Ziegander
2017-01-23, 01:55 AM
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One of the most beloved classes produced by 3rd edition D&D, the Binder was arguably the most versatile class in the "Tier 3" spot in the game, capable of completely changing the way it played from minute to minute (or even round-by-round, should a player choose to invest a feat). The Binder utilized the powers of various Vestiges, making pacts with these otherworldly beings to perform magical abilities and become stronger. In 5th edition, no such class is anywhere to be found, however the Warlock class does evoke a similar flavor and does have Pact Magic which is granted to them by Otherworldly Patrons. Not exactly the same, but the skeleton is there.
For the longest time I've been surprised that no one has attempted to port over the 3rd edition Vestiges as Warlock Patrons. Surely someone else would have seen the Pact Magic parallels and wanted to play their Warlock like a legitimate 5e Binder? And yet, google searches yielded nothing. But then I thought, well, hey, I'm a game designer, aren't I? Maybe I'm a little bit rusty, but I definitely ought to give it a shot. And thus Vestige Patrons was born. I began over a year ago (yipes!) in alphabetical order with Acererak, the Devourer. I think so far, he's still my favorite of the series. Next up was Agares, Truth Betrayed where I also penned the first draft of the Binder feat which I hope will provide a balanced vehicle for Warlocks to switch their Vestiges throughout a campaign.
The Vestiges
(A work in progress...)
Eleven vestiges down, twenty-one to go! Ahhh-ohhh, we're 1/3way there!
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Your patron is Acererak, once a cambion lich who grasped at godlike power only to lose his grip on reality. Now a vestige of his former self, the only way for him to truly exist is by granting power to mortals fool enough to seek his name and carve his sign.
EXPANDED SPELL LIST
Spell Level
Spells
1st
Detect Evil and Good, Inflict Wounds
2nd
Hold Person, Ray of Enfeeblement
3rd
Fear, Speak with Dead
4th
Blight, Dimension Door
5th
Hold Monster, Unhallow*
*(The unhallow spell functions just like the hallow spell, only it cannot produce the Courage, Daylight, or Energy Protection effects and requires, instead of herbs, the blood and ashes of once-living creatures. The unhallow spell does not fail if the radius includes an area already under the effect of a hallow spell, in fact, casting the unhallow spell on such an area dispels the existing hallow spell effect.)
Lichloved
Starting at at 1st level you have advantage on all Deception, Persuasion, and Stealth checks you make against Undead, and have resistance to necrotic damage. As an action you may detect the number and presence of, and the direction to, all Undead creatures within 60ft of you. Undead with an Intelligence score of 3 or lower are not hostile toward you without being provoked (though this non-hostility does not generally extend to any of your allies).
Paralyzing Touch
At 6th level, you may make a melee spell attack as an action. If this attack hits it deals 3d6 cold damage and the target must succeed on a Constitution saving throw against your warlock spell save DC or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. After using this ability you cannot do so again until you complete a short or long rest.
Armored in Death
At 10th level, your flesh hardens around your bones, going pale in color and cold to the touch. You gain resistance to cold and poison damage and are immune to the poisoned condition. While you wear no armor your armor class equals 13 + your Dexterity modifier.
Soul-Devouring Power
You gain additional arcanums: disintegrate at 14th level, finger of death at 16th, dominate monster at 18th level, and power word kill at 20th. Your spellcasting ability for these arcanums is Intelligence.
Any time you cast one of these additional arcanums you risk madness, forcing yourself to make a DC 23 Charisma saving throw with disadvantage. If your save fails, you experience one long term madness, and if both of the rolled dice would have failed the save you also experience one short-term madness as well as an indefinite madness (DMG pgs 258-260).
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Your patron is Agares, once a stonelord of great elemental power who commanded armies against the caliphs and viziers of the City of Brass. Now a vestige of his former self, the only way for him to truly exist is by granting power to mortals brave enough to seek his name and carve his sign.
EXPANDED SPELL LIST
Spell Level
Spells
1st
Beast BondEE, Earth TremorEE
2nd
EarthbindEE, Spike Growth
3rd
Meld into Stone, Erupting EarthEE
4th
Dominate Beast, Stoneskin
5th
Transmute RockEE, Wall of Stone
Earth Mastery
Starting at 1st level, whenever you make a melee attack against a creature that is on the ground, as long as you are also on the ground your attack deals 2 additional damage. Furthermore, as long as you are on the ground, you gain a +1 bonus to AC against the attacks of any creatures that are not on the ground.
Heart of Stone
Starting at 6th level, you have advantage on saving throws you make to resist being charmed or frightened as long as you are on the ground.
Earthen Commander
Starting at 10th level, your Earth Mastery and Heart of Stone features also apply to any allies within 30ft of you.
Stonelord's Companion
At 14th level you may expend a spell slot and spend 1 minute in concentration as if concentrating on a spell, chanting, articulating gestures and burning soft clay in a brazier. When you do, you conjure forth an Earth Elemental that remains by your side until it is reduced to 0 hit points, at which point it breaks apart into small chunks of rock and you regain a spell slot. The elemental is friendly toward you and your companions, takes its own turns, and obeys any verbal commands you issue it. When you cast a spell with a range of touch, your Earth Elemental can deliver the spell as if it had cast it as long as it is within 100ft of you when you cast the spell. This requires the Earth Elemental's reaction. If the spell requires an attack roll it uses your spell attack modifier for the roll.
As an action you may dismiss the elemental, either forever (regaining the spell slot used to conjure it), or shunting it into a pocket dimension where it awaits your summons. While the elemental remains in such a pocket dimension you may use an action to call it forth into any unoccupied space within 30ft of you.
You can't control more than one Earth Elemental conjured in this way. If you use this feature while you already control an Earth Elemental (even one currently residing in a pocket dimension), the elemental you currently control disappears, being tossed through dimensions back to the elemental chaos from which it was formed, and a new Earth Elemental takes its place.
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Your patron is Amon, an ancient demonic entity of vast, primordial chaos whose power rivals that of the Titans. Now reduced to a mere vestige of its former self, the only way for the creature to truly exist is by granting power to mortals dark enough to seek its name and carve its sign.
EXPANDED SPELL LIST
Spell Level
Spells
1st
Burning Hands, Detect Poison and Disease
2nd
Flaming Sphere, Heat Metal
3rd
Fireball, Stinking Cloud
4th
Elemental BaneEE, Wall of Fire
5th
Hellfire Strike*, ImmolationEE
*Hellfire Strike is exactly like Flame Strike from the Cleric's spell list except that it deals necrotic damage instead of radiant damage.
Ram's Horns
You grow a pair of strong, curled horns which are a melee weapon that deals 1d10 bludgeoning damage. You are proficient with your horns and whenever you use the Attack action on your turn to attack with your horns and hit, you can attempt to shove the struck creature with your horns as a bonus action. Whenever you use the Dash action on your turn you may make a melee attack with your horns as a bonus action.
Burning Hatred
Starting at 6th level, Whenever you deal fire damage to a creature that creature is Poisoned for 1 minute unless it succeeds on a Constitution saving throw against your spell save DC, and on a failure that creature gets a new saving throw at the end of each of its turns to remove this condition.
Infernal Horns
At 10th level, whenever you hit a creature with your horns you deal 1d10 additional fire damage to that creature.
Blistering Pestilence
Starting at 14th level, you ignore resistance to fire damage, and after dealing a creature fire damage, if that creature fails three saving throws to remove the poisoned condition, that creature contracts one of the following diseases for 7 days, as if afflicted by the Contagion spell (PHB, pg. 227) - Blinding Sickness, Filth Fever, Flesh Rot, Mindfire, Seizure, or Slimy Doom.
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Your patron is Andras, once a duchess of the Nine Hells, Andras rode into battle leading the van upon any number of damned steeds as her owl-eyes pierced the ranks of her enemies. Reduced to a vestige of her former self, the only way for her to truly exist is by granting power to mortals ferocious enough to seek her name and carve her sign.
EXPANDED SPELL LIST
Spell Level
Spells
1st
Protection from Evil and Good, Wrathful Smite
2nd
Crown of Madness, Find Steed
3rd
Blinding Smite, Fear
4th
Confusion, Fire Shield
5th
Dispel Evil and Good, Dominate Person
Cavalry Charger
You gain proficiency with medium armor and shields, and with the battleaxe, halberd, lance, and longsword. You have advantage on any check or saving throw you make that would prevent you from being knocked prone or off of a mount.
Castigating Strike
Starting at 6th level, whenever you hit with a melee weapon attack you may expend a spell slot to deal bonus psychic damage with your attack equal to 1d6 per slot level of the expended spell slot. If you expend a spell slot and hit a Celestial or Fiend with your attack you deal 2d6 additional psychic damage to the struck creature.
Cavalier
Starting at 10th level, when you use the Attack action on your turn you may use your bonus action to direct your mount to make a single attack. When you mount a creature with fewer hit points than 4 x your level, you may grant it enough temporary hit points to reach that number. After granting temporary hit points to a creature in this way, you cannot do so again until you've completed a long rest.
Sure Blows
Also at 10th level, you score a critical hit on attack rolls on a roll of 19 or 20.
Improved Castigating Strike
Starting at 14th level, your melee weapon attacks deal 1d6 additional psychic damage.
Further, whenever you expend a spell slot to use your Castigating Strike feature the struck creature must succeed on a Wisdom saving throw against your spell save DC or be charmed by you for 1 minute. The creature may make a new saving throw at the end of each of its turns to remove the charmed condition, but while it remains charmed by you, you may use a bonus action on your turn to deliver one suggestion to the charmed creature as the Suggestion spell with a duration of 1 round. The charmed creature gets an additional Wisdom saving throw to resist the suggestion, but succeeding on this saving throw does not remove the charmed condition.
Celestials and Fiends that are normally immune to the charmed condition are not immune to the effects of Improved Castigated Strike.
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Your patron is Andromalius, a mischievous demon who grew tired of the Blood Wars and sought to change his ways. Now reduced to a vestige of his former self, the only way for him to truly exist is by granting power to mortals with sense of humor enough to seek his name and carve his sign.
EXPANDED SPELL LIST
Spell Level
Spells
1st
Disguise Self, Tasha's Hideous Laughter
2nd
Alter Self, Find Traps
3rd
Blink, Feign Death
4th
Freedom of Movement, Polymorph
5th
Animate Objects, Modify Memory
Complete Scoundrel
You are proficient with the Sleight of Hand skill and you know the Vicious Mockery cantrip. Whenever a hostile creature within 30 feet of you fails a saving throw, or is hit by an attack you may use your reaction to cast Vicious Mockery on that creature.
Helpful Scamp
Starting at 6th level you may do any of the following as a bonus action on your turn - apply poison to a weapon, use an item, use the Sleight of Hand skill, or Help any ally within 30ft of you.
Divine Comedy
Starting at 10th level, whenever you cast Vicious Mockery on a creature you may expend a spell slot to cause a different creature within 30 feet to make a Wisdom saving throw against your spell save DC. If the creature fails its saving throw it bursts into a fit of laughter, falling prone and becoming incapacitated until the end of its next turn.
Fiendish Blow
Starting at 14th level, when you make a weapon attack against a creature and have advantage, you may declare a Fiendish Blow. If you do, and your attack hits, it deals 14d4 additional damage and unless the struck creature succeeds at a Constitution save against your spell save DC it is poisoned for the next minute. A creature poisoned in this way gets a new saving throw at the end of each of its turns to remove the poisoned condition. After you hit with a Fiendish Blow you cannot attempt to make another one until you have completed a long rest.
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Your patron is Aym, once a powerful dwarven queen she was driven mad by a lust for gold and in the end became as ugly as her implacable desires. Now a vestige of her former self, the only way for her to truly exist is by granting power to mortals greedy enough to seek her name and carve her sign.
EXPANDED SPELL LIST
Spell Level
Spells
1st
Command, Detect Magic
2nd
Crown of Madness, Locate Object
3rd
Glyph of Warding, Spirit Guardians
4th
Fabricate, Leomund's Secret Chest
5th
Animate Objects, Legend Lore
Treasure Warden
You are proficient with medium and heavy armor and your speed is not reduced by heavy armor. Determine your carrying capacity is if you were one size larger.
Treasure Sense
Starting at 6th level you instinctively know the direction to any amount of coins, valuables, or magic items within 60 feet of you that has a market value of at least 100 gold pieces as easily as you might smell a succulent roast or spot a bright pink elephant. If more than one stash or object of value is within 60 feet of you, you know the number of such treasure troves and the direction to each.
Use Magic Device
By 10th level, you have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of Magic Items.
Covet Thy Neighbor
Starting at 14th level you have advantage on attack rolls and deal 1d8 additional damage with all attacks you make and spells you cast against any creature in possession of at least 100 gold pieces of coins or other valuables (including magic items). You gain a +1 bonus to AC and to all saving throws against any creature that is not in possession of at least 100 gold pieces of coins or other valuables.
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Your Patron is Balam, once an angel in the Seven Mounting Heavens, she defied the gods and struck out into the Ethereal to carve out a new plane and was henceforth barred from ever returning home. Lost and a mere vestige of her former self, the only way for her to truly exist is by granting her power to mortals cold enough to seek her name and carve her sign.
EXPANDED SPELL LIST
Spell Level
Spells
1st
Fog Cloud, Ice KnifeEE
2nd
Blindness/Deafness, Hold Person
3rd
Clairvoyance, Sleet Storm
4th
Banishment, Ice Storm
5th
Cone of Cold, Scrying
Frigid Damsel
You know the Chill Touch and Shocking Grasp cantrips. When you cast Shocking Grasp it deals cold damage instead of lightning damage. You have resistance to cold damage.
Balam's Cunning
Starting at 6th level, when you roll an attack roll, ability check, or saving throw you may grant yourself Advantage on that roll. Alternatively, when an enemy rolls an attack roll against you you may make that creature roll with Disadvantage. After using this ability you can't use it again until you complete a long or short rest.
Celestial Frost
Starting at 10th level, you project an aura of unearthly cold. Hostile creatures within 10 feet of you have Vulnerability to Cold damage if they do not possess Resistance to Cold damage, or lose their Resistance to Cold damage if they possess it. Hostile creatures within 10 feet of you that possess Immunity to Cold damage lose their Immunity and gain Resistance to Cold damage.
At 14th level the radius of your aura improves to 30 feet.
Prescience
Starting at 14th level, as an action you may cast the Foresight spell using a Warlock spell slot, but the duration is only 1 hour. After using this ability you cannot use it again until you complete a long rest.
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Your Patron is Buer, a primeval force of nature in all its raw power, verve, and ferocity, she does not remember how she came to non-exist, but she still holds great sway over the green and the red. Now only a vestige of her former self, the only way for her to truly exist is by granting her power to mortals fierce enough to seek her name and carve her sign.
EXPANDED SPELL LIST
Spell Level
Spells
1st
Goodberry, Speak with Animals
2nd
Beast Sense, Cordon of Arrows
3rd
Aura of Vitality, Conjure Barrage
4th
Conjure Woodland Beings, Dominate Beast
5th
Commune with Nature, Conjure Volley
Buer's Gifts
You are proficient in the Nature and Survival skills, and you have advantage on all Perception checks based on smell and on Survival checks you make to follow tracks. You also gain a +1 bonus to all ranged weapon attack rolls and a +2 bonus to all weapon damage rolls you make against beasts.
Well of Life
At 6th level, you have a pool of healing power that can restore a number of hit points equal to five times your Warlock level. As an action, choose any number of creatures within 30 feet of you and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum.
You can't use this feature on an undead or construct, and after using this feature you can't do so again until you have completed a long or short rest.
Buer's Vitality
Starting at 10th level, you and allies within 10ft of you have resistance to poison damage as well as immunity to all diseases and the poisoned condition.
Huntress' Wrath
Also at 10th level, you gain a +1 bonus to all ranged attack rolls (including non-weapon ranged attack rolls) and a +2 bonus to all damage rolls you make against aberrations, undead, and constructs.
Fast Healing
Starting at 14th level, at the start of each of your turns, you regain 5 hit points if you have no more than half your hit points left. You don't gain this benefit if you have 0 hit points.
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Your patron is Chupoclops, one of many terrible beasts who were meant to usher in the apocalypse, this venomous thing has faded from the multiverse altogether. Now a mere vestige of its former self, the only way for it to truly exist is by granting its power to mortals toxic enough to seek its name and carve its sign.
EXPANDED SPELL LIST
Spell Level
Spells
1st
Bane, Jump
2nd
Rope Trick, Web
3rd
Blink, Vampiric Touch
4th
Giant Insect, Greater Invisibility
5th
Insect Plague, Passwall
Grimtooth
You grow a pair of venomous fangs which are a melee weapon that deals 1d4 piercing damage plus 1d8 poison damage. A successful Constitution save against your spell save DC negates the poison damage. You are proficient with your fangs and whenever you successfully grab another creature on your turn, and once on each of your turns thereafter so long as you maintain your hold, you may make one attack with your fangs as a bonus action.
Ghost Stalker
Starting at 6th level you can see up to 30 feet into the Ethereal Plane while you are on the Material Plane, and vice versa, though creatures and objects beyond 15 feet are obscured as if by heavy fog.
Your weapon attacks and spells can target, affect, and hit creatures on the Ethereal Plane while you are on the Material Plane, and vice versa. You have disadvantage on all attack rolls and Perception checks you make against creatures 15 feet or further away from you when you attack or attempt to detect a creature on the Ethereal Plane from the Material Plane, and vice versa.
You ignore all damage resistances of any creature that possesses the Incorporeal Movement ability.
Ethereal Watcher
Starting at 10th level as part of your movement you may magically shift yourself from the Material Plane to the Ethereal Plane, and vice versa. You cannot travel more than 30 feet into the Ethereal Plane from any spot where you entered it using this feature and moving more than 15 feet into the Ethereal Plane is considered difficult terrain. Shifting either way costs half your movement and after using this ability a number of times equal to 1 + your Charisma modifier (minimum 1), you must complete a long rest before you are able to use it again.
Soulsense
At 14th level you can magically sense the life force of living creatures within 10 feet as if you possessed the blindsense ability. This sense extends into and out from the Ethereal Plane, but does not detect undead or constructs.
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Your patron is Dahlver-Nar, once a priest of surpassing faith and renown, he discovered the teeth of an ancient evil force whose long-slumbering power drove him, in a mad, cacophony of prophecy, to the far flung corners of the multiverse. His soul sundered, he remains a mere vestige of his former self who can only truly exist by granting his power to those with resolve enough to seek his name and carve his sign.
EXPANDED SPELL LIST
Spell Level
Spells
1st
Bane, Bless
2nd
Augury, Spiritual Weapon
3rd
Daylight, Revivify
4th
Death Ward, Fire Shield
5th
Flame Strike, Hallow
Servant of the Sun
You gain proficiency with the Religion skill and you know the Light and Sacred Flame cantrips. You may use a holy symbol as a spellcasting focus for your warlock spells in place of an arcane focus.
Gnawed Hide
You gain a +1 bonus to AC as long as you wear no armor.
Empty Maw
Starting at 6th level, spells you cast no longer require Verbal components.
Turn Undead
Also at 6th level, as an action, you may present a holy symbol and speak a prayer censuring the undead. Each undead that can see you or hear you within 30 feet of you must make a Wisdom saving throw against your spell save DC. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can only take the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.
At 6th level, if an undead with a CR of 1/4 fails its saving throw against this feature, instead of being turned, that creature is instantly destroyed. At 10th level, the same applies to an undead with a CR of 1/2, and to undead with CRs of 1 and 2 at levels 14 and 18 respectively.
After using this feature, you must finish a short or long rest to use it again.
Dragonscarred
Starting at 10th level, you have resistance to fire damage as long as you wear no armor.
Searing Radiance
Also at 10th level, you add your Wisdom modifier to any radiant and/or fire damage you would deal with a spell, effect, or attack.
Maddening Moan
At 14th level, you can emit a frightful moan as an action. Each creature within 30 feet of you is dealt 8d6 psychic damage and must make a Wisdom saving throw against your spell save DC.
On a failed saving throw, the creature's Wisdom score is reduced by 2 points (which can be recovered with a long rest or by the Greater Restoration or Wish spells), it is stunned for 1 round, and its actions are erratic for up to nine rounds thereafter as if it were subjected to the Confusion spell. A creature affected this way gets a new saving throw to remove the effect at the end of each of its turns. On a successful saving throw, the creature suffers half the psychic damage but no additional effects.
After using this feature you must complete a long rest before you may use it again.
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Your patron is Dantalion, inheritor to a mysterious and ancient imperial line whose power and domain have been long lost to the eons. Even the greatest warlock scholars know next to nothing about the origins of this composite entity. Now a vestige of their former selves, the only way for them to truly exist is by granting their collective power to mortals regal enough to seek their name and carve their sign.
EXPANDED SPELL LIST
Spell Level
Spells
1st
Command, Sanctuary
2nd
Detect Thoughts, Enhance Ability
3rd
Bestow Curse, Tongues
4th
Compulsion, Crusader's Mantle
5th
Dominate Person, Teleportation Circle
Imperial Will
You gain proficiency with the History skill and have advantage on all Intelligence (History) and Charisma checks relating to nobility and royalty.
Awe of Dantalion
As a bonus action on your turn, choose one hostile creature within 30 feet of you that can see you and hear you. Until the end of that creature's next turn, it cannot attack you or choose you as a target of any spell or other effect (this does not restrict it from including you within the area of a spell or effect, such as a cone or line).
If you attack that creature, choose it as a target of a spell or effect, or deal it damage in any way before the end of your turn, that creature may make a Wisdom saving throw against your spell save DC to ignore this effect.
After using this feature you must complete a short or long rest before you may use it again.
Dantalion Knows
Starting at 6th level you add half your proficiency bonus to any Intelligence check you do not already add your proficiency bonus to. Furthermore, choose up to two Intelligence skills you are proficient with. Instead of adding your proficiency bonus to those skills, you add double your proficiency bonus.
Thought Travel
Starting at 10th level, you may teleport yourself through the minds of sentient, thinking creatures. As an action, choose a creature you can see. If that creature has an Intelligence score of at least 7 you may move into any open space adjacent to that creature, dealing yourself and the chosen creature 1d8 psychic damage in the process. If the creature's Intelligence score is lower than 7 you suffer 2d8 psychic damage and this ability fails.
Mindsight
At 14th level and beyond you detect the presence of and direction to each sentient, thinking being with an Intelligence score 10 or higher that is 30 or fewer feet from you, each sentient, thinking being with an Intelligence score 7 or higher that is 20 or fewer feet from you, and each sentient being with Intelligence score 4 or higher that is 10 feet or fewer from you.
When you use your Thought Travel feature, you may choose a creature you've detected with Mindsight as though you could see it.
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Your patron is Eligor, once a famed Half-Elf champion whose soul was stolen from the afterlife by hellish, draconic scheming. Eligor was coerced into the service of an evil dragon where he was slain by an unknown deity. Now a vestige of his former self, Eligor can only truly exist by granting his power to mortals strong enough to seek his name and carve his sign.
EXPANDED SPELL LIST
Spell Level
Spells
1st
Absorb ElementsEE, Chromatic Orb
2nd
Enhance Ability, Find Steed
3rd
Elemental Weapon, Protection from Energy
4th
Elemental BaneEE, Stoneskin
5th
Destructive Wave, Raise Dead
Shock Trooper
You are proficient with medium and heavy armor as well as the Greataxe and Greatsword. You have advantage on any check or saving throw you make against being knocked prone or off of a mount.
Eligor's Might
Starting at 6th level you may fly into an insensate fury as a bonus action on your turn, during which you gain the following benefits:
Temporary hit points equal to your level which fade when your fury ends (see below).
Advantage on Strength checks.
Advantage on Strength saving throws.
When you hit with a melee weapon attack that used Strength you deal 1d4 additional damage which is your choice of acid, cold, fire, lightning, or poison.
Your fury lasts for 1 minute, during which attack rolls against you have advantage. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You may also voluntarily end your fury on your turn as a bonus action.
After flying into a fury once you cannot do so again until you have completed a short or long rest.
Eligor's Resilience
Starting at 10th level you gain +1 to AC as long as you are wearing heavy armor and after completing a long or short rest choose acid, cold, fire, lightning, or poison. As long as you wear heavy armor you gain resistance to the chosen damage type until you choose a different type with this feature.
Chromatic Strike
Starting at 14th level, whenever you hit with a melee weapon attack you deal 1d8 additional damage which is your choice of acid, cold, fire, lightning, or poison, and if you score a critical hit with the attack, roll this additional damage die two additional times and add the results of those rolls to the damage dealt.
NEW FEAT
Soul Binding
Prerequisite: Warlock with a Vestige Patron
Through your Patron and your own research, you have learned of the existence of a whole pantheon of dead gods, mysterious beings, and lost legends known collectively as Vestiges. You gain the ability to conduct a forbidden ritual to make contact with these powers beyond the fragile veil of reality and bind them to your very soul.
You can use the Bind Vestige ritual to replace the abilities and features granted by your current Patron with those of any other Vestige. This ritual requires 1 hour of concentration as if you were casting a spell and also verbal and somatic components, as well as Material components valued at 15gp for a 1st level Warlock, 50gp for a 6th level Warlock, 150gp for a 10th level Warlock, and 500gp for a 14th level Warlock each time it is performed.
Each time you perform this ritual you may choose one of the spells you know and replace it with another spell of the same spell level from the Expanded Spell List offered by the Vestige you are binding yourself to.
Whenever you use this ritual to bind with a Vestige that is not the one you chose as your Patron at 1st level, your Constitution score is reduced by 2 points until you complete a long rest.
Each Vestige has a specific sign that you must learn before contact can even be attempted. When you take this feat you know how to carve the signs of the Vestige you chose as your Patron at 1st level and of one other Vestige. You may research new signs during downtime as described in the Player's Handbook (pg. 187).
Beyond a Vestige's sign, however, each also has its particular quirks and tastes that can influence the pact-making process. You must succeed at a Charisma check in order to bind yourself to a Vestige. If your Charisma check fails, so does the ritual. The DC of this check is up to the DM but always increases by 5 if you are trying to bind yourself to a Vestige you cast aside within the last week, and by 10 if that Vestige is the one you chose as your Patron at 1st level. Depending on the circumstances of the environment, the Vestige being contacted, and the nature of your plea, your DM may declare your Charisma check to be a Deception or Persuasion check in place of a straight Charisma check, or grant the check advantage or disadvantage, at his or her wish.
One of the most beloved classes produced by 3rd edition D&D, the Binder was arguably the most versatile class in the "Tier 3" spot in the game, capable of completely changing the way it played from minute to minute (or even round-by-round, should a player choose to invest a feat). The Binder utilized the powers of various Vestiges, making pacts with these otherworldly beings to perform magical abilities and become stronger. In 5th edition, no such class is anywhere to be found, however the Warlock class does evoke a similar flavor and does have Pact Magic which is granted to them by Otherworldly Patrons. Not exactly the same, but the skeleton is there.
For the longest time I've been surprised that no one has attempted to port over the 3rd edition Vestiges as Warlock Patrons. Surely someone else would have seen the Pact Magic parallels and wanted to play their Warlock like a legitimate 5e Binder? And yet, google searches yielded nothing. But then I thought, well, hey, I'm a game designer, aren't I? Maybe I'm a little bit rusty, but I definitely ought to give it a shot. And thus Vestige Patrons was born. I began over a year ago (yipes!) in alphabetical order with Acererak, the Devourer. I think so far, he's still my favorite of the series. Next up was Agares, Truth Betrayed where I also penned the first draft of the Binder feat which I hope will provide a balanced vehicle for Warlocks to switch their Vestiges throughout a campaign.
The Vestiges
(A work in progress...)
Eleven vestiges down, twenty-one to go! Ahhh-ohhh, we're 1/3way there!
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Your patron is Acererak, once a cambion lich who grasped at godlike power only to lose his grip on reality. Now a vestige of his former self, the only way for him to truly exist is by granting power to mortals fool enough to seek his name and carve his sign.
EXPANDED SPELL LIST
Spell Level
Spells
1st
Detect Evil and Good, Inflict Wounds
2nd
Hold Person, Ray of Enfeeblement
3rd
Fear, Speak with Dead
4th
Blight, Dimension Door
5th
Hold Monster, Unhallow*
*(The unhallow spell functions just like the hallow spell, only it cannot produce the Courage, Daylight, or Energy Protection effects and requires, instead of herbs, the blood and ashes of once-living creatures. The unhallow spell does not fail if the radius includes an area already under the effect of a hallow spell, in fact, casting the unhallow spell on such an area dispels the existing hallow spell effect.)
Lichloved
Starting at at 1st level you have advantage on all Deception, Persuasion, and Stealth checks you make against Undead, and have resistance to necrotic damage. As an action you may detect the number and presence of, and the direction to, all Undead creatures within 60ft of you. Undead with an Intelligence score of 3 or lower are not hostile toward you without being provoked (though this non-hostility does not generally extend to any of your allies).
Paralyzing Touch
At 6th level, you may make a melee spell attack as an action. If this attack hits it deals 3d6 cold damage and the target must succeed on a Constitution saving throw against your warlock spell save DC or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. After using this ability you cannot do so again until you complete a short or long rest.
Armored in Death
At 10th level, your flesh hardens around your bones, going pale in color and cold to the touch. You gain resistance to cold and poison damage and are immune to the poisoned condition. While you wear no armor your armor class equals 13 + your Dexterity modifier.
Soul-Devouring Power
You gain additional arcanums: disintegrate at 14th level, finger of death at 16th, dominate monster at 18th level, and power word kill at 20th. Your spellcasting ability for these arcanums is Intelligence.
Any time you cast one of these additional arcanums you risk madness, forcing yourself to make a DC 23 Charisma saving throw with disadvantage. If your save fails, you experience one long term madness, and if both of the rolled dice would have failed the save you also experience one short-term madness as well as an indefinite madness (DMG pgs 258-260).
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Your patron is Agares, once a stonelord of great elemental power who commanded armies against the caliphs and viziers of the City of Brass. Now a vestige of his former self, the only way for him to truly exist is by granting power to mortals brave enough to seek his name and carve his sign.
EXPANDED SPELL LIST
Spell Level
Spells
1st
Beast BondEE, Earth TremorEE
2nd
EarthbindEE, Spike Growth
3rd
Meld into Stone, Erupting EarthEE
4th
Dominate Beast, Stoneskin
5th
Transmute RockEE, Wall of Stone
Earth Mastery
Starting at 1st level, whenever you make a melee attack against a creature that is on the ground, as long as you are also on the ground your attack deals 2 additional damage. Furthermore, as long as you are on the ground, you gain a +1 bonus to AC against the attacks of any creatures that are not on the ground.
Heart of Stone
Starting at 6th level, you have advantage on saving throws you make to resist being charmed or frightened as long as you are on the ground.
Earthen Commander
Starting at 10th level, your Earth Mastery and Heart of Stone features also apply to any allies within 30ft of you.
Stonelord's Companion
At 14th level you may expend a spell slot and spend 1 minute in concentration as if concentrating on a spell, chanting, articulating gestures and burning soft clay in a brazier. When you do, you conjure forth an Earth Elemental that remains by your side until it is reduced to 0 hit points, at which point it breaks apart into small chunks of rock and you regain a spell slot. The elemental is friendly toward you and your companions, takes its own turns, and obeys any verbal commands you issue it. When you cast a spell with a range of touch, your Earth Elemental can deliver the spell as if it had cast it as long as it is within 100ft of you when you cast the spell. This requires the Earth Elemental's reaction. If the spell requires an attack roll it uses your spell attack modifier for the roll.
As an action you may dismiss the elemental, either forever (regaining the spell slot used to conjure it), or shunting it into a pocket dimension where it awaits your summons. While the elemental remains in such a pocket dimension you may use an action to call it forth into any unoccupied space within 30ft of you.
You can't control more than one Earth Elemental conjured in this way. If you use this feature while you already control an Earth Elemental (even one currently residing in a pocket dimension), the elemental you currently control disappears, being tossed through dimensions back to the elemental chaos from which it was formed, and a new Earth Elemental takes its place.
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Your patron is Amon, an ancient demonic entity of vast, primordial chaos whose power rivals that of the Titans. Now reduced to a mere vestige of its former self, the only way for the creature to truly exist is by granting power to mortals dark enough to seek its name and carve its sign.
EXPANDED SPELL LIST
Spell Level
Spells
1st
Burning Hands, Detect Poison and Disease
2nd
Flaming Sphere, Heat Metal
3rd
Fireball, Stinking Cloud
4th
Elemental BaneEE, Wall of Fire
5th
Hellfire Strike*, ImmolationEE
*Hellfire Strike is exactly like Flame Strike from the Cleric's spell list except that it deals necrotic damage instead of radiant damage.
Ram's Horns
You grow a pair of strong, curled horns which are a melee weapon that deals 1d10 bludgeoning damage. You are proficient with your horns and whenever you use the Attack action on your turn to attack with your horns and hit, you can attempt to shove the struck creature with your horns as a bonus action. Whenever you use the Dash action on your turn you may make a melee attack with your horns as a bonus action.
Burning Hatred
Starting at 6th level, Whenever you deal fire damage to a creature that creature is Poisoned for 1 minute unless it succeeds on a Constitution saving throw against your spell save DC, and on a failure that creature gets a new saving throw at the end of each of its turns to remove this condition.
Infernal Horns
At 10th level, whenever you hit a creature with your horns you deal 1d10 additional fire damage to that creature.
Blistering Pestilence
Starting at 14th level, you ignore resistance to fire damage, and after dealing a creature fire damage, if that creature fails three saving throws to remove the poisoned condition, that creature contracts one of the following diseases for 7 days, as if afflicted by the Contagion spell (PHB, pg. 227) - Blinding Sickness, Filth Fever, Flesh Rot, Mindfire, Seizure, or Slimy Doom.
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Your patron is Andras, once a duchess of the Nine Hells, Andras rode into battle leading the van upon any number of damned steeds as her owl-eyes pierced the ranks of her enemies. Reduced to a vestige of her former self, the only way for her to truly exist is by granting power to mortals ferocious enough to seek her name and carve her sign.
EXPANDED SPELL LIST
Spell Level
Spells
1st
Protection from Evil and Good, Wrathful Smite
2nd
Crown of Madness, Find Steed
3rd
Blinding Smite, Fear
4th
Confusion, Fire Shield
5th
Dispel Evil and Good, Dominate Person
Cavalry Charger
You gain proficiency with medium armor and shields, and with the battleaxe, halberd, lance, and longsword. You have advantage on any check or saving throw you make that would prevent you from being knocked prone or off of a mount.
Castigating Strike
Starting at 6th level, whenever you hit with a melee weapon attack you may expend a spell slot to deal bonus psychic damage with your attack equal to 1d6 per slot level of the expended spell slot. If you expend a spell slot and hit a Celestial or Fiend with your attack you deal 2d6 additional psychic damage to the struck creature.
Cavalier
Starting at 10th level, when you use the Attack action on your turn you may use your bonus action to direct your mount to make a single attack. When you mount a creature with fewer hit points than 4 x your level, you may grant it enough temporary hit points to reach that number. After granting temporary hit points to a creature in this way, you cannot do so again until you've completed a long rest.
Sure Blows
Also at 10th level, you score a critical hit on attack rolls on a roll of 19 or 20.
Improved Castigating Strike
Starting at 14th level, your melee weapon attacks deal 1d6 additional psychic damage.
Further, whenever you expend a spell slot to use your Castigating Strike feature the struck creature must succeed on a Wisdom saving throw against your spell save DC or be charmed by you for 1 minute. The creature may make a new saving throw at the end of each of its turns to remove the charmed condition, but while it remains charmed by you, you may use a bonus action on your turn to deliver one suggestion to the charmed creature as the Suggestion spell with a duration of 1 round. The charmed creature gets an additional Wisdom saving throw to resist the suggestion, but succeeding on this saving throw does not remove the charmed condition.
Celestials and Fiends that are normally immune to the charmed condition are not immune to the effects of Improved Castigated Strike.
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Your patron is Andromalius, a mischievous demon who grew tired of the Blood Wars and sought to change his ways. Now reduced to a vestige of his former self, the only way for him to truly exist is by granting power to mortals with sense of humor enough to seek his name and carve his sign.
EXPANDED SPELL LIST
Spell Level
Spells
1st
Disguise Self, Tasha's Hideous Laughter
2nd
Alter Self, Find Traps
3rd
Blink, Feign Death
4th
Freedom of Movement, Polymorph
5th
Animate Objects, Modify Memory
Complete Scoundrel
You are proficient with the Sleight of Hand skill and you know the Vicious Mockery cantrip. Whenever a hostile creature within 30 feet of you fails a saving throw, or is hit by an attack you may use your reaction to cast Vicious Mockery on that creature.
Helpful Scamp
Starting at 6th level you may do any of the following as a bonus action on your turn - apply poison to a weapon, use an item, use the Sleight of Hand skill, or Help any ally within 30ft of you.
Divine Comedy
Starting at 10th level, whenever you cast Vicious Mockery on a creature you may expend a spell slot to cause a different creature within 30 feet to make a Wisdom saving throw against your spell save DC. If the creature fails its saving throw it bursts into a fit of laughter, falling prone and becoming incapacitated until the end of its next turn.
Fiendish Blow
Starting at 14th level, when you make a weapon attack against a creature and have advantage, you may declare a Fiendish Blow. If you do, and your attack hits, it deals 14d4 additional damage and unless the struck creature succeeds at a Constitution save against your spell save DC it is poisoned for the next minute. A creature poisoned in this way gets a new saving throw at the end of each of its turns to remove the poisoned condition. After you hit with a Fiendish Blow you cannot attempt to make another one until you have completed a long rest.
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Your patron is Aym, once a powerful dwarven queen she was driven mad by a lust for gold and in the end became as ugly as her implacable desires. Now a vestige of her former self, the only way for her to truly exist is by granting power to mortals greedy enough to seek her name and carve her sign.
EXPANDED SPELL LIST
Spell Level
Spells
1st
Command, Detect Magic
2nd
Crown of Madness, Locate Object
3rd
Glyph of Warding, Spirit Guardians
4th
Fabricate, Leomund's Secret Chest
5th
Animate Objects, Legend Lore
Treasure Warden
You are proficient with medium and heavy armor and your speed is not reduced by heavy armor. Determine your carrying capacity is if you were one size larger.
Treasure Sense
Starting at 6th level you instinctively know the direction to any amount of coins, valuables, or magic items within 60 feet of you that has a market value of at least 100 gold pieces as easily as you might smell a succulent roast or spot a bright pink elephant. If more than one stash or object of value is within 60 feet of you, you know the number of such treasure troves and the direction to each.
Use Magic Device
By 10th level, you have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of Magic Items.
Covet Thy Neighbor
Starting at 14th level you have advantage on attack rolls and deal 1d8 additional damage with all attacks you make and spells you cast against any creature in possession of at least 100 gold pieces of coins or other valuables (including magic items). You gain a +1 bonus to AC and to all saving throws against any creature that is not in possession of at least 100 gold pieces of coins or other valuables.
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Your Patron is Balam, once an angel in the Seven Mounting Heavens, she defied the gods and struck out into the Ethereal to carve out a new plane and was henceforth barred from ever returning home. Lost and a mere vestige of her former self, the only way for her to truly exist is by granting her power to mortals cold enough to seek her name and carve her sign.
EXPANDED SPELL LIST
Spell Level
Spells
1st
Fog Cloud, Ice KnifeEE
2nd
Blindness/Deafness, Hold Person
3rd
Clairvoyance, Sleet Storm
4th
Banishment, Ice Storm
5th
Cone of Cold, Scrying
Frigid Damsel
You know the Chill Touch and Shocking Grasp cantrips. When you cast Shocking Grasp it deals cold damage instead of lightning damage. You have resistance to cold damage.
Balam's Cunning
Starting at 6th level, when you roll an attack roll, ability check, or saving throw you may grant yourself Advantage on that roll. Alternatively, when an enemy rolls an attack roll against you you may make that creature roll with Disadvantage. After using this ability you can't use it again until you complete a long or short rest.
Celestial Frost
Starting at 10th level, you project an aura of unearthly cold. Hostile creatures within 10 feet of you have Vulnerability to Cold damage if they do not possess Resistance to Cold damage, or lose their Resistance to Cold damage if they possess it. Hostile creatures within 10 feet of you that possess Immunity to Cold damage lose their Immunity and gain Resistance to Cold damage.
At 14th level the radius of your aura improves to 30 feet.
Prescience
Starting at 14th level, as an action you may cast the Foresight spell using a Warlock spell slot, but the duration is only 1 hour. After using this ability you cannot use it again until you complete a long rest.
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Your Patron is Buer, a primeval force of nature in all its raw power, verve, and ferocity, she does not remember how she came to non-exist, but she still holds great sway over the green and the red. Now only a vestige of her former self, the only way for her to truly exist is by granting her power to mortals fierce enough to seek her name and carve her sign.
EXPANDED SPELL LIST
Spell Level
Spells
1st
Goodberry, Speak with Animals
2nd
Beast Sense, Cordon of Arrows
3rd
Aura of Vitality, Conjure Barrage
4th
Conjure Woodland Beings, Dominate Beast
5th
Commune with Nature, Conjure Volley
Buer's Gifts
You are proficient in the Nature and Survival skills, and you have advantage on all Perception checks based on smell and on Survival checks you make to follow tracks. You also gain a +1 bonus to all ranged weapon attack rolls and a +2 bonus to all weapon damage rolls you make against beasts.
Well of Life
At 6th level, you have a pool of healing power that can restore a number of hit points equal to five times your Warlock level. As an action, choose any number of creatures within 30 feet of you and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum.
You can't use this feature on an undead or construct, and after using this feature you can't do so again until you have completed a long or short rest.
Buer's Vitality
Starting at 10th level, you and allies within 10ft of you have resistance to poison damage as well as immunity to all diseases and the poisoned condition.
Huntress' Wrath
Also at 10th level, you gain a +1 bonus to all ranged attack rolls (including non-weapon ranged attack rolls) and a +2 bonus to all damage rolls you make against aberrations, undead, and constructs.
Fast Healing
Starting at 14th level, at the start of each of your turns, you regain 5 hit points if you have no more than half your hit points left. You don't gain this benefit if you have 0 hit points.
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Your patron is Chupoclops, one of many terrible beasts who were meant to usher in the apocalypse, this venomous thing has faded from the multiverse altogether. Now a mere vestige of its former self, the only way for it to truly exist is by granting its power to mortals toxic enough to seek its name and carve its sign.
EXPANDED SPELL LIST
Spell Level
Spells
1st
Bane, Jump
2nd
Rope Trick, Web
3rd
Blink, Vampiric Touch
4th
Giant Insect, Greater Invisibility
5th
Insect Plague, Passwall
Grimtooth
You grow a pair of venomous fangs which are a melee weapon that deals 1d4 piercing damage plus 1d8 poison damage. A successful Constitution save against your spell save DC negates the poison damage. You are proficient with your fangs and whenever you successfully grab another creature on your turn, and once on each of your turns thereafter so long as you maintain your hold, you may make one attack with your fangs as a bonus action.
Ghost Stalker
Starting at 6th level you can see up to 30 feet into the Ethereal Plane while you are on the Material Plane, and vice versa, though creatures and objects beyond 15 feet are obscured as if by heavy fog.
Your weapon attacks and spells can target, affect, and hit creatures on the Ethereal Plane while you are on the Material Plane, and vice versa. You have disadvantage on all attack rolls and Perception checks you make against creatures 15 feet or further away from you when you attack or attempt to detect a creature on the Ethereal Plane from the Material Plane, and vice versa.
You ignore all damage resistances of any creature that possesses the Incorporeal Movement ability.
Ethereal Watcher
Starting at 10th level as part of your movement you may magically shift yourself from the Material Plane to the Ethereal Plane, and vice versa. You cannot travel more than 30 feet into the Ethereal Plane from any spot where you entered it using this feature and moving more than 15 feet into the Ethereal Plane is considered difficult terrain. Shifting either way costs half your movement and after using this ability a number of times equal to 1 + your Charisma modifier (minimum 1), you must complete a long rest before you are able to use it again.
Soulsense
At 14th level you can magically sense the life force of living creatures within 10 feet as if you possessed the blindsense ability. This sense extends into and out from the Ethereal Plane, but does not detect undead or constructs.
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Your patron is Dahlver-Nar, once a priest of surpassing faith and renown, he discovered the teeth of an ancient evil force whose long-slumbering power drove him, in a mad, cacophony of prophecy, to the far flung corners of the multiverse. His soul sundered, he remains a mere vestige of his former self who can only truly exist by granting his power to those with resolve enough to seek his name and carve his sign.
EXPANDED SPELL LIST
Spell Level
Spells
1st
Bane, Bless
2nd
Augury, Spiritual Weapon
3rd
Daylight, Revivify
4th
Death Ward, Fire Shield
5th
Flame Strike, Hallow
Servant of the Sun
You gain proficiency with the Religion skill and you know the Light and Sacred Flame cantrips. You may use a holy symbol as a spellcasting focus for your warlock spells in place of an arcane focus.
Gnawed Hide
You gain a +1 bonus to AC as long as you wear no armor.
Empty Maw
Starting at 6th level, spells you cast no longer require Verbal components.
Turn Undead
Also at 6th level, as an action, you may present a holy symbol and speak a prayer censuring the undead. Each undead that can see you or hear you within 30 feet of you must make a Wisdom saving throw against your spell save DC. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can only take the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.
At 6th level, if an undead with a CR of 1/4 fails its saving throw against this feature, instead of being turned, that creature is instantly destroyed. At 10th level, the same applies to an undead with a CR of 1/2, and to undead with CRs of 1 and 2 at levels 14 and 18 respectively.
After using this feature, you must finish a short or long rest to use it again.
Dragonscarred
Starting at 10th level, you have resistance to fire damage as long as you wear no armor.
Searing Radiance
Also at 10th level, you add your Wisdom modifier to any radiant and/or fire damage you would deal with a spell, effect, or attack.
Maddening Moan
At 14th level, you can emit a frightful moan as an action. Each creature within 30 feet of you is dealt 8d6 psychic damage and must make a Wisdom saving throw against your spell save DC.
On a failed saving throw, the creature's Wisdom score is reduced by 2 points (which can be recovered with a long rest or by the Greater Restoration or Wish spells), it is stunned for 1 round, and its actions are erratic for up to nine rounds thereafter as if it were subjected to the Confusion spell. A creature affected this way gets a new saving throw to remove the effect at the end of each of its turns. On a successful saving throw, the creature suffers half the psychic damage but no additional effects.
After using this feature you must complete a long rest before you may use it again.
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Your patron is Dantalion, inheritor to a mysterious and ancient imperial line whose power and domain have been long lost to the eons. Even the greatest warlock scholars know next to nothing about the origins of this composite entity. Now a vestige of their former selves, the only way for them to truly exist is by granting their collective power to mortals regal enough to seek their name and carve their sign.
EXPANDED SPELL LIST
Spell Level
Spells
1st
Command, Sanctuary
2nd
Detect Thoughts, Enhance Ability
3rd
Bestow Curse, Tongues
4th
Compulsion, Crusader's Mantle
5th
Dominate Person, Teleportation Circle
Imperial Will
You gain proficiency with the History skill and have advantage on all Intelligence (History) and Charisma checks relating to nobility and royalty.
Awe of Dantalion
As a bonus action on your turn, choose one hostile creature within 30 feet of you that can see you and hear you. Until the end of that creature's next turn, it cannot attack you or choose you as a target of any spell or other effect (this does not restrict it from including you within the area of a spell or effect, such as a cone or line).
If you attack that creature, choose it as a target of a spell or effect, or deal it damage in any way before the end of your turn, that creature may make a Wisdom saving throw against your spell save DC to ignore this effect.
After using this feature you must complete a short or long rest before you may use it again.
Dantalion Knows
Starting at 6th level you add half your proficiency bonus to any Intelligence check you do not already add your proficiency bonus to. Furthermore, choose up to two Intelligence skills you are proficient with. Instead of adding your proficiency bonus to those skills, you add double your proficiency bonus.
Thought Travel
Starting at 10th level, you may teleport yourself through the minds of sentient, thinking creatures. As an action, choose a creature you can see. If that creature has an Intelligence score of at least 7 you may move into any open space adjacent to that creature, dealing yourself and the chosen creature 1d8 psychic damage in the process. If the creature's Intelligence score is lower than 7 you suffer 2d8 psychic damage and this ability fails.
Mindsight
At 14th level and beyond you detect the presence of and direction to each sentient, thinking being with an Intelligence score 10 or higher that is 30 or fewer feet from you, each sentient, thinking being with an Intelligence score 7 or higher that is 20 or fewer feet from you, and each sentient being with Intelligence score 4 or higher that is 10 feet or fewer from you.
When you use your Thought Travel feature, you may choose a creature you've detected with Mindsight as though you could see it.
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Your patron is Eligor, once a famed Half-Elf champion whose soul was stolen from the afterlife by hellish, draconic scheming. Eligor was coerced into the service of an evil dragon where he was slain by an unknown deity. Now a vestige of his former self, Eligor can only truly exist by granting his power to mortals strong enough to seek his name and carve his sign.
EXPANDED SPELL LIST
Spell Level
Spells
1st
Absorb ElementsEE, Chromatic Orb
2nd
Enhance Ability, Find Steed
3rd
Elemental Weapon, Protection from Energy
4th
Elemental BaneEE, Stoneskin
5th
Destructive Wave, Raise Dead
Shock Trooper
You are proficient with medium and heavy armor as well as the Greataxe and Greatsword. You have advantage on any check or saving throw you make against being knocked prone or off of a mount.
Eligor's Might
Starting at 6th level you may fly into an insensate fury as a bonus action on your turn, during which you gain the following benefits:
Temporary hit points equal to your level which fade when your fury ends (see below).
Advantage on Strength checks.
Advantage on Strength saving throws.
When you hit with a melee weapon attack that used Strength you deal 1d4 additional damage which is your choice of acid, cold, fire, lightning, or poison.
Your fury lasts for 1 minute, during which attack rolls against you have advantage. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You may also voluntarily end your fury on your turn as a bonus action.
After flying into a fury once you cannot do so again until you have completed a short or long rest.
Eligor's Resilience
Starting at 10th level you gain +1 to AC as long as you are wearing heavy armor and after completing a long or short rest choose acid, cold, fire, lightning, or poison. As long as you wear heavy armor you gain resistance to the chosen damage type until you choose a different type with this feature.
Chromatic Strike
Starting at 14th level, whenever you hit with a melee weapon attack you deal 1d8 additional damage which is your choice of acid, cold, fire, lightning, or poison, and if you score a critical hit with the attack, roll this additional damage die two additional times and add the results of those rolls to the damage dealt.
NEW FEAT
Soul Binding
Prerequisite: Warlock with a Vestige Patron
Through your Patron and your own research, you have learned of the existence of a whole pantheon of dead gods, mysterious beings, and lost legends known collectively as Vestiges. You gain the ability to conduct a forbidden ritual to make contact with these powers beyond the fragile veil of reality and bind them to your very soul.
You can use the Bind Vestige ritual to replace the abilities and features granted by your current Patron with those of any other Vestige. This ritual requires 1 hour of concentration as if you were casting a spell and also verbal and somatic components, as well as Material components valued at 15gp for a 1st level Warlock, 50gp for a 6th level Warlock, 150gp for a 10th level Warlock, and 500gp for a 14th level Warlock each time it is performed.
Each time you perform this ritual you may choose one of the spells you know and replace it with another spell of the same spell level from the Expanded Spell List offered by the Vestige you are binding yourself to.
Whenever you use this ritual to bind with a Vestige that is not the one you chose as your Patron at 1st level, your Constitution score is reduced by 2 points until you complete a long rest.
Each Vestige has a specific sign that you must learn before contact can even be attempted. When you take this feat you know how to carve the signs of the Vestige you chose as your Patron at 1st level and of one other Vestige. You may research new signs during downtime as described in the Player's Handbook (pg. 187).
Beyond a Vestige's sign, however, each also has its particular quirks and tastes that can influence the pact-making process. You must succeed at a Charisma check in order to bind yourself to a Vestige. If your Charisma check fails, so does the ritual. The DC of this check is up to the DM but always increases by 5 if you are trying to bind yourself to a Vestige you cast aside within the last week, and by 10 if that Vestige is the one you chose as your Patron at 1st level. Depending on the circumstances of the environment, the Vestige being contacted, and the nature of your plea, your DM may declare your Charisma check to be a Deception or Persuasion check in place of a straight Charisma check, or grant the check advantage or disadvantage, at his or her wish.