Share Harm
As a reaction when you are targeted by an attack, you can grant the attacker advantage on the roll. You then 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 the spell 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
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.
___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.
___Legend. Dahlver-Nar is known in conjunction for magic items which share his name: the Teeth of Dahlver-Nar. There is some uncertainty as to whom Dahlver-Nar was, and what his Teeth originated as, but binder scholars suggest that Dahlver-Nar was a cleric that turned away from his god to pursue pact magic, and that the Teeth are the literal teeth of vestiges, artifacts of their mortal forms. Legend has it that Dahlver-Nar pulled out his own teeth and replaced them with those of the vestiges, but that using them drive him mad. Eventually, Dahlver-Nar became a vestige in how own right, propelled as he was by the power of these artifacts.
___Influence. If you make a poor pact with Dahlver-Nar, he influences your personality in one or both of the following ways.
Bond. I think teeth are fascinating. I will go out of my way to observe a new variety.
Personality Trait. I have a very short attention span.


Naberius_The Grinning Hound___Level 1_Pact DC: 10

Bonus Proficiency
You gain proficiency in one type of artisan's tools of your choice.

Naberius's Snarl
While bound to Naberius, You gain the vicious mockery cantrip.

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 the highest authority figure or most influential creature within 1 mile. Powerful odors or magical effects might mislead or block this unique sense. You can continue to track the creature for another round by spending 1 action concentrating on the sense.

Disguise Self
You can cast the spell disguise self without expending a spell slot. Casting the spell in this fashion requires 1 minute.

Persuasive Words
You can cast the spell charm person without expending a spell slot. At 6th level, you can also cast suggestion in the same fashion. After casting one of these spells, you must take a short or long rest before casting it again.

Pact InformationA 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.
___Physical Sign. Your voice deepens and sounds hoarse, and your tone sounds harsher and more intimidating than normal.
___Legend. Very little is known about the origin of Naberius. Ancient texts trace his name to various origins over the centuries, including an aspect of a three-headed dog that guards the third layer of the underworld. That creature, however, is not known to speak or be intelligent. Naberius never admits to having had older forms or names, and questions about his origin get only a sly smile in reply.
___Influence. If you make a poor pact with Naberius, he influences your personality in one or both of the following ways.
Personality Trait. I relish the sound of my voice, and how sophisticated I sound. I can listen to it for hours.
Personality Trait. I take any opportunity to speak to large groups, and I will not willingly share it.


Ronove_The Iron Maiden___Level 1_Pact DC: 10

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 your unarmed strikes deal 1d4 damage on a hit. This die changes as you gain levels, as a monk of your binder level. Refer to the Martial Arts column of the Monk table. If you already have levels in the monk class, you add your binder level to your monk level to determine your unarmed strike damage.

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 creatures using the hand. As an action, you can command to hand to shove a creature within 5 feet of it. You can make a Charisma check with proficiency, rather than a Strength (Athletics) check for the shove attempt. If it successfully shoves the creature, it also deals 1d6 force damage.
___This shove’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
At 11th level, you can cast the spell telekinesis without expending a spell slot. After casting this spell, you must complete a short or long rest before casting it again.

Pact Information
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.
___Physical Sign. Your face settles into a frown if you made a good pact, or a smile if your pact was poor.
___Legend. In life, Ronove was a charismatic guru who taught that enlightenment comes from denial—first of mortal needs, then of the perceived limits of reality, and lastly of the rules of reality. From her disciple, she was able to leap from cliffs without harm, lift boulders with her thoughts, and live for months without eating or drinking. In spite of her frequent demonstrations of power, not one of her disciples could manage her great feats and some even 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.
___Influence. If you make a poor pact with Ronove, she influences your personality in one or both of the following ways.
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 to the betterment of myself.




Shax_Sea Sister___Level 1_Pact DC: 10

Bonus Proficiencies
While bound to Shax, you have proficiency with nets and tridents.

Spirit of the Storm
You can cast the cantrips chill touch and shocking grasp.

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.

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.

Resistance to Electricity
While bound to Shax, you have resistance to lightning damage.

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
The dripping wet, severed head of a storm giant woman appears on the sign in front of you. To your horror, it rises up on legs of back, knotted hair and addresses you.
___Physical Sign. A scar appears around the circumference of your neck.
___Legend. Shax was born as the daughter of Annam, the all-father of giants, without his knowledge. She was a cruel deity of storm giants, and drove her worshipers from the sea to invade the caves and clouds of other giants. When Annam saw unrest among the giants, he sent his son Thyrm, god of ice giants, to end the problem.
___Thyrm dove into the ocean, and in the ocean's deepest trench, he met his sister for the first time. Because she was beautiful and terrible, he offered to wed her if she would surrender and recall the storm giant invaders, but Shax relented and attacked. They battled for days, but Thyrm ultimately beheaded her with a mighty blow of his axe. However, Shax's claws struck true, and the icy flesh she carved from him have become icebergs, a reminder of the giant's cruelty.
___Influence. If you make a poor pact with Shax, she influences your personality in one or both of the following ways. Personality Trait. I am highly possessive and territorial.
Ideal. Equality. I demand compensation for any service I provide.

Level 2


Aym_Queen Avarice___Level 2_Pact DC: 12
Bonus Proficiencies
While bound to Aym, you gain proficiency in medium armor and shields.

Golden-Fisted Rule
Against dwarves, you gain advantage on all Charisma (Intimidation) checks and suffer disadvantage on all Charisma (Persuasion) checks.

Golden Plate
Your speed is not reduced while wearing armor, regardless of your Strength score.

Ruinous Strike
You gain advantage when making melee attacks against inanimate objects, and you double the amount of damage you deal to objects.

Golden Halo
As a bonus action, you can surround yourself with a halo of fire until the beginning of your next turn. While the halo is active, 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 fire damage.

You can use your action to attack with your halo's fire, but doing so ends the halo effect early. If you do so, make a spell attack against a creature within your reach. On a hit, a creature takes 1d10 fire damage. The damage of this attack increases to 2d10 at level 5, 3d10 at level 11, and 4d10 at level 16.

Ruinous Decree
You can cast the spell 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
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.
___Physical Sign. While you host Aym, you bear a starshaped brand on the palm of your left hand or on your forehead (your choice).
___Legend. Dwarven legend tells us that Aym was the greediest dwarf ever to live. Not long after Moradin created the dwarves, Aym rose up as a great leader among them, and her greed made her kingdom wealthy. 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.
___Soon, the wealth of her kingdom attracted enemies, a horde of orc, goblin, an bugbear plunderers. Too many dwarves were forced to work the mines to defend the city, and during the raid, a great fire began. Aym, too distracted counting her coins in preparation for her flight, was trapped with her wealth, which melted around her in the blaze. Rather than repenting her greed at the point of her death, Aym cursed Moradin for not protecting her, and in return, Moradin cursed her.
___Influence. If you make a poor pact with Aym, she influences your personality in one or both of the following ways. Personality Trait. I feel abnormally generous and guilty around dwarves. Giving money to or buying something for a dwarf feels natural to me.
Ideal. Equality. Greed.Every single coin or valuable possession that belongs to me or my friends is to be kept, and must never be shared.


Haagenti_Mother of Minotaurs___Level 2_Pact DC: 12
Bonus Proficiencies
While bound to Haagenti, you have proficiency with medium armor, 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.

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.

Cleave
On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack.

Minotaur's Size
As a bonus action you can gain the "enlarge" effect of the enlarge/reduce spell for 1 minute, without expending a spell slot or spell components. After casting this spell, you must take a long rest before casting it again.

Pact Information
Haagenti appears before you as a winged minotaur emerging from an icy mist and brandishing a massive axe.
___Physical Sign. Small differences in your appearance make you seem uglier.
___Legend. 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.
___Influence. If you make a poor pact with Haagenti, she influences your personality in one or both of the following ways. 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.



Ipos_Prince of Fools___Level 2_Pact DC: 12
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.

Rend
When you hit a creature with both your claw attacks on your turn, you can deal an additional 2d6 slashing damage. At 7th level, this damage increases to 3d6.

Flash of Insight
As a bonus action on your turn, you can gain truesight with a range of 60 feet until the beginning of your next turn. After using this ability, you cannot use it again until you complete a short or long rest.

Ipos's Influence
When an ability granted to you by binding another vestige calls for a creature other than yourself to make a saving throw, you can choose for that creature to have disadvantage. After using this ability, you cannot use it again until you complete a long rest.

Pact Information
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.
___Physical Sign. You grow long, black, clawlike nails.
___Legend. As a mortal, Ipos was a scholar of deities and the planes, who discovered vestiges and the process of pact making. Ipos's work contributed much to discovering the true planar order—the set of fundamental laws within which the multiverse operated. However, he became obsessed with vestiges and discovering the plane on which they resided, and he abandoned his work in favor of finding a way to this realm. 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.
___Influence. If you make a poor pact with Ipos, he influences your personality in one or both of the following ways. Personality Trait. If a creature shows interest in a topic in which I am knowledgeable, I must truthfully, and at length, edify them.
Ideal. Intelligence. I think highly of my intellect and feel contempt toward those who question my assumptions and conclusions.



Leraje_The Green Herald___Level 2_Pact DC: 12
Bonus Proficiencies
While bound to Leraje, you gain proficiency with shortbows and longbows.

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 with ranged weapons.


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.
___Arrows fired from this quiver ignore weather conditions. If the weather would make firing an arrow impossible (such as through a gale), you can fire arrows with disadvantage instead.
___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.

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, you gain advantage on Dexterity (stealth) checks when lightly or heavily obscured by natural phenomena.

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. New moon arrows deal an additional +1d8 Radiant damage on a hit and break once shot. Any shapechanger struck by a new moon arrow must succeed a Constitution saving throw or be instantly reverted to it's original form and be unable to assume different form for 1d6 rounds. Once you have used this ability, you can not use it again until you finish a short or long rest.

Pact Information
A sickly, pockmarked elven archer enters the seal, hiding as if she was there all along, Her green leather armor is elegantly decorated, and you can tell she must have once been beautiful, instead of the withered creature that stands before you now.
___Physical Sign. Your skin appears sicky and pockmarked.
___Legend.Leraje's prowess with the bow are legendary among the elves. In the early days of the world, 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.
___One day, the diety elven lord himself challenged Leraje to an archery contest. When his herald agreed to the challenge, the lord declared their target: her heart. The elven god meant this as a test of morality, to show Leraje the error of pride, but undeterred, Leraje pulled back her bowstring, and fired at her master. The elven deity fired back in surprise, but Leraje's arrow ricocheted off of the arrow of the god in midair, flying back to Leraje, and piercing her heart.
___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.
___Influence. If you make a poor pact with Leraje, she influences your personality in one or both of the following ways. Personality Trait. As of late, I am too timid to speak my mind, or to jump to conclusions.
Personality Trait. I feel an unshakable sense of guilt when around elves, and other fey-blooded creatures.



Malphas_The Turnfeather___Level 2_Pact DC: 12
Bonus Proficiency
You gain proficiency with the poisoner's kit and shortswords until you end your pact with Malphas.

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.

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.

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.

Invisibility
You can cast the spell invisibility without expending a spell slot. After casting this spell, you must take a short or long rest before casting it again.
___Starting at 10th level, you can cast invisibility one additional time between rests.

Pact Information
Malphas appears before you as a darkly clad elf wearing a cloak of living ravens that caw on occasion.
___Physical Sign. You teeth and tongue turn jet black.
___Legend. Malphas was once a member of an ancient kingdom's nobility. Always the black sheep of his family, he was pressganged by his elders 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 white feathers turned up at good events, black feathers began to appear on the murdered corpses of royalty. Before eliminating his final target, Malphas was discovered and forced to flee.
___When he told his love of his failure, she flew into a rage, mocking him for his stupidity and his overtures of affection. She then 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.
___Influence. If you make a poor pact with Malphas, he influences your personality in one or both of the following ways. 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.

Scarce
2015-12-08, 02:12 AM
Level 3


Focalor_Prince of Tears___Level 3_Pact DC: 13
Aquatic
While bound to Focalor, 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.

Electrifying Touch
You gain the shocking grasp cantrip.

Aura of Despair
When you begin your turn, each creature you choose within 5 feet of you must make a Charisma saving throw. On a failed save, a creature is overcome with grief and, until the beginning of your next turn, cannot take bonus actions and has disadvantage on Intelligence, Wisdom, and Charisma saving throws.

Inestimable Grief
While you display Focalor's sign, the sorrow that paints both your visage and your spirit makes you difficult to read. Insight or Perception checks attempting to discern your emotions or intentions have disadvantage, and you have advantage on saves against detect thoughts or similar effects that would read your mind.

Spark Gap
When you cast a spell which deals lightning damage to a single creature, you can cause the charge to jump to a nearby target. A creature you choose within 5 feet of the damaged creature must make a Dexterity saving throw or take half the lightning damage inflicted.

Focalor's Breath
By exhaling deeply, you can cast the spell blindness/deafness without expending a spell slot. After casting this spell, you must take a short or long rest before casting it again.

Lightning Bolt
You can cast the spell lightning bolt without expending a spell slot or spell components. After casting this spell, you must take a long rest before casting it again.

Pact Information
A single teardrop manifests in midair, which grows and distorts into the form of a morose human male.
___Physical Sign. One or both of your eyes constantly weep, regardless of mood or disposition.
___Legend. Focalor constantly weeps and provides no information about his origin. Scholars agree that Focalor was an immortal that died of grief, and immense anguish kept him from the afterlife, but little else is known.
___Influence. If you make a poor pact with Focalor, he influences your personality in one or both of the following ways. Personality Trait. You feel morose, and rarely smile or find cause to laugh.
Personality Trait. Whenever you kill a creature, as soon as you have a peaceful moment, you take a round to says a few words of sorrow and regret for the life you cut short.



Paimon_The Dancer___Level 3_Pact DC: 13
Bonus Proficiencies
While bound to Paimon, you gain proficiency with rapiers and shortswords.

Dancer's Grace
You may add half your proficiency bonus to any Dexterity-based ability checks you do not already add your proficiency bonus to.

Dance of Death
Paimon grants you the ability to dance gracefully though combat. You may use your bonus action to begin dancing, which continues until the beginning of your next turn. While dancing, you do not provoke Opportunity Attacks from creatures that you attack.
___Additionally, once per round while dancing, you may deal an additional 1d8 slashing or piercing damage when you hit with a melee attack. This increases to 2d8 damage at 11th level.

Lord of the Dance
You gain advantage on all dance-based Dexterity (Performance) checks and/or Dexterity (Acrobatics) checks made while dancing.

Masterful Footwork
While dancing, as a reaction, you may make a Dexterity (Performance) check to avoid an attack made against you, with a DC equal to the attack roll. Once you use this ability, you may not do so again until you have completed a short or long rest.

Dancer's Celerity
You gain a bust of graceful speed. You may cast the spell haste without expending a spell slot. After casting this spell, you must take a long rest before casting it again.

Pact InformationA whirling blur appears in the center of the sign. When at last it slows enough to identify, you see that the blur is a featureless gray body with a dancer’s physique and swords grotesquely terminating its limbs, upon which it spins.
___Physical Sign. One side of your mouth becomes wider than the other, as though it were being stretched or pulled.
___Legend. In his time, Paimon was an infamous seductor who danced with noblewomen at every ball, and defeated their jealous suitors with his swordplay. One day, he crossed an unusually cruel nobleman, who sought brutal vengeance for Paimon's trespasses. Assembling a mob of suitors whose women were romanced by Paimon, the men attacked Paimon in the night, bringing him to the edge of town, and beating him savagely. They left him to die, having broken his legs and mangled his arms.
___On the night of the next ball, a tall, well-shrouded figure appeared among of the dancers, and spun impossibly fast, striking men down in a flurry. They tore at the figure's cloak, revealing Paimon's torso, balanced upon bleeding swords used for limbs. The night was bloody, as Paimon danced and dueled once more.
___Noone knows what became of Paimon, but binder scholars maintain he retreated from the world and the afterlife, as he was now too hideous to know a woman's touch.
___Influence. If you make a poor pact with Paimon, he influences your personality in one or both of the following ways. Personality Trait. The first thing I do when I arrive at a new place is to court a fair damsel.
Personality Trait. I cannot resist the allure of music and dancing.



Primus_The One and Prime___Level 3_Pact DC: 13Bonus Proficiencies
While bound to Primus, you have proficiency in medium armor and with morning stars.

Archive of Law
You have advantage on any Intelligence check made pertaining to laws or written agreements. Additionally, as an action, you can question Primus as to whether or not an action is in accordance with Divine Law, the ultimate structure of the universe. Divine Law appears to be completely unpredictable, as it does not always correspond with any known set of laws, and may itself be beyond mortal comprehension.

Lawful Strike
On a turn in which you make only one melee attack, you can deal an additional 1d6 force damage on a hit.

Unyielding Code
While bound to Primus, you are immune to being charmed.

Primus's Decree
You can cast the spell command without expending a spell slot. After casting this spell on a creature, you cannot do so again for 24 hours.

Rule of Law
Through Primus, you can issue a divine law as an action to all creatures near you for 1 minute. Select one of the commands from below. Each creature within 30 feet must succeed a Charisma saving throw at the beginning of its turn, or must abide by the rule until the beginning of its next turn.
___You must follow the rule that you choose for the entire 1 minute duration. If you break this rule, the effect ends and you take 4d6 psychic damage.
Speed Limit. No creature can willingly move further than 10 feet each round.
Banned School. Specify one school of magic. No creature can cast or concentrate on a spell from this school.
Pacifism. Creatures can make only 1 attack each round.
___After using this ability, you must complete a long rest before using it again.

Pact InformationThe solid gold, genderless body of Primus rises from a platform ticking with gears and cogs. It addresses you in a booming, hollow voice.
___Physical Sign. Dozens of small patches of skin on the binder’s legs and arms become plates of gold, silver, and bronze.
___Legend. The plane of ultimate law, Mechanus, has existed as long as the multiverse. Its denizens are the geometrical modrons, who possess a massive hierarchy headed by the perfect embodiment of law, Primus. All commands for all modrons filter down from Primus, and so doing, all modrons work toward perfecting the order of the universe.
___But the Primus is not eternal. Should any denizen of Mechanus be slain or disobey orders, he is replaced by one of his subordinates, and a new modron is created to fulfill the new vacancy; the Primus is no different.
___When the great demon lord Orcus was slain, a shadow named Tenebrous rose in his wake, setting off a chain of events that would nearly destroy the entire multiverse, beginning with Mechanus. The unholy Shadow became a usurper when it came to the Plane of Law and slayed the Primus with the Last Word. Enacting the greatest upheaval the universe has ever known, the Shadow then began The Great Modron March to seek something dear to it.
___When at last the shadow had risen again as the demon lord, the Secondus replaced Primus, and the Plane of Law was whole again. Yet the spirit of the old Primus persists, without worship and without dictation or decree, perusing law, even through nonexistance.
___Influence. If you make a poor pact with Primus, he influences your personality in one or both of the following ways. Personality Trait. I am ruthlessly efficient, and evaluate all activities with an eye towards my ultimate goals, brooking no frivolity or distraction.
Ideal. Law. There is nothing higher than the law.



Xanathar_The Eye___Level 3_Pact DC: 13
Antimagic Influence
You have advantage on saving throws made to resist conditions imposed by magical effects.

Ray of Flame
You know the cantrip fire bolt and can cast it at will.

Eyes of the Beholder
Xanathar offers you the power of his magnicient eye rays. When you complete a short rest, you may regain the use of one of these expended rays.

Slow Ray
You can cast the spell slow without expending a spell slot. After casting this spell, you must take a long rest before casting it again.

Sleep Ray
As an action, you can select 1 creature you can see within 60 feet to make a Wisdom saving throw or fall asleep and remain unconscious for 1 minute. The creature awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on constructs and undead. After using this ability, you must complete a long rest before using it again.

Fear Ray
You can cast the spell fear without expending a spell slot. After casting this spell, you must take a long rest before casting it again.

Death Ray
As an action, you can make a spell attack against 1 creature you can see within 60 feet. On a hit, the creature takes 8d6 necrotic damage. After using this ability, you must complete a long rest before using it again.

Pact InformationA massive eye, bereft of eyelid or skull, appears floating above the sign. Ten smaller eyes orbit it, each fixing it gaze on you when they come nearest.
___Physical Sign. Your eyes are fixed open widely, and you never need to blink.
___Legend. It is well-known among vagrants and thieves that the Xanathar was one of most infamous beholders in history and was formerly the crime lord of the Xanathar Thieves' Guild. Xanathar was also known as The Eye, and it is unclear today which was his name and which was his title.
___History remembers The Eye as a ruthless beholder with many eye tyrant rivals, each of whom fell before him in his quest for power. The first was the original guildmaster of the Xanathar Thieves' Guild, whom the Eye murdered and impersonated, taking the Guild and its secrets for himself. With the power of this guild, and centuries to grow his influence in Skullport, the Eye grew his reputation as one of the most feared crime bosses of the city. Expanding his empire to the trade of illicit goods and slaves, the Eye quickly earned the ire of another eye tyrant, Misker, the Pirate Tyrant.
___At the height of its power, The Eye extended its control over all the beholders of Undermountain, forcing all those who refused to bow to him, including Misker, to the Underdark or the surface. As the centuries passed, The Eye grew older and his enemies grew more bitter. In spite of the disdain beholders hold for each other, Misker banded The Eye's rivals together to conspire how they might overthrow him, marking the single greatest harmonious confluence of beholders in history.
___When at last retribution came, the beholders all but razed Xanathar's guild and destroyed The Eye, body and soul, with dark magic known only to elder eyes.
___Influence. If you make a poor pact with Xanathar, he influences your personality in one or both of the following ways. Personality Trait. I demonstrate the pathological mind of a crime lord. I horde useful information, hold a grudge for every slight against me, and strike my enemies without warning or mercy. Laws are little more than a hindrance to be.
Ideal. Perfection. I am the perfect creature of my kind, and no creature is my equal. I harbor immense resentment for other creatures' imperfections.


Level 4


Andras_The Grey Knight___Level 4_Pact DC: 15
Bonus Proficiencies
While you are bound to Andras, you are proficient with medium armor, greatswords, lances, and longswords.

Find Steed
You can cast the spell find steed at will. When your pact with Andras ends, your steed is dismissed.

Saddle Sure
When you make a Wisdom (Animal Handling) check and the result is less than 10, you can treat it as a 10.

Improved Critical
Your melee weapon attacks score a critical hit on a roll of 19 or 20.

Smite Foe
You can attempt to slay your enemy with a single powerful blow. When you make a melee attack on your turn and you do not have disadvantage, you can choose to make this attack with disadvantage to attempt to slay your target. On a hit, you deal an additional 6d6 damage. If this attack reduces your target to 0 hit points, you can make additional attack against a creature within your reach.

Sow Discord
Andras grants you the ability to sow discord among your enemies. As a reaction when a creature you can see within 30 feet makes an attack, you can force that creature to make a Wisdom saving throw. On a failed save, the creature instead attacks a creature you choose within its attack range. After using this ability, you must complete a short or long rest before using it again.

Pact InformationAndras, a grey-skinned elf, rides up mounted on a great black wolf. He slouches lazily on the beast's back, holding a greatsword in one hand.
___Physical Sign. You sprout two useless, gray-feathered wings from your back. The wings are small enough to be hidden beneath a shirt or cloak, but doing so makes you appear hunchbacked.
___Legend. Andras was once an elf paladin famed for his prowess in battle and his implacable dedication to doing what was right and good for all. A series of misjudgments and misfortunes broke Andras’s faith in both himself and his deity, however, and he became a blackguard.
___During his subsequent service to the dark gods, his infamy rapidly outgrew his fame, and his name was whispered in fear. After nearly three hundred years of almost constant battle on behalf of both good and evil, Andras grew tired of both causes. In the midst of a duel in the key battle of a great war, he simply dropped his weapon and left, never to be seen alive again. Sages speculate that after his betrayal of both causes, he was no longer welcome in any god’s realm, and thus his soul was condemned to become a vestige.
___Influence. If you make a poor pact with Andras, he influences your personality in one or both of the following ways. Personality Trait. I am listless and emotionally remote.
Flaw I tire of combat quickly. Without warning, I may simply drop my weapon and retire from battle.



Haures_The Dreaming Duke___Level 4_Pact DC: 15
Deft Illusionist
You know the cantrips minor illusion and vicious mockery and can cast them at will.

Inaccessible Mind
As an action, you can end the effects of any enchantment spell affecting you that you choose. You are also immune to being charmed.

Incorporeal Movement
You can move through other creatures and objects as if they were difficult terrain. You cannot dash while making this movement, and it does not provoke opportunity attacks. This movement must begin and end in empty space, or you are immediately shunted to the nearest available empty space and take 2d10 force damage.

Major Image
You can cast the spell major image without expending a spell slot or spell components. After casting this spell, you must take a short or long rest before casting it again.

Phantasmal Killer
You can cast the spell phantasmal killer without expending a spell slot or spell components. After casting this spell, you must take a long rest before casting it again.

Pact InformationThis well-dressed human in regal attire fades into the shape of a rakshasa, rotting like a zombie, and wearing tattered robes. He fades back and forth between these two forms, even as he addresses you.
___Physical Sign. Your palms are where the backs of your hands should be, just as they are on a rakshasa.
___Legend. Haures was a powerful lord that forced his human subjects to labor day and night on his magnificent castle. When he died, the internal furnishings of the castle vanished as well, leaving no sign of his subjects' work.
___In truth, Haures was a rakshasa and a powerful spellcaster who used illusion magic during the construction of his castle. His true castle was hidden away on the Ethereal Plane, to which he transported the workers each day. For some time after his demise, Haures spent time on both the Material and Ethereal Planes. As a ghost, he would cloak the material castle in bright illusions to resemble his lavish ethereal home, and haunt unwitting guests.
___His sanity deteriorated over the years, and he became unable to distinguish between his illusions and his imagination, and between the Material and Ethereal planes, and even between life and undeath. This complete dissolution of these barriers propelled him into existence as a vestige.
___Influence. If you make a poor pact with Haures, he influences your personality in one or both of the following ways. 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.



Karsus_Hubris in the Blood___Level 4_Pact DC: 15
Basic Arcana
You can cast prestidigitation, mage hand, and magic missile at will without expending a spell slot. You can also cast detect magic as a ritual.

Arcanaclast
You have resistance to damage from spells.

Gift of Karsus
While you are bound to Karsus, attuning yourself to a magic item takes only 1 minute of the appropriate activity. You must still meet other prerequisites the item may have to attune to it.

Mage Mind
For as long as you remain bound to Karsus, you can instantly recognize a vestige's seal if you can see it, and also learn the vestige's title. You still must learn the vestige's name in order to summon it.
___Additionally, you have advantage on Arcana checks pertaining to vestiges.

Severing Touch
You can sever the attunement between a creature and a magic item with a touch. To do so, make a spell attack as an action against a creature wearing or holding the item within your reach. On a hit, the attunement between the targeted magic item and any creatures within 100 feet immediately ends.

Null Magic
Twice between long rests, you can cast the spells dispel magic or counterspell without expending a spell slot or spell components. These spells are cast as if using a spell slot equal to the highest level vestige you have available to bind. At 12th level, you can cast this spell 3 times between rests, and at 19th level, you can cast this spell 4 times between rests.

Pact InformationIn the center of the summoning sign, a large bounder appears. From a small crack on its surface, blood begins to seep, eventually pouring out by the gallon.
___Physical Sign. You bleed more than normal from wounds. Even a small scratch releases a sanguine flood. This effect does not deal extra damage.
___Legend. 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.
___Influence. If you make a poor pact with Karsus, he influences your personality in one or both of the following ways. Personality Trait. I would rather lie or scowl at people than openly reason with them.
Flaw. I despise spellcasters, and will go out of my way to ruin their work.



Savnok_The Instigator___Level 4_Pact 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 suffer no penalty if you do not meet this armor's strength requirements. 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
While wearing armor summoned using this vestige, you can reduce all damage taken from attacks by 3. 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 InformationA broad shouldered creature stands before you, concealed beneath menacing plate armor. The armor would be invisible, but it is largely drenched in blood from where hundreds of arrows still pierce it.
___Physical Sign. Blood oozes from the joints in your armor. You take no damage from this effect; it is not your blood.
___Legend. According to legend, Savnok served the gods Hextor and Heironeous before the two half-brothers came to blows. When they were charged to guard their mother's armory, they were awed by the weapons' magnificence, and Savnok, seeing this, vowed to steal the weapons for his masters.
___However, once his gaze fell on the goddess’s armor, Savnok could not resist donning it. 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. They found Savnok drunk with power, wandering the Material Plane, and they soon began to battle with him. They fought for days, as Savnok could not harm the god brothers, and neither could they penetrate his armor. At last, Hextor stole a great bow from his mother's armory and, though he barely had the strength to draw it, each arrow he fired struck true and penetrated the armor. He fired the bow for hours, and Savnok slowly bled to death from hundreds of shallow wounds.
___Hextor convinced his brother to hide Savnok and fool their mother. Together, the two gods hid Savnok’s essence in a place even they could not reach. Heironeous has regretted this decision ever since.
___Influence. If you make a poor pact with Savnok, he influences your personality in one or both of the following ways. Personality Trait. I am headstrong and defiant of authority.
Flaw. Once I make up my mind on a matter, nothing can change it.

Scarce
2015-12-08, 02:16 AM
Level 5


Dantalion_The Star Emperor___Level 5_Pact DC: 16
Dantalion's Knowledge
You receive insight on any topic which you might be researching. You can add you Charisma modifier instead of your Intelligence modifier to all Intelligence skill checks. Additionally, you gain advantage on Intelligence skill checks made concerning royalty, nobility, current or ancient kingdoms, and similar topics.

Dantalion's Awe
You invoke the full awe and might of Dantalion, cowing your enemies before you. You can cast sanctuary without using a spell slot.

Telepath
You can speak with your mind and read the thoughts of others. You can cast the detect thoughts spell without expending a spell slot or spell components. As long as you maintain concentration on the spell, you can use a bonus action to send a telepathic message to a creature you are focused on. It can reply—using a bonus action to do so—while your focus on it continues.

Thought Travel
You can instantly transport yourself to a location that you can call to mind. You can cast dimension door without using a spell slot. After casting this spell, you must take a short or long rest before casting it again. At 18th level, you can cast dimension door at will.

Dantalion's Domination
Dantalion's royal lineage allows you to control others. You can cast the spells compulsion and dominate person without a spell slot or spell components. After casting one of these spells, you must take a long rest before casting it again.

Teleport
Beginning at 15th level, you can cast the spell teleport without expending a spell slot. After casting this spell, you must take a long rest before casting it again.

Pact InformationA 10-foot-tall humanoid, resplendent in crimson and gold robes rises before you. His head is a terrifying conglomeration of dozens of human faces—male and female, young and old.
___Physical Sign. One of Dantalion’s faces appears on your torso, as though it were a vestigial conjoined twin. It seems lifeless most of the time, but when you activate an ability granted by Dantalion, it opens its eyes and mouth, revealing a starry void within.
___Legend. Binders know little of how Dantalion came to be. The most common legend of his origin presents him not as one spirit, but as a conglomeration of the souls of a royal line whose members were cursed not to join their deities in the afterlife. This ancient imperial line is not now connected to any living leaders. Supposedly, however, descendants of this family still live, ignorant of both their heritage and their curse. Some binders profess to be scions of Dantalion—the true heirs of the royal line—but these claims are likely just the fancies of romantic minds.
___Influence. If you make a poor pact with Dantalion, he influences your personality in one or both of the following ways. Personality Trait. I am constantly aloof to those I speak to, and my speech is riddled with stately gestures and flourishes.
Personality Trait. I am insatiably curious about current rulers, nobility, and head's of state. I will always attempt to discover information about them, even to my detriment.



Kas_The Bloody Handed___Level 5_Pact DC: 16
Bonus Proficiencies
While bound to Kas, you are proficient with medium armor, longswords, and shortswords.

Black Blade
As a bonus action, you can summon Kas's black blade to your hand. The Black Blade is a magical longsword, and can deal either slashing or necrotic damage (your choice). You can add your Charisma modifier to damage rolls with the Black Blade. You can only add your Charisma modifier once, even if another source adds it. The blade vanishes if it ever leaves your grasp.

Undead Reaper
When you hit an undead creature with a melee or ranged weapon attack, you ignore any damage resistances it might have.

Kas's Protection
When a creature rolls a critical hit against you, roll a d20. On an 11 or higher, the attack still hits but does not deal critical damage.

Fluent Liar
When you make a Charisma (Deception) check and the result is less than 10, you can treat it as a 10.

Blinding Strike
When you hit a creature with a weapon attack, you can force the target to make a Constitution saving throw. On a failed save, the target is blinded until the end of your next turn. After using this ability, you cannot do so again until you take a short long rest.

Pact InformationA vampire in armor swirling with shadows steps from the smoke above the sign. He nods, and throws his black longsword at your feet.
___Physical Sign. An angry catlike eye opens in the palm of each of you hands. These eyes provide no additional senses.
___Legend. That Vecna, Master of All that is Secret and Hidden, once existed as a cruel-minded lich is no mystery. Yet, few know of the betrayer who crippled the Maimed Lord.
___As Vecna ascended to power, armies of dead rose under his black banner. Among these undead legions emerged the vampire Kas, a shadow of death clad in iron. Vecna made Kas his Second in command, gifting the vampire with a sword he had personally forged from black metal fallen from the stars. Kas and his infamous blade lad Vecna’s armies for years, claiming innumerable souls in the lich’s name, forging a legend as bloody as his lord’s was cruel.
___After a significant loss on the field of battle, a weakened Vecna returned to his throne to find Kas waiting. Armed with his black blade, the betrayer Kas struck and a titanic battle ensued. During the fray, despite Vecna’s dark powers, Kas sliced the lich’s left hand from his body and cut an eye from his face. Fearing his destruction, Vecna employed frantic dangerous magic that annihilated both himself and Kas—or so it seemed.
___However, in some misty realm avoided by the gods, Vecna and Kas somehow continued to exist and battle for centuries. Eventually, through dark, primordial magic, Vecna escaped, ascending to godhood. Kas, meanwhile was lost in the ether, becoming a vestige.
___Influence. If you make a poor pact with Kas, he influences your personality in one or both of the following ways. Personality Trait. I despise the undead and slay any I encounter.
Bond. You should destroy your enemies using guile, betrayal, and malice.



Otiax_The Key to the Gate___Level 5_Pact DC: 16
Bonus Proficiencies
While bond to Otiax, you gain proficiency with thieves' tools.

Fog Sight
You may see normally through obscurement caused by fog, clouds, smoke, or any other similar effect.

Obscuring Mist
You summon a roiling cloud of blue fog, obscuring the area. You may cast the spell fog cloud without a using a spell slot.

Fog Hammer
You can whip the fog about you into lashing tendrils of mist, slamming your foes with concussive force. As an action, you can make a melee spell attack against a creature within 10 feet, dealing 2d6 + your Charisma modifier bludgeoning damage on a hit. You can use Fog Hammer to make opportunity attacks against creatures within 5 feet.
___At 15th level, you can make two attacks with Fog Hammer as an action; at 19th level, you may make three attacks with Fog Hammer as an action.

Unlock
You focus your mist into a lock you can see, popping it open with a thought. You may cast the spell knock without using a spell slot. After casting this spell, you must take a short or long rest before casting it again.

Death Fog
At 15th level, you can create a burst of brilliant blue fog, leeching the life out of creatures unlucky enough to be caught in it. You may cast the spell cloudkill without using a spell slot. After casting this spell, you must take a long rest before casting it again.

Pact InformationWithin the seal, a locked gate appears, from which tendrils of blue fog curl out, obscuring what lies beyond. The gate shakes and rattles loudly, and ragged breathing can be heard beyond, as the fog hides some indistinct yet terrible form.
___Physical Sign. You are surrounded by thin wisps of blue fog, even in the strongest wind.
___Legend. Otiax is a bit of a conundrum because it seems to have originated outside the known cosmology of the planes. A few sources of pact magic lore refer to some plane or place called the Far Realm, but most offer no explanation of Otiax’s past. Some even posit that Otiax is somehow the key to reaching the Far Realm, but that supposition has more to do with Otiax’s appearance than with any real evidence of its nature. Because Otiax never speaks, it can shed no light on the issue. Binding with it is more a matter of instinct and will than of deliberation.
___Influence. If you make a poor pact with Otiax, it influences your personality in one or both of the following ways. Personality Trait. When confronted with unopened doors or gates, I become agitated and nervous.
Bond. I cannot abide a lock remaining secured. Whenever I see a key, I must attempt to use it to open the corresponding lock.



Tenebrous_The Shadow that Was___Level 5_Pact DC: 16
Slay Light
While you are bound to Tenebrous, your newfound affinity for the dark can shy away lit flames and fireflies. On your turn, you can extinguish any nonmagical flames that you can see within 100 feet which fit within a 10-foot cube (no action required.)
___Additionally, you can end a single spell of 3rd level of lower that emits an area of light as an action. Once you have extinguished a magical light, you cannot do so again until you complete a short or long rest.

Grave Darkness
You can cast the spell darkness as a bonus action without expending a spell shot or spell components. Additionally, when you cast the spell, you activate one of the following effects within the darkness, which affects creatures you choose. These effects last for 1 minute or until the darkness is dispelled. Shadows of the damned crowd the darkness and hinder movement, making every 1 foot of movement inside the darkness cost an additional 1 foot of movement. At 15th level, the area becomes unnaturally silent as per the spell silence.
The shadows begin to latch creatures within the area and trap them. Each creature within the darkness must succeed on a Strength saving through or be restrained for the duration. A restrained creature can repeat this saving throw at the beginning of each of its turns to end the effect on itself early or be freed by another creature using its action to make a DC 15 Strength check.
• An undead manifests itself in the darkness and patrols it. This creature is under your control, as per the spell animate dead, must be an undead of Challenge 3 or lower, and can see in this darkness. The undead creature disappears at the end of the duration, if it drops to 0 HP, or if it ever ends its turn in bright light. At 17th level, you summon a second undead of the same kind with a single use of this ability.
Sense the Shadows
You can see normally in magical and nonmagical darkness, to a distance of 120 feet. Additionally, by concentrating as an action, you can sense the presence and number of all living creatures within30 feet of you, but not their exact locations.

Rime of Emptiness
Tenebrous grants you the cold sorrow of the abyss to release by including pain upon your foes. All of your melee weapon attacks deal an additional 1d4 cold and 1d4 necrotic damage.

Flicker
Tenebrous grants you the ability to fade into the shadows at the most opportune moments. As a reaction when a creature makes an attack roll against you, you can cast the spell blink without expending a spell slot or spell components, and roll your first d20 immediately, as per the spell's effect. After casting this spell, you must complete a short or long rest before casting it again.

Pact InformationA shadow, visibly darker than any darkness, centers itself on the sign. It stretches and rises up into the form of a man, impossibly gaunt, as if someone had squeezed all the essence from a person, leaving behind only a shade.
___Physical Sign. You appear to have a second shadow cast behind you, even when there is no light to form it.
___Legend. Some centuries ago, the great demon lord Orcus sought divinity and attained it. Slain and resurrected by a surge of negative energy, the corpulent demon arose as the gaunt Tenebrous, a god of darkness and undeath. For a time he traveled the planes in this form, slaying other gods in his quest to gain more power. It was only when he slayed Primus and began the Great Modron March that he recovered the Wand of Orcus, and his true mortal form.
___True divinity can never fade completely. The tatters of godly power that Orcus shed remained intact, becoming a vestige. Thus, Tenebrous yet exists as a pale reflection of what he once was, a shadow of a shadow.
___Influence. If you make a poor pact with Tenebrous, he influences your personality in one or both of the following ways. Bond. The loss of something or someone dear to me, or the fear in me that I will lose something or someone forever, aches profoundly in my heart.
Flaw. My business and wellbeing is of no concern for my allies. I can handle it myself.


Level 6


Andromalius_The Woeful Jester___Level 6_Pact DC: 18
Catch in the Act
While you are bound to Andromalius and conscious, you cannot be surprised. Also, Charisma (Deception) and Dexterity (Sleight of Hand) checks made against you have disadvantage.

Blindsense
If you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.

Interception
As a reaction when a creature you can see within 60 feet makes an ability check, attack roll, or saving throw, you can supernaturally fumble his attempt, and the roll is made with disadvantage. After doing so, you cannot use this feature again until you finish a short or long rest.

Laugh to Tears
You can cast the spell Tasha's hideous laughter without expending a spell slot or spell components.

Ancient's Jig
You can cast Otto's irresistible dance without expending a spell slot. After casting this spell, you must take a long rest before casting it again.

Pact InformationA middle-aged and lithe human male in the garb of a jester stands before you. Each of his arms splits at the elbow into a dozen forearms and a dozen hands, which together juggle 24 separate items.
___Physical Sign. You gain an extra digit on each limb. This appendage prevents you from wearing normal gloves or gauntlets, but magic gloves and gauntlets reshape to fit you.
___Legend. Once the herald of Olidammara, god of tricks and theft, Andromalius foreswore theft and mischief on his deathbed, repenting all the actions he had taken on behalf of his god during his life. By this means, he hoped to steal his soul from his deity, thus accomplishing his greatest theft and prank in history, and proving himself the most worthy of his god’s favor.
___At first angered by Andromalius’s betrayal, Olidammara quickly realized the irony of the moment and burst into laughter. Yet the god’s good humor was short-lived, because he realized that to accept Andromalius’s soul would be to prevent the theft and ruin the joke. Since Olidammara was loath to let such a clever servant to go to the realm of some other god, he repaid his servant’s honor a hundredfold—he stole Andromalius’s soul from the cosmos, rendering it a vestige. Whether Andromalius deemed this result an honor or not remains unclear.
___Influence. If you make a poor pact with Andromalius, he influences your personality in one or both of the following ways. Ideal. Property. I am against theft of any form, and will go out of my way to punish thieves.
Flaw. I delight in causing small calamities—especially misunderstandings between friends and incidents of mistaken identity.



Chupoclops_Harbinger of Forever___Level 6_Pact DC: 18
Monstrous Bite
While bound to Chupoclops, your lower jaw increases in size and razor sharp fangs sprout from it. You can use an unarmed strike to bite a creature, dealing 1d8 piercing damage on a hit.

Monstrous Reach
You can suddenly stretch and extend your appendages outward. The range of your unarmed strikes increases by 5 feet.

Ghost Touch
Your melee attacks overcome damage reduction against incorporeal undead, such as spectres and wraiths. Additionally, your attacks and spells affect creatures on the Ethereal Plane normally as if they were on the Material Plane. After striking an incorporeal enemy with an attack, spells and attacks effect it as if it were of the material plane until the beginning of your next turn

Soulsense
You possess a special blindsense with a range of 10 feet which can detect the exact location of living creatures which aren't constructs or elementals.

Ethereal Jaunt
You can magically shift from the plane you currently occupy to the Ethereal Plane or return to your plane as a bonus action. You may move no further than 15 feet from where you originated on the Ethereal Plane.

Pact InformationA massive spider leg appears out of nowhere and strikes the center of the seal. Only of the potion of the massive body is visible above the seal, as it shifts and moves until an oddly tusked arachnoid face
___Physical Sign. Your lower jaw increases in size and razor sharp fangs sprout from it.
___Legend. Chupoclops, once a supposed harbinger of the end of existence, was a titanic, spiderlike creature that stalked the Ethereal Plane. Legend has it that the gods trapped the monstrous Chupoclops in the realm of ghosts to prevent it from devouring hope, but it was destined to escape and sate its hunger during the end times.
___Because Chupoclops was a terror to both the living and the undead, a group composed of legendary heroes and infamous villains, some alive and some ghosts, set out to murder Chupoclops and thus accomplish what deities could not. The furious battle lasted for seven days, and each day ended with the death of one member of the group that had come to kill the great monster. On the last day, the last hero struck down Chupoclops with her dying blow.
___Chupoclops, never a creature defined by the normal rules of the universe, became a vestige after its death. Binder scholars claim that adventurers still encounter its enormous corpse in the misty Ethereal Plane. Now that the monster can no longer destroy hope, some say it will exist forever, and thus, so will the world.
___Influence. If you make a poor pact with Chupoclops, it influences your personality in one or both of the following ways. Personality Trait. I can't help but be pessimistic. At best, I'm quietly resigned to my own failure, and at worst, I go out of my way to convince others of their hopelessness.
Bond. When I have idle time, I spend it lingering on the border Ethereal Plane, gazing longingly into the abyss, searching for something. I know not what.



Geryon_The Deposed Lord___Level 6_Pact DC: 18
Devil's Sight
You can see normally in magical and nonmagical darkness, to a range of 120 feet.

Acidic Gaze
As an action, select 1 creature you can see that can also see you within 30 feet to make a Constitution saving throw. On a failed save, the creature takes 3d6 acid damage and takes an additional 3d4 damage at the beginning of its turn.
___This ability’s damage increases when you reach 17th level (4d8 / 4d4).

Swift Flight
You gain a flight speed equal to your base walking speed. However, you must begin and end your movement on solid ground, otherwise you fall. Beginning at 18th level, as a bonus action, you can cast the spell fly. After casting this spell, you must take a short or long rest before casting it again.

Terrifying Glare
As an action, each creature you choose that you can see which can also see you within 30 feet must make a Wisdom saving throw. On a failed save, the creature is magically frightened for 1 minute. After using this ability, you must complete a short or long rest before using it again.

Eyebite
You can cast the spell eyebite. After casting this spell, you must take a long rest before casting it again.

Pact InformationA pit fiend with 6 green eyes rises from the sign. It's skin is cracked like broken pottery and is missing pieces in places, revealing that the body is hollow, illuminated internally with a sickly green light.
___Physical Sign. Two extra pairs of devilish eyes with green lids and yellow, catlike irises open on your head.
___Legend. As one of the legendary Lords of the Nine, Geryon ruled Stygia, the frozen fifth layer of Hell. During a great upheaval known as the Reckoning, Geryon secretly supported the greatest of the arch devils, Asmodeus, against his rivals. When the armies of the opposing lords met to decide who would take Asmodeus’s power, Geryon blew his horn. At his signal, the armies turned against their leaders, the usurpers were thrown down, and Asmodeus reestablished his right to rule all Baator. Asmodeus returned them to power, but rather than reward Geryon, he gave his lone supporter’s power and position to another.
___Geryon’s fate after losing his position is unclear, but some binder scholars maintain that Asmodeus held one more betrayal in store for him. The ruler of the Nine Hells had always hungered for the souls of those who had lost their faith, and Geryon’s powerful soul made a fine meal.
___Influence. If you make a poor pact with Geryon, he influences your personality in one or both of the following ways. Personality Trait. I conspire in secret among my friends to accomplish my goals.
Ideal. Loyalty. If I see someone as my ally, I trust them completely.



Zagan_Duke of Disappointment___Level 6_Pact DC: 18
Durable Form
While bound to Zagan, your hit point maximum increases by your binder level.

Serpent's Senses
You gain the ability to detect creatures by smell. You have advantage on any skill checks made to track a creature by smell. You also gain a limited form of blindsight: you can detect the presence of any living creature within 30 feet. This ability is disrupted by highly strong smells or any other condition which might block scent.

Serpent's Bane
You gain advantage on attacks made against yuan-ti, snakes, or other snake-like creatures. Additionally, you gain resistance to poison damage and advantage on saving throws made to resist being poisoned.

Serpent's Grasp
You gain the ability to grapple foes like a snake. This grants you a number of benefits:
Your unarmed strikes deal 1d4 bludgeoning or piercing damage.
When you hit a large or smaller creature with an Unarmed Strike, you may use a bonus action to attempt to grapple it.
You have advantage on attack rolls against a creature you are grappling.
You can use your action to try to pin a creature grappled by you. To do so, make another grapple check. If you succeed, you and the creature are both restrained until the grapple ends.
You can constrict a foe you are grappling as a bonus action, dealing 2d8 + your Strength modifier bludgeoning damage.
Serpent's Terror
You can cast the spell fear without expending a spell slot or spell components. Creatures effected by this spell are also frightened by snakes and snake-like creatures for the duration. After casting this spell, you must take a short or long rest before casting it again.

Pact InformationA massive, ogre-like creature rises from the seal. It has a long, serpentine form instead of legs, and each of its arms terminate in a massive, hissing serpent's head.
___Physical Sign. You gain a lisp and can’t help but speak in a sibilant manner.
___Legend. In the early days of the world, Zagan was a lord in the yuan-ti empire and ruled over thousands of yuan-ti, and tens of thousands of human slaves which worshipped him. As his power grew, he began to envy godhood, and discovered a ritual to propel him to divinity: a grand ceremony wherein he and his yuan-ti would gather together all his worshipers and slay them.
___On the appointed night, in the midst of the slaughter of his slaves, and on the eve of his apotheosis, Zagan was betrayed by one of his own clerics. At a point somewhere between godhood and mortality, Zagan passed on into the void.
___Influence. If you make a poor pact with Zagan, he influences your personality in one or both of the following ways. Bond. I despise snakes and snake-like creatures. I will attack and attempt to kill any that I see.
Flaw. I am overly aggressive and domineering towards all I meet.

Scarce
2015-12-08, 02:17 AM
Level 7


Acererak_The Devourer___Level 7_Pact DC: 20
Vestige of Unlife
Acererak grants you a semblance of lichood while he is bound. You have resistance to cold, lightning, and poison damage.
___Additionally, the undead see you as a friend while bound to Acererak. Before making an attack against you, an undead creature must make a Wisdom saving throw. On a failed save, the creature loses the attack. If a creature's saving throw is successful, the creature is immune to this feature for the next 24 hours.

Undead Healing
Whenever you would take necrotic damage from a source other than a cantrip, you instead regain a number of hit points equal to the necrotic damage dealt, up to your hit point maximum.

False Life
As a bonus action, you can cast the spell false life without a spell slot, as if using a spell slot of 4th level. After casting this spell, you must take a short or long rest before casting it again.

Finger of Death
You can cast the spell finger of death without expending a spell slot. After casting this spell, you must take a long rest before casting it again.

Pact InformationDust and smoke form together into a yellowed human skull. One by one, precious gems wink into being, so that each eye socket and the space of every tooth becomes occupied by a shining diamond, ruby, emerald, or sapphire.
___Physical Sign. A gem replaces one of your teeth. If removed, the gem reverts to a normal tooth.
___Legend. Acererak was a powerful demi-lich responsible for the infamous Tomb of Horrors. This tomb was his supposed resting place, and was promised to adventures as a dangerous haunt, replete with treasure. And dangerous it was. The Tomb of Horrors slayed more adventurers than almost any other dungeon ever constructed, largely in part to its devious, unforgiving traps. It's notoriety attracted an entire cabal of budding necromancers and cultists to the site, who worshipped the Tomb and Acererak, who they came to call the Devourer.
___The most insidious secret of all hidden within the Tomb is that it was not actually Acererak's tomb at all, but a viscous death trap designed to slay adventurers, loot their corpses, and capture their souls; all this in service of Acererak's ultimate goal: merging himself with the Negative Energy Plan, and gaining ultimate control over undeath. In spite of the impossible odds, a group of adventurers ultimately bested the Tomb, discovered the truth of Acererak's plan, and crushed his phylactery, the physical container of his soul.
___Normally, such an act would have sent Acererak to the Abyss, but the pull of the Negative Energy Plane proved too strong. Absorbed into the darkness, Acererak persisted on as a vestige.
___Influence. If you make a poor pact with Acererak, he influences your personality in one or both of the following ways. Personality Trait. I obsessively think about death, and how best to cheat it.
Flaw. I take every opportunity to exercise power over others.



Eurynome_Mother of the Material___Level 7_Pact DC: 20
Beastfriend
You can cast the spells speak with animals, locate animals or plants, and beast sense as rituals, and can cast animal friendship without expending spell slots or spell components.

Answer in the Wind
You can cast the spell commune with nature without expending a spell slot. After casting this spell, you must take a short or long rest before casting it again.

Eurynome's Wanderlust
You can cast the spell water walk without expending a spell slot or spell components. In addition, you can cast the spell wind walk once without expending a spell slot. Once you cast wind walk in this fashion, you cannot cast it again until you complete a long rest.

Beastform
You can cast the spell barkskin (targeting self only) without expending a spell slot or spell components. In addition, you can cast the spell polymorph (targeting self only) once without expending a spell slot. Once you cast polymorph in this fashion, you cannot cast it again until you complete a short or long rest.

Mirage Arcane
You can cast the spell mirage arcane without expending a spell slot or spell components. After casting this spell, you must take a long rest before casting it again.

Pact InformationA horrid conglomeration of humanoid, avian, and piscine forms rises from the seal. It's arms are that of an octopus, and legs are that of a hawk.
___Physical Sign. You are always perceptively damp.
___Legend. Eurynome is considered by many to be the first Druid. In life, she was a primordial titan that walked alongside the gods before recorded time. While the Titans battled the essence of chaos of the Outer Planes, Eurynome tired of the endless violence and fled to the unformed Material Plane. Instead she practiced creation, separating the ocean and the sky, filling the ocean with fish and the sky with clouds. Because of her meddling, the gods struck her down and she perished on the Material Plane, her body becoming the first island, and her blood giving birth to the first plants and animals.
___Druids of the eldest circles venerate Eurynome for being so in touch with nature that she came to embody it, as they ultimately aspire to.
___Influence. If you make a poor pact with Eurynome, she influences your personality in one or both of the following ways. Personality Trait. I am a follower, not a leader. I act in ways my allies did before me.
Flaw. I see secret motives and possible betrayals behind every action.



Marchosias_King of Killers___Level 7_Pact DC: 20
Bonus Proficiencies
You gain proficiency with hand crossbows, scimitars, shortswords, the disguise kit and the poisoner’s kit.

Fighting Styles
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.

Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Quick to Act
You have advantage on initiative rolls.

Silent and Sure
When you make a Dexterity (Stealth) check and the result is less than 10, you can treat it as a 10.

Death Attack
You have advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet. In addition, when you hit a creature that hasn't taken a turn in combat yet, you can deal an additional 8d10 damage. After using this ability, you must take a short or long rest before you can use it again.

Pact InformationBody and raiment composed of swirling smoke and cinders, the King of Killers rises from a flame formed above the sign. He wears a crown of fire, beneath which gleam two glowing, hot coals where his eyes should be.
___Physical Sign. The pupils of your eyes glow with a red-orange light.
___Legend. In life, Marchosias was a legendary assassin that refined his slaying skill by targeting other assassins and killers. His choice of target had nothing to do with morals; professional murderers simply provided the greatest challenge.
___When he at last met his end, Marchosias's soul was condemned to the Nine Hells, where the spirits of his victims, thugs, slaughterers, executioners, and assassins, waited for him. The condemned souls rose up against their devilish captors, and fell upon Marchosias at once. By the time the devils pulled back the attackers, nothing was left of his soul.
___Influence. If you make a poor pact with Marchosias, he influences your personality in one or both of the following ways. Personality Trait. I am debonair and sly, confident in the knowledge that I have a trick up my sleeve.
Bond. I will attempt to kill or best any professional assassin or notable killer I encounter.


Level 8


Balam_The Bitter Angel___Level 8_Pact DC: 22
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.

Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Angel's Wings
While bound to Balam, you sprout two grotesque, twisted angel's wings, which nonetheless grant you a fly speed equal to your movement speed.

Balam's Cunning
You can reroll one ability check, attack roll or saving throw as a reaction, and must use the new result, even if it is worse than the original. You can choose to use this ability, even after the DM says whether the roll succeeds or fails. After using this ability, you must complete a short or long rest before using it again.

Prescience
As a bonus action, you can gain a glimpse into the immediate future. Until the end of your next turn, you have advantage on ability checks and attack rolls. Additionally, creatures have disadvantage on attack rolls against you during this time. After using this ability, you must complete a long rest before using it again.

Pact InformationBalam is simply a horror. Her body is that of a great purple serpent, and her head consists of the top halves of three horned humanoid heads arranged evenly around a shared gaping maw.
___Physical Sign. Your voice gains a peculiar quality, becoming both hollow and guttural.
___Legend. Binders are uncertain of how Balam came to be, but the most prominent understanding is that she was a powerful solar, given an impossible task by her gods. Many binders think she was tasked with eliminating sacrifices to evil gods, which amounted to eliminating the worship of evil gods altogether—a task well beyond what even the good deities could manage. Needless to say, Balam failed in her assignment, and some believe that her foes actually sacrificed her in praise of a dark god.
___Influence. If you make a poor pact with Balam, she influences your personality in one or both of the following ways. Bond. I oppose the forces of evil on principle, but I oppose the forces of good with a personal vengeance in my heart. Only the truly neutral are spared my wrath.
Ideal. Atheism. Noone who represents a god can be trusted. I firmly believe that clerics and paladins spread dangerous lies.



Eligor_Dragon's Slayer___Level 8_Pact DC: 22
Bonus Proficiencies
You gain proficiency with medium armor, shields, battleaxes, longswords, and warhammers.

Eligor's Strength
When you bind Eligor, if your Strength score was lower than 19, it becomes 19.

Chromatic Strike
Once per turn, you may choose to deal an additional 2d8 fire, lightning, cold, acid, or poison damage when you hit with a melee attack.

Eligor's Skill
You add your proficiency modifier to all Animal Handling checks made when dealing with Eligor's mount, and you gain a number of useful skills in the saddle:
You have advantage on melee attack rolls against any unmounted creature that is smaller than your mount.
You can force an attack targeted at your mount to target you instead.
If your mount is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Eligor's Companion
You can cast the spell find steed without expending an spell slot. The mount summoned is identical to a Heavy Warhorse, but physically appears to be half dragon. When your pact with Eligor ends, your steed is dismissed.

Pact InformationFully clad in shining armor, Eligor clatters out of nothingness riding a half-horse-half-dragon abomination.
___Physical Sign. One of your hands becomes thickly scaled.
___Legend. In life, Eligor was a great half-elf dragonslayer. After his death, Tiamat sent her draconic minions to the realms of good deities to claim his soul. Though the gods fought against this, they eventually relented.
___One deity, whose name has been lost to history, pursued Tiamat into the underworld, intending to wrest Eligor's soul from his captors. Instead of finding him in bondage, the diety found him in the armor of a draconic champion. Unbeknownst to the other gods, Tiamat had raised him from death to be her champion and enforcer, winning his loyalty through the other gods' abandonment. Eligor and the nameless deity fought, and Eligor lost his life yet again. This time, no deity laid claim to his soul, and Eligor passed on into the void.
___Influence. If you make a poor pact with Eligor, he influences your personality in one or both of the following ways. Bond. I feel pity for all outcasts, particularly half-elves and half-orcs, and I will make every effort to befriend any such beings I meet.
Bond. I was deeply wronged by the deities who abandoned me. As such, If able, I will attack humans, elves, or dragons in preference to all others whenever I am in combat.


Level 9


Halphax_The Angel in the Angle___Level 9_Pact DC: 25
Stone Skin
While bound to Halphax you have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.

Halphax's Knowledge
You have advantage on ability checks relating to understanding architecture, buildings, and so on.

Secure Shelter
You can cast the spell tiny hut as a ritual.

Iron Wall
You can cast wall of stone without expending a spell slot or spell components. This wall appears to be made of iron, rather than stone. After casting this spell, you must take a short or long rest before casting it again.

Imprison
You can imprison a foe deep underground with but a touch. You can cast the spell imprisonment without a spell slot or spell components, and can only choose the burial or hedge prison options. After casting this spell, you must take a long rest before casting it again.

Pact InformationThe geometry of the room distorts, one corner stretching into the distance, and snapping back. A gnome holding the implements of an architect now stands in the corner, and approaches the seal.
___Physical Sign. Your skin takes on the appearance of cracked stone.
___Legend. Long ago, the gnomes lived in massive, nigh-impregnable cities that played host to a number of other races. In an event known as the Great Betrayal, the hobgoblin populations of many of these cities banded together and seized the cities for themselves, converting their sturdy walls into prisons for the inhabitants.
___The hobgoblins captured gnomish architects and engineers and forced them to fortify the cities. When they kidnapped the wife of the great gnomish architect, Halphax, he crafted the single most impregnable prison in history. When at last the goblinoids were defeated, Halphax's city was the last to fall. The liberating army found Halphax and his wife alone in the prison city: the hobgoblins had killed all but the two of them. Because she could not bear to be the cause of so much tragedy, Halphax's wife took her own life.
___The gnomes attempted to apprehend Halphax for his betrayal, but the architect vanished into his city. The armies tore the city down to its foundations as they searched, but he was never seen again.
___Influence. If you make a poor pact with Halphax, he influences your personality in one or both of the following ways. Personality Trait. My personality is as rigid as my stone skin, and I find it difficult to emote.
Bond. I never take hostages and always negotiate, rather than fight, if something or someone I care about is held captive.



Orthos_Sovereign of the Howling Dark___Level 9_Pact DC: 25
Voidsight
You gain darkvision with a range of 60 feet. If you already possess darkvision, its range increases by 60 feet. You can see normally in magical darkness. Additionally, you gain blindsight with a range of 10 feet.

Howling Resilience
You gain resistance to cold, fire, lightning, and thunder damage.

Whispering Wind
As an action, you may send simple messages on the wind to a creature you know. If you are outside, you may send a message of no more than 25 words up to 100 miles from your location.

Howling Fury
You are constantly surrounded by a whirling, slashing wind. Any ranged weapon attacks made against you are made at disadvantage.
___Additionally, as an action, you can direct the wind to lash out against your foes. As an action, make a ranged spell attack against a foe you can see within 120 feet. On a hit, this creature takes 2d8 slashing + 2d8 thunder + your Charisma modifier force damage and must make a Strength saving throw or be knocked prone.

Whirlwind Breath
As an action, you can exhale a 60 foot cone of blasting, deafening wind. Each creature in the cone must make a Dexterity saving throw; on a failure, a creature takes 7d6 thunder + 7d6 bludgeoning damage, is knocked prone, and is shoved to the nearest edge of the cone. On a successful save, the damage is reduced by half, the creature is not knocked prone, and is only pushed 10 feet away from you. Once you use this ability, you must take a long rest before you can do so again.

Pact InformationA light breeze buffets about the room, then rises into a whistling wind, and finally into a howling gale. Then it stops. A presence not altogether visual, but evident and palpable nonetheless, has arrived on the seal in the midst of the chaos.
___Physical Sign. You always seem to be buffeted by a breeze that no one else can feel, even when you’re indoors.
___Legend. Orthos might well be the original vestige—the first being to break the boundaries and see past the window of reality to the nothingness beyond. Pact magic texts always mention this entity, and persistent explorers can find its seal represented in art or architecture on most planes, as well as in the ruins of many ancient civilizations. Binder scholars have a thousand theories about Orthos’s origins, but none is more than mere supposition. All agree that Orthos is inestimably old, and it has long since shed whatever form and persona it might once have had, becoming an alien and distant being. In deference to its great age and the hallmark of its appearance, binder scholars have dubbed Orthos the Sovereign of the Howling Dark.
___Influence. If you make a poor pact with Orthos, he influences your personality in one or both of the following ways. Personality Trait. I speak only in a whisper.
Bond. Darkened areas and loud noises make me short of breath and fill me with panic.

Scarce
2015-12-08, 02:19 AM
Final reserved post for miscellanea.

Wulfskadi
2016-05-14, 04:33 PM
Most of the 3rd level Vestiges seem underpowered, especially Paimon. Using up a bonus action for an ability that lasts one round, and only grants combat abilities once per day seems a stupid decision.

Nemixen
2016-06-17, 01:03 PM
Disregard all of this, I hadn't checked the Codex Cards. Oops

So I'm running this in a campaign, the player wanted bind Aym, which I was fine with but Golden Halo doesn't seem to have a duration or number of times it can be activated a day or even a recharge time. Which in all honestly seems a little over powered?

Saying that working my way through the list, Amon grants Breath Fire which is essentially the Dragonborn's breath only more powerful and can be done as many times a day as possible.

Might I suggest adding a recharge/resting time for these, or at least a concentration check.

Scarce
2016-06-26, 07:29 PM
Disregard all of this, I hadn't checked the Codex Cards. Oops

So I'm running this in a campaign, the player wanted bind Aym, which I was fine with but Golden Halo doesn't seem to have a duration or number of times it can be activated a day or even a recharge time. Which in all honestly seems a little over powered?

Saying that working my way through the list, Amon grants Breath Fire which is essentially the Dragonborn's breath only more powerful and can be done as many times a day as possible.

Might I suggest adding a recharge/resting time for these, or at least a concentration check.

I'm pretty confused about Aym -- I remember fixing these problems, so that must be an older draft. I've fixed it now somewhat; the halo is only supposed to last until your next turn.

As for Amon, we intended it to be at this power level, but it's not more powerful than a dragonborn's fire breath. It has a shorter range and less damage for a long while.

Side note: massive PDF available for free here (http://www.middlefingerofvecna.com/2016/06/book-of-binding.html).

Renbot
2018-01-01, 11:46 AM
Okay only about a third of the way through and no productive comments yet. But wow all this is amazing! Talk about a labor of love. I have designed a lot of stuff for my Homebrew worlds but never anything with this quality or quantity of creativity and attention to detail!