{"name":"Binder","overview":"Binders learn to cast their minds into the Void\r\nbetween planes, to search the abyss there for beings\r\nthat will answer their call. These beings\u2014called\r\nvestiges\u2014are remnants of powerful spirits residing\r\nin the nothingness outside of reality, which is born\r\nfrom the last echoes of the world\u2019s creation, and from\r\nenergies that leak out of the planes.\r\nVestiges are born of dead gods and tragic heroes,\r\nbut their forms, personalities, and motivations\r\nare shaped by the whims of remembrance.\r\nRighteous spirits that are remembered as\r\nvillains develop a fiendish aspect and sinister\r\novertones, while those who are forgotten\r\nfade over millennia into the Void\u2019s static.\r\nMercifully, binder scholars record and preserve the\r\noriginal, often apocryphal, tales of these vestiges\u2019\r\norigins, allowing them to persist longer in the Void.\r\nBecause vestiges are devoid of all sensation in the\r\nVoid, they crave any small taste of reality, and will\r\nanswer the call of any binder powerful enough to\r\ndraw them forth. Binders can merge a portion of their\r\nsoul with a vestige in exchange for some of the power\r\nthe vestige commanded in life.","hit_dice":"d8","hit_points_at_1st_level":"8+con","hit_points_at_higher_levels":"1d8+con","armor_proficiencies":"Light armor, medium armor","weapon_proficiencies":"Simple weapons,Simple firearms","tools":"N\/A","saving_throws":"Charisma, Wisdom","skills":"Choose two skills from Arcana, Deception, History, Insight, Investigation, Persuasion, Religion, Yog-Sothothery","starting_equipment":"","spellcasting":"For this Class Soul Binding is treated as spellcating\r\n[b][h1]Soul Binding[\/h1]\r\n[\/b]\r\nIn your studies, you have uncovered the means to\r\n[u]pierce the veil [\/u]of the planes and call to what lives\r\nbeyond. You learn how to summon a vestige and bind\r\nit to your soul.\r\n\r\n[b]Binding Ritual[\/b]\r\nYou can spend 10 minutes conducting a special\r\nbinding ritual, which entails drawing the signs\r\nof vestiges in chalk, calling each by name, and\r\nperforming other, more esoteric acts. During this\r\nritual, vestiges manifest tangible signs as they press\r\nagainst the boundaries of reality and find purchase\r\nwithin your soul.\r\n\r\nAt 1st level, you can bind one vestige, and can\r\nbind more vestiges at higher levels, as shown in the\r\nVestiges Bound column of the Binder table. Unless\r\notherwise specified, you can only bind vestiges whose\r\ncombined level is no greater than your binder level.\r\nVestiges remain bound until you finish a long rest.\r\nOnce you perform a binding ritual, you can\u2019t do so\r\nagain until you finish a long rest.\r\n\r\n[b]Spellcasting Ability[\/b]\r\nCharisma is your spellcasting ability for all spells\r\nand powers granted to you by your vestiges, since\r\nyou command the power of your vestiges though\r\nyour very soul. Use your Charisma score whenever\r\na spell refers to your spellcasting ability. In addition,\r\nuse your Charisma modifier when setting the saving\r\nthrow DC for a spell or ability granted to you by one\r\nof your vestiges.\r\n\r\n[b]Vestige save DC[\/b] = 8 + your proficiency bonus\r\n+ your Charisma modifier\r\n\r\n[b]Spell attack modifier[\/b] = your proficiency bonus\r\n+ your Charisma modifier","class_features":"[b]Minor Spirits[\/b]\r\nBeginning at 2nd level, you can use the\r\nrunoff energy from your binding ritual\r\nto enlist two minor spirits to your service,\r\nselected from the Minor Spirits list. These spirits\r\nmanifest faintly around you, though you can cause\r\nthem to become invisible or return it to visibility once\r\non each of your turns (no action required).\r\nYou can bind additional spirits to your service as\r\nyou gain additional levels in this class, as shown on\r\nthe Binder table. When you gain a level in this class,\r\nyou can choose to replace a minor spirit you can bind\r\nwith another.\r\n\r\n\r\n[b]Rebinding[\/b]\r\nStarting at 2nd level, you can use your action to\r\nperform a modified version of the binding ritual,\r\nallowing you to expel a bound vestige early and\r\nbind another vestige of equal or lower level in its\r\nplace. Any effects created by a dismissed vestige\r\nimmediately end. Once you use this ability, you can\u2019t\r\nuse it again until you finish a long rest.\r\nStarting at 15th level, you can rebind two vestiges\r\ninstead of one when you use this ability.\r\n\r\n\r\n[b]Esoteric Cult[\/b]\r\nStarting at 3rd level, you align yourself with an\r\nesoteric cult, a secretive organization of binders\r\nbound together by similar motives and shared mystic\r\nknowledge. Choose one of the cults presented at the\r\nend of the class description. Your choice in cult grants\r\nyou features at 3rd level, and again at 7th, 10th, and\r\n14th level.\r\n\r\n\r\n[b]Suppress Sign[\/b]\r\nAlso at 3rd level, you can use your action to\r\nconceal all Trait features offered by your bound\r\nvestiges. All physical signs created by these Traits\r\nvanish, but you can\u2019t use any Trait features until you\r\nuse your action to reveal your vestiges\u2019 Traits.\r\n\r\n\r\n[b]Adamant Mind[\/b]\r\nAt 9th level, your experience in sharing your soul\r\nwith otherworldly entities has taught you how to\r\nguard your thoughts, and punish those that dare to\r\ninfluence them. You have advantage on saving throws\r\nagainst being charmed, frightened, or possessed, and\r\non saving throws against any effect that would sense\r\nyour emotions or read your thoughts.\r\nAdditionally, when you succeed on a save against\r\nsuch an effect caused by a creature, the creature which\r\ncreated the effect takes psychic damage equal to your\r\nbinder level + your Charisma modifier.\r\n\r\n\r\n[b]Voidsoul[\/b]\r\nBy 20th level, your soul is so cracked from its\r\ninhabiting vestiges that you can surrender the last\r\nsliver of your soul to the Void for a time. As a bonus\r\naction, you can bind an additional vestige of your\r\nchoice of 3rd level or lower for 1 minute. This vestige\r\ndoesn\u2019t count against the total number or level of\r\nvestiges you can bind.\r\nOnce you use this ability, you can\u2019t use it again\r\nuntil you finish a long rest.\r\n\r\n\r\n\r\n\r\n\r\n[b][h1]Minor Spirits[\/h1]\r\n[\/b]\r\nThese minor spirits are presented in alphabetical\r\norder. If a minor spirit calls for an attack roll, it uses\r\nyour spell attack bonus, and if it calls for a saving\r\nthrow, it uses your vestige save DC.\r\n\r\n\r\n[b]Blade Spirit[\/b]\r\nThe remnants of an intelligent item\u2019s soul, a blade\r\nspirit manifests as a faint, ethereal weapon. As a\r\nbonus action, you can make a melee spell attack with\r\nit against a target within 5 feet of you, dealing 1d8\r\nslashing damage on a hit.\r\nAdditionally, you can use your action to transform\r\nyour blade spirit into a shield or melee weapon with\r\nwhich you are proficient or return it to its normal\r\nform. You can\u2019t make a melee spell attack with your\r\nblade spirit while it is transformed.\r\n\r\n\r\n[b]Chill[\/b]\r\nA chill is a minor elemental spirit resembling a\r\nmultifaceted snowflake. As a bonus action, you\r\ncan make a ranged spell attack with\r\nit against any creature within 30\r\nfeet of you, dealing 1d6 cold\r\ndamage on a hit.\r\nAdditionally, as an action, you can also use the\r\nchill to freeze a handheld object, create an icicle, or\r\nextinguish a torch or small campfire.\r\n\r\n\r\n\r\n[b]Glitch[\/b]\r\nAbruptly shifting and flashing, the glitch is a time-lost\r\nspirit from a distant era. As a bonus action, you can\r\nmake a ranged spell attack with it against any creature\r\nwithin 120 feet of you, dealing 1d4 force damage on\r\na hit. The glitch ignores half cover and three-quarters\r\ncover as it clips through solid objects.\r\n\r\n\r\n[b]Grue[\/b]\r\nA ravenous spirit that haunts dark places, the grue\r\nis feared for its stealth and acidic saliva. As a bonus\r\naction, you can use the grue to cause a creature within\r\n15 feet to make a Dexterity saving throw or take\r\n1d6 acid damage. If the target is in darkness, it has\r\ndisadvantage on its saving throw.\r\n\r\n\r\n[b]Haunt[\/b]\r\nA haunt is a spirit of regret or woe which persists long\r\nits death. As a bonus action, you can use the haunt to\r\ncause a creature within 30 feet to make a Dexterity\r\nsaving throw or take 1d6 necrotic damage.\r\nAdditionally, as an action, you can use the haunt\r\nto project faint, ethereal noises or create up to four\r\nghostly lights which move as you direct. These effects\r\nmust remain within 30 feet of you, and last until the\r\nbeginning of your next turn.\r\n\r\n\r\n[b]Lantern[\/b]\r\nA minor divine spirit of pure goodness, a lantern\r\nmanifest as a fist-sized ball of light. As a bonus action,\r\nyou can use the lantern to cause a creature within\r\n30 feet to make a Dexterity saving throw or take 1d6\r\nradiant damage.\r\nThe lantern sheds light as a torch. You can use your\r\naction to brighten the lantern such that it sheds bright\r\nlight in a 40-foot radius and dim light an additional\r\n40 feet until the beginning of your next turn.\r\n\r\n\r\n[b]Stone[\/b]\r\nA stone is a rocky, hovering elemental spirit, the\r\nsmallest unit of living elemental earth. As a bonus\r\naction, you can make a melee spell attack with it\r\nagainst a target within 5 feet of you, dealing 1d8\r\nbludgeoning damage on a hit. Alternatively, you\r\ncan throw the stone up to 30 feet as an improvised\r\nweapon. After being thrown, the stone returns to you\r\nat the beginning of your turn.\r\n\r\n\r\n[b]Spark[\/b]\r\nA spark is a minor elemental spirit, resembling a small\r\nblue bolt of crackling lightning. As a bonus action,\r\nyou can make a ranged spell attack with it against any\r\ncreature within 30 feet of you, dealing 1d6 lightning\r\ndamage on a hit. You can repeat this attack roll against\r\na second target within 5 feet of the first if both targets\r\nare wearing metal armor.\r\n\r\n\r\n[b]Strange[\/b]\r\nThe shifting, incomprehensible form of a strange must\r\noriginate in a far-off dimension whose rules differ\r\nfrom our own. As a bonus action, you can use the\r\nstrange to cause a creature within 60 feet to make a\r\nWisdom saving throw or take 1d4 psychic damage.\r\nAs an action, you can use the strange to cloud the\r\nthoughts of a creature within 30 feet with bizarre\r\nimages, making it impossible for its thoughts to be\r\nread or for it to use telepathy until the end of your\r\nnext turn.\r\n\r\n\r\n[b]Torchling[\/b]\r\nA torchling is a flickering, living flame, a minor\r\nelemental spirit of elemental fire. As a bonus action,\r\nyou can make a ranged spell attack with it against\r\nany creature within 60 feet of you, dealing 1d6 fire\r\ndamage on a hit.\r\nAdditionally, as an action, you can use the\r\ntorchling to start a fire, melt snow or ice, or boil\r\nwater.\r\n\r\n\r\n[b]Totem[\/b]\r\nA totem is a manifestation of an animal spirit. As a\r\nbonus action, you can make a melee spell attack with\r\nthe totem\u2019s bite against a target within 5 feet of you,\r\ndealing 1d8 piercing damage on a hit.\r\nAdditionally, you can use your action to channel\r\nyour totem\u2019s animal instincts, allowing you to make a\r\nWisdom (Perception) check that relies on scent with\r\nadvantage.\r\n\r\n\r\n[b]Wisp[\/b]\r\nThis wisp is a faintly-glowing spirit of capricious fey\r\nenergy which produces poisonous spores. As a bonus\r\naction, you can use the wisp to cause a creature within\r\n15 feet to make a Constitution saving throw or take\r\n1d8 poison damage.\r\nThe wisp shines light as a torch. As an action, you\r\ncan cause the wisp and its light to be visible only to\r\nyourself until the end of your next turn.","subclass_options":"[b][h1]The Avatarists[\/h1]\r\n[\/b]\r\nAll binders call to their vestiges from the howling\r\nVoid, but only the Avatarists bring them into physical\r\nform, outside their very bodies. Doing so is an ancient\r\ndiscipline, harnessing the very magic which conjures\r\nfiends from the underworld\u2014as with all the other\r\ngreat secrets of binding, conjuring an avatar is heresy\r\nof the highest magnitude. Those that manage this\r\nfeat may join the ranks of the avatarists, a selective\r\nlegion of binders who combat others using only\r\nmanifestations of their spirits. Such combat is a battle\r\nof the ego as much as a physical brawl, for a fraction\r\nof any injury bestowed upon an avatar is in turn laid\r\non the binder.\r\n\r\n\r\n[b]Summon Avatar[\/b]\r\nBeginning when you join this cult at 3rd level, you\r\ncan use your bonus action to manifest an avatar of\r\nyour vestiges, a tangible spirit that appears within\r\n5 feet of you, tethered to you by a ghostly cord.\r\nThe avatar is a Medium undead with ability scores\r\nequal to your own and an Armor Class equal to 10 +\r\nyour Charisma modifier + your Dexterity modifier.\r\nIt appears as an amalgamation of all your bound\r\nvestiges.\r\nThe avatar does not have hit points, but you take\r\nthe damage it would take as if it had resistance to all\r\ndamage. It vanishes if you fall unconscious or if you\r\ndismiss it as a bonus action. It instantly appears at\r\nyour side if you would ever be more than 60 feet from\r\nit.\r\nOn your turn, you can command the avatar to\r\nfly up to 30 feet. You can make one or more of your\r\nattacks through the avatar when you take the Attack\r\naction on your turn. The avatar conjures a spectral\r\nduplicate of any weapon you\u2019re holding and uses your\r\nattack bonus and the damage or your weapon. You\r\ncan use your reaction to make an opportunity attack\r\nthrough your avatar when a creature moves out of its\r\nreach.\r\nYour avatar benefits from all your vestige abilities\r\nas if it had them bound. When you cast a spell or use\r\na vestige ability, you can choose to deliver it through\r\nyour avatar, as if it was the origin of the effect.\r\n\r\n\r\n[b]Spirit Transposition[\/b]\r\nBy 7th level, you can use your bonus action to\r\nexchange places with your avatar. Once you use this\r\nability, you can\u2019t use it again until you finish a short or\r\nlong rest.\r\n\r\n\r\n[b]Ritual of the Titan[\/b]\r\nStarting at 10th level, you can perform a special ritual\r\nover the course of 10 minutes, empowering your\r\navatar into a towering spirit. When you summon\r\nyour avatar, its size is Large, it can move only 20\r\nfeet on each of your turns, and it can add half your\r\nbinder level to its damage rolls. These changes persist\r\nuntil you finish a long rest or you dismiss them as an\r\naction.\r\n\r\n\r\n[b]True Avatar[\/b]\r\nBeginning at 14th level, as an action, you can trade\r\nroles with your avatar, becoming spirit, while it\r\nbecomes more tangible in your place. For the next\r\nminute, you fade to the ethereal plane, as per the spell\r\netherealness, from whence you can command your\r\navatar in your place. At the end of this duration, or\r\nwhen you end this ability as an action, you return to\r\nthe space you left or the nearest unoccupied space, if\r\nthat space is occupied.\r\nOnce you use this ability, you can\u2019t use it again\r\nuntil you finish a long rest.\r\n\r\n\r\n\r\n\r\n[b][h1]Brotherhood of Ascetics[\/h1]\r\n[\/b]\r\nQuite to the contrary of other binders, the\r\nBrotherhood of Ascetics believe that self-discipline\r\nis the only path to enlightenment. Binding vestiges\r\nisn\u2019t enough: one must have perfect control of their\r\nown soul to truly accept the gifts of wandering spirits.\r\nThus, Ascetics deprive themselves of worldly pleasures\r\nand the very power of their bound vestiges in order to\r\nassert their will perfectly and achieve transcendental\r\nwisdom.\r\n\r\n\r\n[b]Suppress Vestige[\/b]\r\nStarting when you choose this cult at 3rd level, you\r\ncan use your action to suppress one of your bound\r\nvestiges to focus your body and mind. You can\r\nresume normal use of this vestige as a bonus action\r\non your turn. While this vestige is suppressed, none\r\nof its features affect you, and you gain the following\r\nbenefits:\r\n\u2022 While you are wearing no armor and not wielding\r\na shield, your AC equals 10 + your Dexterity\r\nmodifier + your Charisma modifier.\r\n\u2022 You can use Charisma instead of Strength for the\r\nattack and damage rolls of your unarmed strikes.\r\n\u2022 Your unarmed strikes use a d4 for damage. This\r\ndie changes as you gain binder levels, as shown in\r\nthe Ascetic Unarmed Strikes table.\r\n\u2022 You can use your bonus action to make a ranged\r\nspell attack with a range of 30 feet. You are\r\nproficient with this attack, and you add your\r\nCharisma modifier to its attack and damage rolls.\r\nIt uses your unarmed strike damage die and deals\r\npsychic damage.\r\n\u2022 Starting at 7th level, your unarmed strikes\r\ncount as magical for the purposes of\r\novercoming damage resistance and\r\nimmunity.\r\n[table]\r\n[tr]\r\n[th]Binder Level[\/th]\r\n[th]Unarmed Strikes[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]3[\/td]\r\n[td]1d4[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]7[\/td]\r\n[td]1d6[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]10[\/td]\r\n[td]1d8[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]14[\/td]\r\n[td]1d10[\/td]\r\n[\/tr]\r\n[\/table]\r\n[b]Thousand Fists[\/b]\r\nStarting at 7th level, while you are\r\nsuppressing a vestige, you can use\r\nyour action to manifest a wave of psychic\r\nfists to strike your foes. You can make up\r\nto four unarmed strikes against creatures\r\nwhich are within 5 feet of you. You can\u2019t\r\nattack a creature more than twice using this ability.\r\nOnce you use this ability, you can\u2019t use it again\r\nuntil you finish a short or long rest.\r\n\r\n\r\n[b]Ritual of the Third Eye[\/b]\r\nStarting at 10th level, you can perform a special\r\nritual over the course of 10 minutes, granting you\r\nblindsight with a range of 15 feet. You maintain\r\nconcentration on this ability as you would a spell.\r\n\r\n\r\n[b]Transcendent Control[\/b]\r\nBy 14th level, you can achieve total focus by\r\nsuppressing all your vestiges as a bonus action. For up\r\nto 1 minute, you gain the following benefits:\r\n\u2022 Your Armor Class is 20, if it would be lower.\r\n\u2022 Whenever you make an attack roll and the result is\r\nless than 15, you can treat the result as 15.\r\n\u2022 Your unarmed strikes use a d12 for damage.\r\nOnce you use this ability, you can\u2019t use it again until\r\nyou finish a long rest.\r\n\r\n\r\n\r\n[b][h1]Church of Gyx[\/h1]\r\n[\/b]\r\nGyx was the first binder known to history, and the\r\nfirst to establish an Esoteric Cult. In those early days,\r\nthe nature of vestiges, the Void, and the effects of\r\nbinding magic on the soul were not well understood;\r\ntherefore, Gyx\u2019s fanatical followers believed that they\r\nwere at the forefront of a new religion, not a cult.\r\nMultiple inquisitions have since seen the church\r\ndriven into the shadows, their message and practices\r\nstifled, but not eradicated.\r\nMembers of the Church of Gyx seem almost cleric-\r\nlike, but brandish different holy symbols and tell\r\nentirely different tales. Their scriptures are the legends\r\nof various vestiges, woven into a sort of pantheon,\r\nwith the enigmatic Erebus at its head. For her part in\r\nthis mythology, Gyx plays the role of messenger of\r\nthe gods, delivering to mortals the art of binding, and\r\nopening the Void for the divine vestiges.\r\n\r\n\r\n[b]Bonus Proficiency[\/b]\r\nStarting when you choose this cult at 3rd level, you\r\ngain proficiency with the Religion skill, if you don\u2019t\r\nhave it already.\r\n\r\n\r\n[b]Heretical Divinity[\/b]\r\nAlso at 3rd level, you can emulate divine magic\r\nthrough your vestigial heresy. You can cast the spells\r\ncommand, cure wounds, healing word, and sanctuary\r\nonce each without expending a spell slot. Charisma is\r\nyour spellcasting modifier for these spells. You regain\r\nall expended uses when you finish a long rest.\r\n\r\n\r\n[b]Blessing of the Vestigial Pantheon[\/b]\r\nBy 7th level, you receive the blessings of all the\r\nforgotten gods through your vestiges. As a reaction\r\nwhen you make a saving throw, you can add half your\r\nbinder level (rounded down) to the roll. Once you\r\nuse this ability, you can\u2019t use it again until you finish a\r\nlong rest.\r\n\r\n\r\n[b]Ritual of Turning[\/b]\r\nStarting at 10th level, you can perform a special\r\nritual over the course of 10 minutes, warding yourself\r\nagainst undead threats. For the next hour, whenever\r\nan undead targets you directly with an attack or\r\nharmful spell, that creature must make a Wisdom\r\nsaving throw. On a failed save, that creature is turned\r\nfor one minute or until it takes any damage. A turned\r\ncreature must spend its turns trying to move as far\r\naway from you as it can, and can\u2019t willingly move to a\r\nspace within 30 feet of you. It also can\u2019t take reactions.\r\nFor its action, it can use only the Dash action or\r\ntry to escape from an effect that prevents it from\r\nmoving. If there\u2019s nowhere to move, the creature can\r\nuse the Dodge action. If a creature\u2019s saving throw is\r\nsuccessful, it is immune to this ability for the next 24\r\nhours.\r\n\r\n\r\n[b]Sacrifice to the Void[\/b]\r\nAt 14th level, you can cast your bound Vestiges into\r\nthe Void to bring forth miracles. On your turn, you\r\ncan expel a vestige you have bound to cast a spell\r\nfrom the cleric spell list without using a spell slot.\r\nThis spell must be of a level no greater than the level\r\nof the vestige expelled. Once you use this ability, you\r\ncan\u2019t do so again until you finish a long rest.\r\n\r\n\r\n\r\n\r\n\r\n[b][h1]Ishtar\u2019s Faithful[\/h1]\r\n[\/b]\r\nNearly all binders learn that Ishtar, the vestige of love\r\nand sexuality, is forbidden, for once she is summoned,\r\nshe can never be dismissed. Driven by jealousy and\r\nobsession, the once-goddess seizes the soul of her\r\nbinder and embraces it tightly. Her love is like a\r\ngrasping weed, and it strangles all it touches. Yet those\r\nwho reciprocate her love and placate the envious\r\ngoddess might join the ranks of Ishtar\u2019s Faithful, a cult\r\nof binders who prize Ishtar above all others.\r\nIf the binders of Ishtar\u2019s Faithful devote themselves\r\nwholly to the goddess, they are slowly bequeathed\r\nwith her gifts in return. However, they can never\r\nneglect the goddess or question their devotion for\r\neven a moment, as Ishtar the Envious is fickle and\r\nprone to rage at the slightest perceived infidelity.\r\n\r\n\r\n[b]Bonus Proficiencies[\/b]\r\nBeginning when you join this cult at 3rd level, you\r\ngain proficiency in the Insight and Persuasion skills, if\r\nyou don\u2019t have them already.\r\n\r\n\r\n[b]Ishtar\u2019s Embrace[\/b]\r\nStarting at 3rd level, you are bound to Ishtar, the\r\nEnvious, and can\u2019t be unbound from her. Ishtar does\r\nnot count as a bound vestige, and does not count\r\nagainst your total number or level of vestiges bound.\r\nYou only gain her Embrace and Ishtar\u2019s Mark features.\r\nAt 7th level, you gain the use of her Enamor feature\r\nand at 14th level, you gain the use of her Trait: Arms\r\nof Embrace feature.\r\n\r\n\r\n[b]Ritual of Idolatry[\/b]\r\nStarting at 10th level, you can perform a special ritual\r\nover the course of 10 minutes, enrobing you in a\r\n30-foot radius aura that infects the minds of others.\r\nWhen a creature enters aura for the first time on a\r\nturn or starts its turn there, it must make a Charisma\r\nsaving throw against your spell save DC. On a failure,\r\nif the creature regards you as of a species and gender\r\nto which it is normally romantically attracted, it is\r\ncharmed by you while it remains in the aura, up to\r\na maximum of 1 minute. Once this effect ends for a\r\ncreature, it is immune to the effects of the aura for 24\r\nhours. This aura lasts for one hour, and its effects end\r\nearly for a creature that takes damage or succeeds on\r\nan opposed ability check made to socially interact\r\nwith you.\r\n\r\n\r\n[b]Heartbreak[\/b]\r\nBy 14th level, Ishtar\u2019s love can drive mad those\r\nwho you expose to it. As an action, you can end the\r\ncharmed condition on each creature charmed by you\r\nthat you can see within 120 feet. A creature affected\r\ntakes 4d8 psychic damage.\r\n\r\n\r\n[b][h2]Ishtar[\/h2]\r\n[\/b]\r\n[i]The Envious[\/i]\r\n[i]1st-level vestige[\/i]\r\n\r\n[b]Embrace[\/b]\r\nWhile bound to Ishtar, you have advantage on\r\nopportunity attacks.\r\n\r\n[b]Ishtar\u2019s Mark[\/b]\r\nAs a bonus action, you can force a creature within 30\r\nfeet to make a Wisdom saving throw. A creature immune\r\nto being charmed automatically succeeds on this saving\r\nthrow. On a failed save, a special mark representing\r\nIshtar\u2019s favor appears on the creature for up to 1 minute.\r\nWhile the creature is marked, it can\u2019t willingly move\r\nmore than 30 feet away from you. Additionally, you can\r\nuse your bonus action on subsequent turns to magically\r\npull the marked creature up to 10 feet closer to you. You\r\ncan only mark one creature with this ability at a time.\r\n\r\n[b]Enamor[\/b]\r\nYou can pry open another creature\u2019s heart and force the\r\nlove of Ishtar into it. As an action, choose a humanoid\r\ncreature you have marked to be charmed by you for up\r\nto 10 minutes. While charmed, the creature regards\r\nyou as its true love. When this effect ends, the creature\r\nknows it was charmed by you. This effect ends early if\r\nyou or your companions deal any damage to the creature.\r\nOnce you use this ability, you can\u2019t use it again until you\r\nfinish a short or long rest.\r\n[b]Trait: Arms of Embrace[\/b]\r\nWhile bound to Ishtar, you grow a second set of arms\r\nbelonging to Ishtar, which grasp you in an embrace.\r\nThese arms are fully functional and can be used to hold\r\nweapons and shields (allowing you to hold 2 two-handed\r\nweapons, or 4 one-handed weapons), perform somatic\r\ncomponents of spells, and perform other actions.\r\nUsing these arms, once per round, you can make an\r\nopportunity attack against a creature you have marked\r\nwithout using a reaction.\r\n\r\n\r\n\r\n\r\n[b][h1]Legion\u2019s Lodge[\/h1]\r\n[\/b]\r\nThe binders of Legion\u2019s Lodge fill their souls with an\r\nabundance of spirits, becoming hives of wandering\r\nghosts and whispered voices from beyond the pale.\r\nWith each new spirit they bind, they develop even\r\ngreater power, as the whole of their collection is\r\nmightier than the sum of its parts. At the peak of their\r\nstrength, these binders speak with the voice of dozens\r\nin uncanny unison and sling attacks for a swarm of\r\nminor spirits which linger around them.\r\n\r\n\r\n[b]We Are Many[\/b]\r\nBeginning when you join this cult at 3rd level, you\r\ngain an additional minor spirit, which doesn\u2019t count\r\nagainst your total number of minor spirits. At 10th\r\nlevel, you gain another additional minor spirit.\r\nAdditionally, you can add your Charisma modifier\r\nto damage you deal with your minor spirits.\r\n\r\n\r\n[b]Spirit Arcana[\/b]\r\nAlso by 3rd level, you have unlocked the hidden\r\npotential of the myriad spirits residing within you.\r\nEach minor spirit you have bound grants you the\r\nability to cast a cantrip, as shown on the Spirit Arcana\r\ntable to the right.\r\n[table]\r\n[tr]\r\n[th]Minor Spirits[\/th]\r\n[th]Cantrips[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]Blade Spirit[\/td]\r\n[td]True Strike[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Chill[\/td]\r\n[td]Ray of Frost[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Glitch[\/td]\r\n[td]Prestidigitation[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Grue[\/td]\r\n[td]Acid Splash[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Haunt[\/td]\r\n[td]Chill Touch[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Lantern[\/td]\r\n[td]Guidance[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Spark[\/td]\r\n[td]Shocking Grasp[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Stone[\/td]\r\n[td]Resistance[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Strange[\/td]\r\n[td]Message[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Torchling[\/td]\r\n[td]Produce Flame[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Totem[\/td]\r\n[td]Shillelagh[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Wisp[\/td]\r\n[td]Minor Illusion[\/td]\r\n[\/tr]\r\n[\/table]\r\n[b]Extinguish Soul[\/b]\r\nBeginning at 7th level, you can burn the totality\r\nof a minor spirit\u2019s essence for a flash of great power.\r\nWhen you hit with a minor spirit\u2019s spell attack or\r\na creature fails its saving throw against your minor\r\nspirit\u2019s ability, you can choose to deal four dice of\r\ndamage, instead of only one. Once you do this with a\r\nminor spirit, the spirit is dismissed until you finish a\r\nlong rest. While a minor spirit is dismissed, you can\u2019t\r\nuse any of its abilities or the cantrip the minor spirit\r\nallows you to use.\r\n\r\n\r\n[b]Ritual of Fellowship[\/b]\r\nStarting at 10th level, you can perform a special ritual\r\nover the course of 10 minutes, manifesting a minor\r\nspirit you have bound in a physical form. This minor\r\nspirit becomes a familiar, as per the find familiar\r\nspell, and remains in this form until you take a long\r\nrest. Additionally, on your turn, you can command\r\nyour familiar to use any of its abilities it offers as a\r\nminor spirit (using your action or bonus action, as\r\nappropriate), which originate from it.\r\n\r\n\r\n[b]Spirit Horde[\/b]\r\nBeginning at 14th level you can bring your army of\r\nminor spirits to bear all at once. When you use your\r\nbonus action to make a spell attack with a minor\r\nspirit or use a minor spirit to cause a target to make\r\na saving throw, you can use this ability twice, or use\r\nthe bonus action of another minor spirit, targeting the\r\nsame or different creatures.\r\n\r\n\r\n[b][h1]Order of Crimson Binding[\/h1]\r\n[\/b]\r\nThe Order of the Crimson Binding sees the nature\r\nof the soul as not unlike that of the Void itself:\r\nunknowable, fractal, and ultimately hollow. With their\r\nspecial ritual implements and ink made of lodestone,\r\nthey can form special red seals with which to entrap\r\nvestiges deeper into their souls, capturing more of the\r\nvestige\u2019s essence and allowing them greater control of\r\nthe binding process.\r\n\r\n\r\n[b]Flexible Rebinding[\/b]\r\nStarting when you join this cult at 3rd level, you can\r\nuse your Rebinding feature twice, instead of once,\r\nbetween long rests.\r\n\r\n\r\n[b]Vestigial Skill[\/b]\r\nAt 3rd level, when a vestige\u2019s Trait allows you to\r\nreplace a skill roll with a 10 or your binder level plus\r\nyour Charisma modifier, you can choose to gain\r\nadvantage on the roll. You can choose to use this\r\nability after seeing the result of the check. Once you\r\nuse this ability, you must finish a long rest before\r\nusing it again.\r\n\r\n\r\n[b]Soul Transfer[\/b]\r\nBeginning at 7th level, you can transfer some of the\r\ndamage you take to your vestiges. As a reaction when\r\nyou take damage, you can halve the damage\r\ntaken.\r\nOnce you use this ability, you can\u2019t use it again\r\nuntil you finish a short or long rest.\r\n\r\n\r\n[b]Ritual of the Crimson Brand[\/b]\r\nStarting at 10th level, you can perform a special\r\nritual over the course of 10 minutes, allowing you\r\nto partially bind an additional vestige. You can only\r\nbind one vestige at a time using this ability, and this\r\nvestige doesn\u2019t count against the number of vestiges\r\nyou can bind nor toward the number of vestiges you\r\nhave bound. While it is bound, you gain only the\r\nvestige\u2019s Bonus Proficiencies feature, if it has one, or\r\none of its Traits, if it offers the ability to replace a skill\r\nroll with a 10 or your binder level plus your Charisma\r\nmodifier. You remain partially bound to this vestige\r\nuntil you finish a long rest.\r\n\r\n\r\n[b]Deep Binding[\/b]\r\nStarting at 14th level, the total level of vestiges you\r\ncan have bound increases by 3.\r\n\r\n\r\n\r\n\r\n[b][h1]Society of the Stygian Seal[\/h1]\r\n[\/b]\r\nInitiates to the Society of the Stygian Seal learn the\r\nstory of Erebus, The Shadow Interminable, a vestige\r\nof singular age, profound implication, and terrible\r\nportent. She is a vestige inextricably linked to the\r\ncreation and destruction of the multiverse, the latter\r\nof which is prophesied to be heralded by her sign,\r\nthe Stygian Seal, being fixed in the sky for forty days\r\nand nights before the multiverse is to be unraveled.\r\nInitiates of the Society seek Erebus\u2019s sign and the\r\nritual means to draw her true form from the Void to\r\nhasten the end of the multiverse, and by extension,\r\nthe coming of a new, more perfect world, uncorrupted\r\nby the shortfalls and compromises made by the\r\nprimeval gods of our multiverse. By drawing parts of\r\nthe Stygian Seal, binders of the Society can pull\r\nforth voidstuff, a manifest absence in space, and\r\nshape it to their whims.\r\n\r\n\r\n[b]Voidsight[\/b]\r\nAt 3rd level, you gain darkvision out to a range of 60\r\nfeet. If you already have darkvision from your race,\r\nits range increases by 30 feet.\r\n\r\n\r\n[b]Tenebrous Initiate[\/b]\r\nStarting at 3rd level, you can bend the walls of the\r\nuniverse, creating small rifts into the Void. Once on\r\neach of your turns when you hit a hostile creature\r\nwith a melee attack, you can teleport 5 feet to a\r\nlocation you can see.\r\n\r\n\r\n[b]Oblivion Exile[\/b]\r\nAt 7th level, you can use your action to cause a\r\ncreature you can see within 60 feet to make a Wisdom\r\nsaving throw against your Vestige save DC. On a\r\nfailed save, the creature is banished into an endless\r\nsable demiplane adjacent to the Void. While there, the\r\ntarget is incapacitated. At the beginning of your next\r\nturn, the target reappears in the space it left or in the\r\nnearest unoccupied space if that space is occupied.\r\nYou can also target yourself with this ability, requiring\r\nno saving throw.\r\nOnce you use this ability, you can\u2019t use it again\r\nuntil you finish a short or long rest.\r\n\r\n\r\n[b]Ritual of the Aegis[\/b]\r\nStarting at 10th level, you can perform a special ritual\r\nover the course of 10 minutes, shrouding yourself in\r\nplates of voidstuff which act as ablative armor. You\r\ngain temporary hit points equal to your binder level\r\nplus your Charisma modifier. While these hit points\r\nremain, your AC equals 10 + your Dexterity modifier\r\n+ your Charisma modifier. These temporary hit points\r\nremain until you finish a long rest.\r\n\r\n\r\n[b]Stygian Sanctuary[\/b]\r\nBeginning at 14th level, Erebus whisks you away to\r\nthe Void, rather than subjecting you to death. As a\r\nreaction when you take damage, but are not reduced\r\nto 0 hit points or killed outright, you can use your\r\nreaction to teleport yourself to an endless demiplane\r\nadjacent to the Void. You remain in this plane as long\r\nas you wish, and can use your action to return to the\r\nspace you left or in the nearest unoccupied space if\r\nthat space is occupied.\r\n\r\n\r\n[b][h1]Vestiges [\/h1]\r\n[\/b]\r\n\r\n\r\n\r\n\r\n\r\n[b]Bluetongue, the Trickster[\/b]\r\nA duplicitous shapeshifter, Bluetongue offers his sly\r\nwords and shape-changing powers to those who bind\r\nhim.\r\n\r\n[i]Legend[\/i]. The old myths remember Bluetongue as\r\na lizard, a liar, and a shapeshifter that traveled from\r\nland to land, scheming and swindling those that he\r\nmet, such that he never needed to work.\r\nOne day, Bluetongue came across a hunter\u2019s camp\r\nwhose owner had left it unguarded as he hunted\r\nfor the day. Bluetongue laughed at his good fortune\r\nand stole everything from the camp that he could,\r\nincluding every scrap of food he could find. When the\r\nhunter returned, he was outraged, but found a trail of\r\nfood and items dropped by Bluetongue as he ate.\r\nWhen Bluetongue saw the hunter arrive at the cave\r\nwhere he slept, he hid his treasures and transformed\r\ninto the form of a feeble old man. But the hunter was\r\nwise to Bluetongue\u2019s tricks and set fire to the cave as\r\nhe left. Bluetongue, too greedy to leave his belongings\r\nand too unfit to outrun the flames, perished in the\r\nflames. The hunter told the story of the shapeshifter,\r\nand the story spread into legend and, eventually, into\r\nvestigehood.\r\n\r\n\r\n[i]Personality Trait[\/i]. While bound\r\nto this vestige, you gain the following\r\npersonality trait: \u201cI speak in a\r\nsonorous tone, but always sounds like\r\nI\u2019m trying to sell something.\u201d\r\n\r\n[b][h2]Bluetongue[\/h2]\r\n[\/b]\r\n\r\n[i]The Trickster[\/i]\r\n[i]1st-level vestige[\/i]\r\n\r\n\r\n[b]Bonus Proficiencies[\/b]\r\nWhile bound to Bluetongue, you gain proficiency with\r\nDeception and Persuasion. Additionally, Bluetongue\r\nsteals power from other vestiges, granting you\r\nproficiency in one additional skill or tool of your choice\r\nfor each other vestige you have bound.\r\n\r\n[b]Deep Pockets[\/b]\r\nWhile bound to Bluetongue, a pocket, bag, or other\r\ncontainer of your choice becomes a portal to a\r\npersonal extradimensional space, which is 64 cubic\r\nfeet in volume. The container\u2019s opening stretches to\r\naccommodate items of any size which can fit within the\r\nspace, and items within the space are weightless until\r\nremoved. When you reach into this space, any item you\r\nintend to take is magically on top. A container loses this\r\nproperty and its contents are expelled when you are no\r\nlonger bound to Bluetongue.\r\n\r\n[b]Persuasive Words[\/b]\r\nYou can cast the spell charm person once without\r\nexpending a spell slot. Once you cast this spell, you can\u2019t\r\ncast it again in this way until you finish a short or long\r\nrest.\r\n\r\n[b]Trait: Blue Tongue[\/b]\r\nWhile bound to Bluetongue, you can cast the spell\r\ndisguise self without using a spell slot or spell\r\ncomponents. Casting the spell in this fashion requires\r\n1 minute. No matter what your appearance, however,\r\nwhenever you speak, a serpentine blue tongue can be\r\nseen within your mouth.\r\n\r\n\r\n\r\n[b]Dyogena, the Spear of Sin[\/b]\r\n\r\nA trained warrior of a bygone empire, Dyogena grants\r\nher binders skill with sword, shield, and spear.\r\n\r\n[i]Legend.[\/i] Thousands of years ago, a great empire\r\nspanned the continents, unifying its many territories\r\nunder an unshakable banner. Oracles spoke of the\r\nempire\u2019s demise at the hands of a wrathful prophet, an\r\ninstrument of the gods\u2019 disdain for the wicked regime.\r\nIn response, the paranoid emperor ordered his\r\ngovernors to execute all holy men that did not swear\r\nfealty to him alone. Thousands of priests were slain,\r\nand the gods themselves wept at the bloodbath.\r\nDyogena was one of a legion of soldiers ordered\r\nto carry out the massacre. However, when she was to\r\nimpale Nezare, the martyr, her heart softened, and\r\nshe instead thrust her spear into his heart, mercifully\r\nsparing him of all suffering.\r\nHistorians, however, recall a different story. They\r\npaint Dyogena as a cruel warden that tormented\r\nNezare for weeks before his inevitable demise. They\r\neven misremember her gender, portraying her as a\r\nmale soldier. As such, Dyogena\u2019s vestige is an effigy of\r\nher sins: a twisted creature in soldier\u2019s armor divided\r\ndown the middle, with a noble celestial woman on the\r\nleft and a diabolic male fiend on the right.\r\n\r\n[i]Flaw[\/i]. While bound to this vestige, you have the\r\nfollowing flaw: \u201cI always feel irreconcilable guilt when\r\nI must take a life.\u201d\r\n\r\n\r\n[b][h2]Dyogena[\/h2]\r\n[\/b]\r\n[i]The Spear of Sin[\/i]\r\n[i]1st-level vestige[\/i]\r\n\r\nBonus Proficiencies\r\nWhile bound to Dyogena, you gain proficiency with\r\nshields, as well as with battleaxes, longswords, spears,\r\ntridents, and warhammers.\r\n\r\n[i]Legion Tactics[\/i]\r\nWhile you are wielding a shield in one hand and a\r\nversatile weapon in the other, you can use the weapon\u2019s\r\ntwo-handed damage die.\r\n\r\n[i]Coup de Gr\u00e2ce[\/i]\r\nWhen you take the Attack action on your turn, you can\r\nuse your bonus action to make one additional melee\r\nweapon attack. On a hit, this attack deals additional\r\ndamage equal to your binder level. Once you use this\r\nability, you can\u2019t use it again until you finish a short or\r\nlong rest.\r\n\r\n[i]Trait: Bloodstained[\/i]\r\nYou are stained with the blood of saints, which never\r\nwashes off. Immediately after you take damage from\r\na melee attack, you can use your reaction to gain 5\r\ntemporary hit points, which last until the end of your\r\nnext turn. The amount of the temporary hit points you\r\ngain increases by 5 for each vestige other than Dyogena\r\nyou have bound.\r\n\r\n\r\n\r\n[b]Gyx, the Storyteller[\/b]\r\n\r\n[i]Prerequisite: bound to at least one other vestige[\/i]\r\n\r\nGyx, the mother of binding, offers no power of her\r\nown, but lets you fully seize the might of your other\r\nbound vestiges.\r\n\r\n[i]Legend.[\/i] The first binder, Gyx, had no ambitions\r\nof founding a religion or pioneering a new form\r\nof magic, no matter what her later followers might\r\nclaim. Instead, she stumbled upon the existence of\r\nvestiges quite by accident when trying her scrying\r\nspell malfunctioned. As often happens when this spell\r\nfails, Gyx heard a whoosh of static and saw a flash of\r\ndeep black. But on this occasion, she heard a whisper\r\nin the noise. Through experimentation, she refined\r\nthe spell into a rudimentary binding ritual and\r\ncommuned with the distant spirits of the Void. They\r\nhad always been there, just out of earshot, just beyond\r\nthe limitations of sight, only Gyx had learned to look\r\nfor them.\r\nShe took fastidious notes on anything the fleeting\r\nvoices told her: their names, their symbols, all they\r\ncould remember. Many of them possessed names\r\nshe had heard of in history books or being spoken of\r\nin temples, but these voices were different, and told\r\nstories of hardship and heartbreak, not of glory and\r\ntriumph. She collected these stories of the forgotten\r\ndead gods and heroes in a tome, and printed ten\r\ncopies. These books would go on to inspire legions of\r\nbinders, as well as legions of others that would brand\r\nthem heretics.\r\nGyx\u2019s final story, however, she took to grave. It was\r\na collection of all she learned, a succinct tale now told\r\nonly by her vestige:\r\nIn the beginning, there was Void. Then, great\r\nsuffering. In the end, there was Void.\r\n\r\n[i]Personality Trait[\/i]. While bound to this vestige,\r\nyou gain the following personality trait: \u201cI love\r\nhearing and telling new stories, especially those with\r\na tragic end.\u201d\r\n\r\n\r\n[b][h2]Gyx[\/h2]\r\n[\/b]\r\n[i]The Storyteller[\/i]\r\n[i]1st-level vestige[\/i]\r\n[i]Prerequisite: bound to at least one other vestige[\/i]\r\n\r\n[i]Heretical Lore[\/i]\r\nYou have advantage on ability checks you make to\r\nrecall legends, myths, or lore. Additionally, the GM can\r\nallow you to make such checks, even when it would be\r\nimpossible for you to know such information.\r\n\r\n[i]Strength in Numbers[\/i]\r\nWhile bound to Gyx, you gain a bonus to your vestige\r\nspell save DC, spell attack modifier, and any attack roll\r\nyou make which uses your Charisma, instead of Strength\r\nor Dexterity. This bonus equals to the number of other\r\nvestiges you have bound and does not stack with\r\nbonuses provided by magic weapons or items.\r\n\r\n[i]Legendary Vestige[\/i]\r\nIf a creature succeeds on a saving throw against a spell\r\nor feature offered to you by one of your vestiges, you can\r\nforce that creature to repeat that save. Once you use this\r\nability, you can\u2019t use it again until you finish a long rest.\r\n\r\n[i]Trait: Hidden[\/i]\r\nWhile bound to Gyx, you can cloak your vestiges with\r\nease. You can suppress or reveal any of your vestiges\u2019\r\ntraits one on each of your turns (no action required).\r\nMoreover, you can instantly tell when another creature is\r\nbound to vestiges, and how many vestiges to which they\r\nare bound. You have advantage on attack rolls against\r\nother creatures bound to vestiges.\r\n\r\n\r\n\r\n[b]K\u2019Sir, Thief Primeval[\/b]\r\n\r\nA mythic thief who once stole power from the mighty\r\ndragons, K\u2019Sir offers binders his roguish cunning and\r\nhis infamous mark.\r\n\r\n[i]Legend[\/i]. Legends say that in the early days of the\r\nworld, the dragons knew the Words of Creation by\r\nheart. It was by speaking these forbidden words, the\r\nvery same words which brought the whole multiverse\r\ninto being, that dragons gained their fearsome breaths\r\nand auras.\r\nThis power was coveted by all mortal beings, but\r\nonly one brave soul attempted to claim it: K\u2019Sir, the\r\nthief, snuck into the dragons\u2019 lair while they slept.\r\nWith expert precision, he slipped past every trap,\r\navoided every guard, and silently stole the Words of\r\nCreation for himself.\r\nWhen at last he was away safely with his prize,\r\nK\u2019Sir might have translated the words into mortal\r\nrunes, but his curiosity got the better of him: K\u2019Sir\r\nopened his satchel and read all the Words of Creation\r\nat once. When he was at last done, the magical energy\r\nwas too great to bear, and K\u2019Sir was spread thinly\r\nacross time and space, such that even his name is\r\ndistorted today. Though, if the legends are true, K\u2019Sir,\r\nin his reckless arrogance, is the only mortal to have\r\never read all the Words of Creation.\r\n\r\n[i]Flaw.[\/i] While bound to this vestige, you gain the\r\nfollowing flaw: \u201cMy curiosity always gets the better of\r\nme.\u201d\r\n\r\n\r\n[b][h2]K\u2019Sir[\/h2]\r\n[\/b]\r\n[i]Thief Primeval[\/i]\r\n[i]1st-level vestige[\/i]\r\n\r\n[i]Bonus Proficiencies[\/i]\r\nWhile bound to K\u2019Sir, you gain proficiency with scimitars,\r\nshortswords, and thieves\u2019 tools.\r\n\r\n[i]Sneak Attack[\/i]\r\nWhile bound to K\u2019Sir, once per turn, you can deal an extra\r\n1d6 damage to one creature you hit with an attack if you\r\nhave advantage on the attack roll. The attack must use a\r\nfinesse or a ranged weapon. You don\u2019t need advantage\r\non the attack roll if another enemy of the target is within\r\n5 feet of it, that enemy isn\u2019t incapacitated, and you don\u2019t\r\nhave disadvantage on the attack roll.\r\nThe amount of the extra damage increases by 1d6\r\nfor each vestige other than K\u2019Sir you have bound. If you\r\nalready have Sneak Attack from another class feature, you\r\nadd this damage to the Sneak Attack roll.\r\n\r\n[i]Thief\u2019s Instincts[\/i]\r\nYou can take the Dash, Disengage, or Hide action as a\r\nbonus action. You can use this ability twice and regain all\r\nexpended uses when you finish a short or long rest.\r\n\r\n[i]Trait: K\u2019Sir\u2019s Mark[\/i]\r\nWhile bound to K\u2019Sir, your skin becomes branded with all\r\nmanner of ancient runes and symbols, which magically\r\nsilence your movements. You don\u2019t gain disadvantage on\r\nDexterity (Stealth) checks for wearing any type of armor.\r\nAdditionally, if you make a Dexterity (Stealth) check, you\r\ncan treat the result as 10, or your binder level plus your\r\nCharisma modifier, whichever is higher.\r\n\r\n\r\n\r\n[b]Lexicon, the First Word[\/b]\r\nAn ancient sage and the first god of the written\r\nword, Lexicon grants his binders a variety\r\nof spells and mastery over the written and\r\nspoken word.\r\n\r\n[i]Legend[\/i]. Before Lexicon, all knowledge\r\ncould be passed only by speech and example\r\nthrough the generations. Man\u2019s oral traditions were\r\nrich but fragile, for a single death from a common\r\ndisease could wipe away untold generations of\r\nunderstanding.\r\nAnd so, a wise sage known as Lexicon, gathered\r\nthe Words of Creation scattered by K\u2019Sir and devised\r\nthe means to record information and spare it from\r\noblivion: The Written Word. With a few strokes of\r\ncharred ash, Lexicon recorded very first word known\r\nto man: \u201cUn\u201d, which in that time and tongue would\r\ncome to mean \u201cme\u201d, or \u201cI am\u201d.\r\nBy naming things, and writing them\r\nin certain ways, The Written Word allowed\r\nLexicon to make permanent things that were\r\nfleeting and to establish definitive truth. In this way,\r\nLexicon also become the first spellcaster.\r\nWith his great boon of writing and his power\r\nover arcana, Lexicon ascended to godhood to take\r\nhis place among the primordial deities. In time,\r\nhowever, his tale was replaced by apocryphal ones,\r\nand was eventually forgotten entirely. Men today\r\nbelieve that writing has always been with man and\r\nthat spellcasters have always practiced their trade.\r\nTherefore, Lexicon\u2019s vestige is like his legacy, faded\r\nto near nonexistence, with an outline of ink and the\r\nvague impression of written symbols within.\r\n\r\n[i]Personality Trait[\/i]. While bound to this vestige,\r\nyou have the following personality trait: \u201cI obsessively\r\nwrite down and record new information.\u201d\r\n\r\n\r\n[b][h1]Lexicon[\/h1]\r\n[\/b]\r\n[i]The First Word[\/i]\r\n[i]1st-level vestige[\/i]\r\n\r\n[i]Words of Power[\/i]\r\nWhile bound to Lexicon, you learn 2 cantrips of your\r\nchoice from the bard, sorcerer, or wizard spell list, plus\r\nan additional cantrip for each other vestige you have\r\nbound. Charisma is your spellcasting modifier for these\r\ncantrips.\r\n\r\n[i]Pale Arcana[\/i]\r\nWhile bound to Lexicon, whenever you take damage\r\nfrom a spell, you can use your reaction to gain resistance\r\nto the damage taken.\r\n\r\n[i]Spellcasting: Mystic Utterances[\/i]\r\nWhile bound to Lexicon, you can cast the following\r\nspells without using spell slots or spell components:\r\n2\/day any: detect magic, feather fall, floating disk, fog\r\ncloud, mage armor, magic missile, shield, sleep,\r\nthunderwave, unseen servant\r\nYou can cast a spell from this list twice, plus one\r\nadditional time for each vestige other than Lexicon you\r\nhave bound. You regain all expended uses when you\r\nfinish a long rest.\r\nAdditionally, you can cast any spell from this list as a\r\nritual if it has the ritual tag.\r\n\r\n[i]Trait: Glossolalia[\/i]\r\nYou constantly speak in a language that mixes all known\r\n(and unknown) forms of speech, and your writing at a\r\nglance seems to be gibberish. Despite this, your speech\r\nand writing are comprehensible by any creature that can\r\nunderstand a language. As well, you can understand and\r\nread any language.\r\n\r\n\r\n\r\n[b]Asklepios, the Physician[\/b]\r\nThe fathers of all medicine, Asklepios and his\r\nserpent grant their binders supernatural healing and\r\nunsurpassed medicinal knowledge.\r\n\r\n[i]Legend.[\/i] All great physicians stand on the\r\nshoulders of their predecessors; so too was it with the\r\nfirst physician. While Asklepios was walking through\r\nthe woods, he deeply punctured his leg on a splintered\r\nlog. A wise serpent named Sirssiro came to his aid and\r\nconstricted his wound, teaching Asklepios the first of\r\nmany secret principles of Medicine. By way of thanks,\r\nAsklepios took the serpent with him, coiled on his\r\nstaff, and the two traveled together from then on.\r\nTogether, the two founded the first temples of\r\nMedicine, where healers could learn the true art of\r\nmending bodies, curing illness, and easing the mind.\r\nAsklepios even created a salve of medusa blood that\r\ncould raise the dead from the underworld. The God of\r\nDeath shuddered at this, for it was the first time that\r\nsouls were wrenched from his grasp, and conspired\r\nwith the God of Lightning to strike down Asklepios.\r\nThe fearsome bolt of lightning struck Asklepios and\r\nthe serpent alike, but fortunately, the medusa salve\r\nspilled out on the serpent, resurrecting it from death.\r\nThough Asklepios laid dead, his temples would\r\nremain, and the symbol of his serpent-entwined staff\r\nwould forever remain the emblem of Medicine. His\r\nvestige is this very image: the staff speaking with the\r\nvoice of the Physician and the serpent chiming in with\r\nprofound medicinal insight.\r\n\r\n[i]Ideal[\/i]. While bound to this vestige, you gain the\r\nfollowing Ideal: \u201cDo No Harm. I have taken the oath\r\nof a physician, swearing to do no harm to those in my\r\ncare. (Good)\u201d\r\n\r\n\r\n[b][h2]Asklepios[\/h2]\r\n[\/b]\r\n[i]The Physician[\/i]\r\n[i]2nd-level vestige[\/i]\r\n\r\n[i]Triage[\/i]\r\nWhile bound to Asklepios, you know whether each\r\ncreature you see has all its hit points, more than half of\r\nits hit points, less than half of its hit points, or less than\r\n10 hit points. You also know if a creature you see is\r\ncursed, poisoned, or diseased.\r\n\r\n[i]Bloodletting[\/i]\r\nFor all the Physician\u2019s insight, his methods can be\r\nquite brutal. Once on each of your turns when you deal\r\nbludgeoning, piercing, or slashing damage to a creature,\r\nyou can add a d4 to the damage dice.\r\n\r\n[i]Physician\u2019s Balm[\/i]\r\nWhile bound to Asklepios, you can use your action to\r\ntouch a humanoid, which regains hit points equal to\r\nyour binder level plus your Charisma modifier. You can\r\nalso end one disease afflicting the creature or end the\r\nblinded, deafened, poisoned condition affecting it. You\r\ncan use this ability three times and regain all expended\r\nuses when you finish a long rest.\r\n\r\n[i]Trait: Serpent Staff[\/i]\r\nWhile bound to Asklepios, his serpent materializes and\r\ncoils on your arm, or on a staff, tool, or a weapon you are\r\nholding, and whispers medicinal wisdom in your ear. If\r\nyou make a Wisdom (Medicine) check while bound to\r\nthis vestige, you can treat the result as 10, or your binder\r\nlevel plus your Charisma modifier, whichever is higher.\r\n\r\n\r\n\r\n[b]Hou Yi, the Archer[\/b]\r\nA legendary archer that shot down many suns, Hou\r\nYi grants his binders his eagle vision and his skill with\r\nthe bow.\r\n\r\n[i]Legend[\/i]. In the early years of the world, the\r\ndeep flaws in its creation manifested as terrible\r\ncatastrophes, each more cataclysmic than the last. In\r\none such catastrophe, ten suns rose over the horizon,\r\nboiling the seas and scorching the land. It seems the\r\ngods were powerless to stop it, so the great hunter\r\nHou Yi rode to the peak of the highest mountain with\r\nhis bow. One by one, he shot the suns down, which\r\ncrashed to the earth, forming islands where they\r\nlanded.\r\nAs thanks for his great deed, the gods bequeathed\r\nYi a boon of apotheosis, an elixir that would grant\r\nwhoever drank it eternal life and propel them to\r\ngodhood. Instead of drinking it immediately, Yi hid\r\nthe potion in his home, hoping that he might find a\r\nway to bring his wife with him to godhood.\r\nHowever, Yi\u2019s jealous apprentice, Feng Meng,\r\nattempted to steal the elixir for himself. Rather than\r\nlet the thief take the potion, Yi\u2019s wife drank it instead,\r\nascending and becoming a goddess of the moon. Yi\r\nwas furious, having lost his wife and his own bid at\r\nimmortality, so he battled his apprentice to the death.\r\nHowever, having used all but one of his arrows to slay\r\nthe suns, Yi was no match for his apprentice, who\r\ndrew close and beat him to death with a club.\r\nYi\u2019s vestige is a battered and bruised amalgamation\r\nof eagle and man, with piercing eagle eyes and broken\r\narms.\r\n\r\n[i]Ideal[\/i]. While bound to this vestige, you gain the\r\nfollowing Ideal: \u201cChallenge. I will rise to any test\r\nthat presents itself. (Neutral)\u201d\r\n\r\n\r\n[b][h2]Hou Yi[\/h2]\r\n[\/b]\r\n[i]The Archer[\/i]\r\n[i]2nd-level vestige[\/i]\r\n\r\n[i]Bonus Proficiencies[\/i]\r\nWhile bound to Hou Yi, you gain proficiency with\r\nblowguns, hand crossbows, heavy crossbows, longbows,\r\nand nets.\r\n\r\n[i]Fighting Style: Archery[\/i]\r\nYou gain a +2 bonus to attack rolls you make with ranged\r\nweapons.\r\n\r\n[i]Sunkiller\u2019s Quiver[\/i]\r\nWhenever you would draw a weapon, you can summon\r\nthe antique, but exquisitely crafted longbow and quiver\r\nused by Hou Yi. The quiver contains an unlimited supply\r\nof regular arrows and 9 sunkiller arrows. This equipment\r\nlasts until you dismiss it on your turn (no action\r\nrequired) or you are no longer bound to Hou Yi.\r\nA sunkiller arrow deals fire damage instead of piercing\r\ndamage and deals an additional 1d4 fire damage on a\r\nhit. When a sunkiller arrow hits a target, it explodes in\r\na 5-foot radius sphere and is destroyed. The arrow can\r\nbe fired at an unoccupied space within its range. Each\r\ncreature other than the target within the blast radius\r\nmust succeed on a Dexterity saving throw, taking half\r\nthe damage rolled on a failed save or no damage on a\r\nsuccessful one.\r\nOnce a sunkiller arrow is used, it can\u2019t be used again\r\nuntil you finish a long rest.\r\n\r\n[i]Trait: Eagle\u2019s Eyes[\/i]\r\nWhile bound to Yi, your eyes are replaced with that of\r\nan eagle\u2019s, bordered by resplendent feathers. Because\r\nof this, you can use your Charisma, instead of your\r\nDexterity modifier, for attacks and damage rolls with\r\nranged weapon attacks.\r\nAdditionally, if you make a Wisdom (Perception)\r\ncheck that relies on sight, you can treat the result as\r\n10, or your binder level plus your Charisma modifier,\r\nwhichever is higher.\r\n\r\n\r\n\r\n[b]Tilo, the Colossus[\/b]\r\nOnce a brave but tiny mousefolk knight, Tilo grants\r\nhis binders titanic weapons and incredible size.\r\n\r\n[i]Legend[\/i]. Tilo was a mouseling knight, small of\r\nstature but brave in spirit. In his youth, he traveled\r\nthe world as a knight errant, doing honorable deeds\r\nwhere he could, and searching for a master worthy of\r\nhis blade. At last, he arrived in the southern kingdom\r\nof Osira, where he saw the golden knights of the royal\r\nguard, and instantly knew he wished to be among\r\ntheir number. At first thinking Tilo to be a new court\r\njester, the king mirthfully accepted his service.\r\nWhen the kingdom was beset by a terrible\r\ngoblinoid army, Tilo led the defense. Eventually, the\r\ncastle\u2019s defenses crumbled, and the keep\u2019s outer wall\r\nwas breached. As the other golden knights of the royal\r\nguard fell, Tilo alone held the breach, and held it true\r\nfor seven days and seven nights.\r\nIn life, Tilo was tiny, but he died a\r\ncolossus. Due to his courage, his king\r\nescaped, and the legends of Tilo\u2019s\r\nbravery propelled him to persist in the\r\nVoid as a vestige.\r\n\r\n[i]Personality Trait[\/i]. While bound\r\nto this vestige, you gain the following\r\npersonality trait: \u201cI never fear\r\nanything larger than myself.\u201d\r\n\r\n\r\n[h2]Tilo[\/h2]\r\n[i]The Colossus[\/i]\r\n[i]2nd-level vestige[\/i]\r\n\r\n[i]Bonus Proficiencies[\/i]\r\nWhile bound to Tilo, you gain proficiency with martial\r\nweapons.\r\n\r\n[i]Fighting Style: Great Weapon Fighting[\/i]\r\nWhen you roll a 1 or 2 on a damage die for an attack you\r\nmake with a melee weapon that you are wielding with\r\ntwo hands, you can reroll the die and must use the new\r\nroll, even if the new roll is a 1 or a 2. The weapon must\r\nhave the Two-Handed or Versatile property for you to\r\ngain this benefit.\r\n\r\n[i]Gigantic Size[\/i]\r\nYou can cast the enlarge\/reduce spell, targeting yourself\r\nwith the \u201cenlarge\u201d effect of the spell only, once as a\r\nbonus action without expending a spell slot or spell\r\ncomponents. You do not need to concentrate on this\r\nspell. Once you cast this spell, you can\u2019t cast it again in\r\nthis way until you finish a long rest.\r\n\r\n[i]Trait: Colossal Strength[\/i]\r\nWhile bound to Tilo, you grow an inch taller and your\r\nmuscles have greater definition. You can wield heavy\r\nweapons without penalty, even if you are Small size.\r\nAdditionally, you can use your Charisma, instead of your\r\nStrength modifier, for attacks and damage rolls with\r\nmelee weapon attacks using heavy weapons.\r\n\r\n\r\n\r\n[b]Evocatia the Red[\/b]\r\nEvocatia, the legendary spellcaster for whom the\r\nEvocation School of magic is named, grants her\r\nbinders wild, fiery arcana.\r\n\r\n[i]Legend[\/i]. All wizards know the story of Evocatia\r\nand Elozahr, the ill-fated mages that founded the\r\nSchool of Evocation.\r\nIn the days before the schools of magic, all\r\nspellcasters projected pure, unformed arcana in\r\nthe form of protospells, whose effects shifted from\r\nmoment to moment. With time, the cleverest\r\nspellcasters learned to tame magic, channeling it into\r\nspells with direct intent.\r\nEvocatia the Red was one such spellcaster. Studying\r\nunder the tutelage of the venerable Elozahr the Blue,\r\nshe forged spells from flame, creating first the cantrip\r\nfire bolt, and then the spell burning hands. Yet, her\r\ntalent and ambition knew no bounds, and soon she\r\ncrafted her singularly devastating masterpiece: fireball.\r\nWith her new spells in hand, she went to visit the icy\r\ntower of her mentor, but discovered that his crystal\r\nball was fixed to scry upon her\u2015surely, the old man\r\nmeant to copy her spells and steal them for himself! In\r\nrage, Evocatia burned the tower to the ground.\r\nThe two wizards worked in secret to outdo one\r\nanother, each laying the foundations for their own\r\nschools of magic. At last, Elozahr and Evocatia met on\r\nthe field of Armistal to parlay settle their differences.\r\nBut Evocatia saw that the scoundrel Elozahr brought\r\nwith him a staff of frost to slay her once and for all,\r\nand so she struck first with a burst of flame.\r\nSummoning all their canny and arcane might,\r\nthe two wizards unleashed a torrent of wrath upon\r\neach other. When all was done, nothing remained\r\nof Evocatia and Elozahr but dust. Evocatia\u2019s vestige,\r\na manifestation of her ambition, is but a burning\r\neffigy of a wizard built of magic wands and discarded\r\nspellbook pages.\r\n\r\n[i]Personality Trait[\/i]. While bound to this vestige,\r\nyou gain the following personality trait: \u201cI don\u2019t\r\nshy away from using overwhelming force to solve\r\nproblems, especially when it involves fire.\u201d\r\n\r\n\r\n[b][h2]Evocatia[\/h2]\r\n[\/b]\r\n[i]The Red[\/i]\r\n[i]3rd-level vestige[\/i]\r\n\r\n[i]Inheritance of Flame[\/i]\r\nWhile bound to Evocatia, you know the fire bolt cantrip.\r\nAdditionally, you can add your Charisma modifier to\r\ndamage rolls you make with spells that deal fire damage.\r\n\r\n[i]Fire Spin[\/i]\r\nAs a bonus action, you can launch yourself in a spiral\r\nof flame. When you do so, you can make a melee spell\r\nattack against a creature within 5 feet of you, dealing fire\r\ndamage equal to 1d4 + your Charisma modifier on a hit.\r\nYou then move up to 10 feet in any direction without\r\nprovoking opportunity attacks.\r\n\r\n[i]Spellcasting: Pyromancy[\/i]\r\nWhile bound to Evocatia, you can cast the following\r\nspells without using spell slots or spell components:\r\n2\/day each: burning hands, scorching ray\r\n1\/day each: fireball, heat metal\r\nYou regain all expended uses when you finish a long rest.\r\n\r\n[i]Trait: Inferno Within[\/i]\r\nWhile bound to Evocatia, your skin is hot to the touch,\r\nand flickering embers can be seen within your mouth,\r\nnostrils, and eyes. You have resistance to fire damage.\r\n\r\n\r\n\r\n[b]Orzi, the Maimed Duelist[\/b]\r\nOnce the world\u2019s greatest blademaster, Orzi lends his\r\nbinders his incredible speed and peerless skill with\r\none-handed blades.\r\n\r\n[i]Legend[\/i]. Conflicting legends tell of how the\r\nMaimed Duelist lost his arm, but all relate his\r\nsingular, almost supernatural skill with a blade, even\r\nwithout his dominant sword-hand.\r\nOne legend recalls a rivalry between Orzi and\r\nthe demon-knight Rostam over the affections of a\r\nmaiden, culminating in a duel. Orzi struck true time\r\nand again, but Rostam\u2019s impenetrable armor repelled\r\neach blow until Rostam retaliated with a single strike,\r\nfelling Orzi and severing his arm at the shoulder.\r\nAnother legend recalls Orzi\u2019s conflict with a dire\r\npurple worm, who encroached on his lands. In a great\r\nbattle, the beast bit Orzi\u2019s sword-arm, turning it black\r\nand numb within seconds. Rather than succumb to\r\nthe venom, he cut off his own arm and struck the\r\nmonstrosity dead with his one remaining limb.\r\nWith but one arm remaining, Orzi trained\r\nrelentlessly to become stronger than before, a\r\nshieldless blademaster. He invented a new, blindingly\r\nfast fighting style to turn his opponents\u2019 strength\r\nagainst them, while avoiding their deadly blows. For\r\nthis style, and an endless record of lethal duels, Orzi\r\nis remembered as history\u2019s greatest blademaster.\r\nLikewise, his vestige is a humanoid blur wielding a\r\nlightning-quick blade.\r\n\r\n[i]Personality Trait[\/i]. While bound to this vestige,\r\nyou gain the following personality trait: \u201cI neglect my\r\nnon-dominant hand, preferring to use just one hand\r\nwhenever possible.\u201d\r\n\r\n\r\n[b][h2]Orzi[\/h2]\r\n[\/b]\r\n[i]The Maimed Duelist[\/i]\r\n[i]3rd-level vestige[\/i]\r\n\r\n[i]Bonus Proficiencies[\/i]\r\nWhile bound to Orzi, you gain proficiency with hand\r\ncrossbows, rapiers, scimitars, shortswords, and whips.\r\n\r\n[i]Fighting Style: Dueling[\/i]\r\nWhen you are wielding a melee weapon in one hand and\r\nno other weapons, you gain a +2 bonus to damage rolls\r\nwith that weapon.\r\n\r\n[i]Extra Attack[\/i]\r\nYou can attack twice, instead of once, whenever you take\r\nthe attack action on your turn.\r\n\r\n[i]Trait: After Image[\/i]\r\nWhile bound to Orzi, you move with an unearthly speed\r\nthat leaves a lingering trail behind you. You can use your\r\nCharisma, instead of your Strength or Dexterity modifier,\r\nfor attacks and damage rolls with finesse weapons.\r\nAdditionally, as a bonus action, you can move 15\r\nfeet in a flash, without provoking opportunity attacks.\r\nYou can use this ability a number of times equal to your\r\nCharisma modifier and regain all expended uses when\r\nyou finish a long rest.\r\n\r\n\r\n\r\n[b]Rostam, Armor Infernal[\/b]\r\nMythical armor of indescribable evil, Rostam will\r\nappear about his binders and shelter them from harm.\r\n\r\n[i]Legend[\/i]. All the legends of Rostam the paladin\r\ntell of his seven great deeds in the demon land of\r\nMazandaran, but a few make passing mention of his\r\nimpregnable armor: black, stout, and indescribably\r\nhideous.\r\nRostam was a brave knight, to be sure, but he was\r\nno match for the demons of Mazandaran; he was not\r\neven a match for the deserts of that land. After a week\r\nof wandering aimlessly through the sands, Rostam\r\nwas on the verge of death from dehydration, when he\r\ncame across a lone woman, a devil in disguise. She\r\noffered him a pact for his soul: she would give him\r\nfood, water, and enough strength to slay the demons.\r\nRostam accepted and was bestowed a living suit of\r\ninfernal armor: hideous, hairy, and indestructible.\r\nGuided by his infernal plate, Rostam went on\r\nto complete his seven deeds, and further to earn\r\na reputation as a fearsome and savage warrior. Each\r\nnew battle brought Rostam greater glories and new,\r\nterrible crimes. He slew every foe he met. One story\r\neven claims that he butchered his own son in a fit of\r\nrage.\r\nIn his last and bloodiest battle, Rostam fell into a\r\ndeep pit of spikes, which skewered him between the\r\nplates of the armor. Rostam himself bled to death,\r\nbut the armor was not yet finished. It moved of its\r\nown accord, wading through the battlefield, slaying\r\nfriend and foe alike, cackling with infernal cadence.\r\nTherefore, Rostam\u2019s vestige is not the hero himself,\r\nbut the hideous armor, which bleeds from every joint,\r\nthe corpse of the so-called hero still within.\r\n\r\n[i]Flaw[\/i]. While bound to this vestige, you gain the\r\nfollowing flaw: \u201cOnce I draw blood, I don\u2019t stop\r\nfighting until my enemies are dead.\u201d\r\n\r\n\r\n\r\n[b][h2]Rostam[\/h2]\r\n[\/b]\r\n[i]Armor Infernal[\/i]\r\n[i]3rd-level vestige[\/i]\r\n\r\n[i]Bonus Proficiencies[\/i]\r\nWhile bound to Rostam, you gain proficiency in heavy\r\narmor, as well as with flails and morningstars.\r\n\r\n[i]Mortal Bargain[\/i]\r\nWhile bound to Rostam, whenever you drop to 0 hit\r\npoints, but are not killed outright, you remain conscious\r\nand do not begin making death saving throws until the\r\nend of your next turn. If you take any damage while at 0\r\nhit points, you instantly fall unconscious and suffer one\r\ndeath saving throw failure.\r\n\r\n[i]Fiendish Resilience[\/i]\r\nWhenever you take bludgeoning, piercing, or slashing\r\ndamage while wearing heavy armor, you can use your\r\nreaction you reduce the damage taken by 1d12. You can\r\nfurther reduce the damage by an additional 1d12 for\r\neach vestige other than Rostam you have bound.\r\nOnce you use this ability, you can\u2019t use it again until\r\nyou finish a short or long rest.\r\n\r\n[i]Trait: Hideous Armor[\/i]\r\nWhile bound to Rostam, you use your action to summon\r\nhis hideous, infernal armor around you, along with any\r\nmelee weapon with which you have proficiency. The\r\narmor is full plate which cannot be destroyed, which you\r\ncan wear without penalty, regardless of your Strength\r\nscore. This equipment vanishes when you dismiss them\r\nas an action, or when you are no longer binding Rostam.\r\nThe armor seems to be alive and is terrible to gaze\r\nupon. If you make a Charisma (Intimidation) check while\r\nwearing this armor, you can treat the result as 10, or your\r\nbinder level plus your Charisma modifier, whichever is\r\nhigher.\r\n\r\n\r\n\r\n[b]La Diablesse, the Devil Woman[\/b]\r\nA creature of equal enthralling beauty and terrifying\r\nugliness, the Devil Woman offers her binders powers\r\nover fear itself.\r\n\r\n[i]Legend[\/i]. Long ago, the Devil Woman prowled the\r\nnight, seeking to lure men to their doom. Appearing\r\nas a beautiful stranger at the annual harvest festival,\r\nLa Diablesse cut a striking figure in a flowing dress\r\nand wide-brimmed hat. Intoxicated and infidelitious\r\nmen would flock to her side (sometimes encouraged\r\nby potent enchantments) and be lured away from\r\nthe firelight, deep into the wilderness. Once far\r\nfrom help, the Devil Woman would reveal her true\r\nnature: her face was like that of a rotting corpse and\r\nher eyes burned like coals in their sockets. Her body\r\nwas an amalgamation of beast and man, with one leg\r\npossessing a cloven foot. The terrified and disoriented\r\nmen that saw her usually became hopelessly lost,\r\nplunging into ravines or falling prey to wild animals\r\nby sunrise.\r\nBinder scholars have learned that the Devil Woman\r\nwas once a mortal, perhaps even a beautiful one,\r\ncursed to become a monster. However, her vestige\r\nrefuses to acknowledge her life before being cursed,\r\nand seems to prefer her hideous appearance and\r\nflowing gowns. Perhaps she found empowerment\r\nin her withering curse, or perhaps, she merely likes\r\nwatching men scream and flee into the night.\r\n\r\n[i]Flaw[\/i]. When you bind this vestige, you gain the\r\nfollowing flaw: \u201cI constantly seek validation from\r\nothers, especially in regard to my appearance.\u201d\r\n\r\n\r\n\r\n[b][h2]La Diablesse[\/h2]\r\n[\/b]\r\n[i]The Devil Woman[\/i]\r\n[i]4th-level vestige[\/i]\r\n\r\n[i]Evil Eye[\/i]\r\nAs an action, choose one creature you can see that can\r\nsee you within 60 feet to make a Wisdom saving throw.\r\nOn a failed save, the creature is frightened of you until\r\nthe end of your next turn.\r\nYou can extend the duration that a creature is\r\nfrightened of you by using your bonus action to\r\ncackle loudly. When you do so, this effect requires\r\nconcentration, as a spell, but you can concentrate on\r\nthese abilities and a spell at the same time. You make\r\nonly one saving throw to maintain concentration on\r\nboth.\r\n\r\n[i]Waking Nightmare[\/i]\r\nOnce on each of your turns, when a creature fails an\r\nIntelligence, Wisdom, or Charisma saving throw against\r\none of your spells or vestige features, you can cause that\r\ncreature to take 2d8 psychic damage.\r\n\r\n[i]Spellcasting: Spellbind[\/i]\r\nWhile bound to La Diablesse, you can cast the following\r\nspells without using spell slots or spell components:\r\n2\/day each: bane, darkness\r\n1\/day each: fear, phantasmal killer\r\nYou regain all expended uses when you finish a long rest.\r\n\r\n[i]Trait: Cloven Hoof[\/i]\r\nWhile bound to La Diablesse, one of your legs transforms\r\ninto a cloven hoof, a mark of her enduring curse. By\r\nleveraging this curse, you can use your action to cause\r\none creature that you can see within 60 feet that is\r\nfrightened of you to flee. The creature must use its\r\nreaction to move away from you by the safest available\r\nroute, unless there is nowhere to move. The creature can\r\nthen repeat its saving throw against the spell or effect\r\nwhich caused it to be frightened, ending the effect on\r\nitself on a success.\r\n\r\n\r\n\r\n[b]Nezare, the Broken One[\/b]\r\nWronged by his friends and enemies alike, the hateful\r\nNezare grants his binders his thorny flesh and boiling\r\nblood.\r\n\r\n[i]Legend[\/i]. In ancient days, Nezare was a commoner\r\nturned cleric, an ordinary man who discovered that\r\nhe possessed extraordinary blessings and a singular\r\ndivine connection. He traveled the land and amassed\r\na small band of followers. Together, they lived on\r\nalms and preached a peaceful message of forgiveness\r\nand complete devotion to faith, but quickly garnered\r\nenemies.\r\nThe wicked emperor ordered a slaughter of holy\r\nmen to purge Nezare and his followers. When the\r\nsoldiers came for Nezare, his followers abandoned\r\nhim one by one, leaving him to die.\r\nIt is the fashion to retell the story of the Broken\r\nOne in gory specificity, improvising the details\r\nfor maximum shock value. Though his ultimate\r\nexecution\u2014brutal torture and impalement in front of\r\na crowd by a soldier named Dyogena\u2014is always the\r\nsame, the tortures and tribulations he endured on his\r\nway to the stake become more gruesome with each\r\ntelling. In this way, his suffering should heighten his\r\nmartyrdom, but it seems his vestige would not agree.\r\nThe vestige of the Broken One appears as a maimed\r\nand mutilated sheep, hateful of all holy men.\r\n\r\n[i]Flaw[\/i]. While bound to this vestige, you gain the\r\nfollowing flaw: \u201cI despise all saints, clerics, paladins,\r\nand priests.\u201d\r\n\r\n\r\n[b][h2]Nezare[\/h2]\r\n[\/b]\r\n[i]The Broken One[\/i]\r\n[i]4th-level vestige[\/i]\r\n\r\n[i]Martyr\u2019s Path[\/i]\r\nWhile bound to Nezare, your hit point maximum\r\nincreases by your binder level plus your Charisma\r\nmodifier.\r\n\r\n[i]Blood Sacrifice[\/i]\r\nOnce on each of your turns, when you hit a creature with\r\na melee weapon attack, you can spill your own boiling\r\nblood to deal additional damage to the target. When\r\nyou do so, choose a number of d8s up to your Charisma\r\nmodifier of additional radiant damage to add to the\r\ndamage roll. You take 3 damage for each additional die\r\nadded to the roll.\r\n\r\n[i]Mercy[\/i]\r\nYou can use your bonus action to regain hit points equal\r\nto your binder level. Once you use this ability, you can\u2019t\r\nuse it again until you finish a short or long rest.\r\n\r\n[i]Trait: Thorny Flesh[\/i]\r\nWhile bound to Nezare, your flesh toughens and sprouts\r\nlong, sharp thorns. Whenever a creature within 5 feet\r\nof you hits you with a melee weapon attack, it takes\r\npiercing damage equal to your Charisma modifier.\r\n\r\n\r\n\r\n[b]Tyche, the Luck Thief[\/b]\r\nThe kindly and bold Tyche stole Luck itself, and offers\r\nit in turn to her binders.\r\n\r\n[i]Legend[\/i]. When K\u2019Sir scattered the words of\r\ncreation, a lone commoner named Tyche uncovered\r\nthe word of Luck and stole it for herself. The gods and\r\nheroes of that age scoured the world for every Word\r\nof Creation, for the Words\u2019 power could alter the very\r\nlaws of the multiverse. Many who found one became\r\ntyrants or demigods, abusing their Word until they\r\nmet a grisly end, either through their misused magic\r\nor the envious daggers of others.\r\nThe gods, however, never uncovered the word for\r\nLuck. Even as the Words were compiled into Magic by\r\nLexion, Luck remained elusive. The commoner Tyche\r\nlived a good life, an unnaturally long and happy one,\r\ncontent to only use her gift to help those around her.\r\nWhen the avatar of Death arrived to claim Tyche\r\nand her Luck, she greeted its cold visage cheerfully.\r\nShe asked of the reaper only that she could spread\r\nLuck among those who deserved it, rather than pass it\r\nalong to the gods. That way, the patient, the bold, the\r\ntenacious, and the needy might have their day. Clever\r\nas always, Death agreed, stealing a measure of Luck\r\nfor itself, such that it might win any game it plays\r\nagainst mortals. Tyche doesn\u2019t seem to mind, as her\r\nvestige rolls dice with Death often, and has never lost.\r\n\r\n[i]Flaw[\/i]. While bound to this vestige, you gain the\r\nfollowing flaw: \u201cI compulsively gamble, no matter the\r\nodds.\u201d\r\n\r\n\r\n[b][h2]Tyche[\/h2]\r\n[\/b]\r\n[i]The Luck Thief[\/i]\r\n[i]4th-level vestige[\/i]\r\n\r\n[i]Bonus Proficiencies[\/i]\r\nWhile bound to Tyche, you gain proficiency with all\r\ngaming sets. Additionally, you can reroll any ability check\r\nyou make to play nonmagical games of skill.\r\n\r\n[i]Lucky Hit[\/i]\r\nOnce on each of your turns, when you deal damage,\r\nyou can reroll a damage die and must keep the number\r\nrolled.\r\n\r\n[i]Stolen Luck[\/i]\r\nWhen you bind Tyche, roll a d20 and record the number\r\nrolled. This is your stolen luck roll. Once per turn, you\r\ncan trade your stolen luck roll with any attack roll, ability\r\ncheck, or saving throw made by you or a creature that\r\nyou can see. Your stolen luck roll becomes the number\r\nrolled for the attack roll, ability check, or saving throw,\r\nand your new stolen luck roll becomes the number that\r\nwas been rolled on the d20. You can use this ability three\r\ntimes, and regain all expended uses when you finish a\r\nlong rest.\r\n[i]Trait: Third Chances[\/i]\r\nWhile bound to Tyche, three small sigils (associated with\r\na game of chance you are familiar with) float in front\r\nof your forehead. You can extinguish one of these to\r\nadd 1d8 to an attack roll, ability check, or saving throw.\r\nHowever, when you extinguish all three, you subtract\r\n2 from all subsequent attack rolls, ability checks, and\r\nsaving throws you make while bound to Tyche.\r\n\r\n\r\n\r\n[b]Elozahr the Blue[\/b]\r\nElozahr, the legendary founder of the Evocation\r\nSchool of magic, grants his binders frigid arcana and\r\nhis steely concentration.\r\n\r\n[i]Legend[\/i]. All wizards know the story of Evocatia\r\nand Elozahr, the ill-fated mages that founded the\r\nSchool of Evocation.\r\nIn the days before the schools of magic, the\r\nrules of arcana were fluid, and only those of patient\r\ncountenance and forceful will could tame arcana.\r\nWith time, the cleverest spellcasters learned to tame\r\nmagic, channeling it into spells with direct intent.\r\nElozahr the Blue was one such spellcaster. Patiently\r\nand deliberately, Elozahr sculpted his spells from\r\nice, first creating the cantrip ray of frost, and then\r\nthe spell ice storm. With decades of work and the\r\nassistance of his apprentice, Evocatia the Red, he\r\nperfected his masterpiece, a spell so powerful that few\r\nmages could lay claim to it: cone of cold. He traveled\r\nto his apprentice\u2019s scorching, iron tower to test her\r\nmettle with this new spell, but instead discovered that\r\nEvocatia\u2019s familiar was a sinister fiend, who tempted\r\nher with secrets of hellfire magic. Outraged, Elozahr\r\nfroze her tower solid and shattered it to bits.\r\nThe two wizards worked in secret to outdo one\r\nanother, each laying the foundations for their own\r\nschools of magic. At last, Elozahr and Evocatia met\r\non the field of Armistal to parlay and settle their\r\ndifferences. But Elozahr found that his apprentice\r\ncarried with her a flame tongue meant to slay him, so\r\nhe struck first with an icy blast.\r\nSummoning all their canny and arcane might,\r\nthe two wizards unleashed a torrent of wrath upon\r\neach other. When all was done, nothing remained\r\nof Evocatia and Elozahr but dust. True to his work,\r\nElozahr\u2019s vestige is a sculpture of a mage, carved from\r\nblack ice, whose voice is like a howling wind.\r\n\r\n[i]Personality Trait[\/i]. While bound to this vestige,\r\nyou gain the following personality trait: \u201cI spend\r\nmuch of my time in deep concentration, speaking\r\nslowly and methodically when I must speak.\u201d\r\n\r\n\r\n[b][h2]Elozahr[\/h2]\r\n[\/b]\r\n[i]The Blue[\/i]\r\n[i]5th-level vestige[\/i]\r\n\r\n[i]Inheritance of Frost[\/i]\r\nWhile bound to Elozahr, you know the ray of frost\r\ncantrip. Additionally, you can add your Charisma modifier\r\nto damage rolls you make with spells that deal cold\r\ndamage.\r\n\r\n[i]Crystalline Arcana[\/i]\r\nWhen you cast a spell that affects an area and requires\r\nyour concentration, you can choose a number of\r\nMedium or smaller creatures equal to your Charisma\r\nmodifier to be protected from its effects. A 5-foot\r\ncube gap in the spell effects opens around each chosen\r\ncreature. These creatures do not need to make saving\r\nthrows against the spell. Additionally, for the spell\u2019s\r\nduration, these creatures are immune to the effects of\r\nthe spell within its area and ignore conditions, such as\r\ndifficult terrain, created by the spell.\r\n\r\n[i]Spellcasting: Cryomancy[\/i]\r\nWhile bound to Elozahr, you can cast the following spells\r\nwithout using spell slots or spell components:\r\n2\/day each: sleet storm\r\n1\/day: each: ice storm, cone of cold\r\nYou regain all expended uses when you finish a long rest.\r\n\r\n[i]Trait: Hoarfrost[\/i]\r\nWhile bound to Elozahr, your skin, as well as your\r\nclothing, weapons, and armor, are covered with a thick\r\nfrost, and your breath is visible, as if on a cold night.\r\nWhenever you begin concentrating on a spell, this frost\r\ngrows into large ice crystals on your skin. As long as you\r\nmaintain concentration, you can subtract the spell\u2019s level\r\nfrom the damage taken. Fire damage ignores this ability.\r\n\r\n\r\n\r\n[b]Korine, the Displaced[\/b]\r\nA renowned planar researcher who discovered the\r\ntrue nature of the Void, Korine offers her binders the\r\npower to defy physics, chiefly through teleportation.\r\n\r\n[i]Legend.[\/i] Korine was a talented arcanist and\r\nplanar researcher, among the first to study the Void.\r\nAfter years of research, she made a breakthrough\r\nrealization: the Void is not simply a mathematical\r\nconstant, a force, or a dividing boundary, but\r\nan actual plane of existence, like the Ethereal or\r\nElemental Planes, albeit with even stranger rules.\r\nWhen she revealed her findings to her colleagues,\r\nthey mocked her and decried her discovery, touting\r\ncenturies old planar models instead.\r\nUndeterred, Korine set about crafting a plane\r\nshift spell to travel to and traverse this unexplored\r\nVoid and ameliorate her reputation. The spell, which\r\ndrew power from an active sphere of annihilation,\r\nfunctioned perfectly, but its result was disastrous.\r\nKorine cast her spell in front of an audience of fellow\r\narcanists, and in an instant of magical tumult, she was\r\nspread thinly across time and space. But in her last\r\nmoments, she saw the curvature of space, saw it wrap\r\naround, and saw the hideous secrets behind it laid\r\nbare. And at last, she saw her place in it all. Then she\r\nmet oblivion.\r\nAppropriately, Korine\u2019s vestige is only loosely\r\nassociated with reality: her humanoid figure is\r\ndisconnected at every joint, floating about in a strange\r\norbit, and open, darting eyes cover every body part\r\nin the mutilated cloud. Perhaps, this is her physical\r\npersonage, which has persisted in the Void. No other\r\ncreature, after all, has successfully traveled to that\r\nstrange place, and it is unclear what truly remains of\r\nher body or soul.\r\n\r\n[i]Personality Trait.[\/i] While bound to this vestige,\r\nyou gain the following personality trait: \u201cI hatch\r\nelaborate plans on the fly, but don\u2019t always think out\r\nthe consequences.\u201d\r\n\r\n\r\n[b][h2]Korine[\/h2]\r\n[\/b]\r\n[i]The Displaced[\/i]\r\n[i]5th-level vestige[\/i]\r\n\r\n[i]Loose Gravitation[\/i]\r\nWhile bound to Korine, the distance of your long jump\r\nand height of your high jump are doubled, and you take\r\nhalf damage from falling.\r\n\r\n[i]Telefrag[\/i]\r\nWhenever you cast a spell which teleports you, you\r\ncan choose to teleport into a space occupied by a\r\ncreature. When you do so, the creature takes 1d4\r\nforce damage for every 10 feet you teleported, up to\r\na maximum of 5d4, and, if you and the creature are\r\nwithin two size categories of one another, it moves\r\ninto an adjacent unoccupied space of its choice.\r\n\r\n[i]Spellcasting: Blink[\/i]\r\nWhile bound to Korine, you can cast the following spells\r\nwithout using spell slots or spell components:\r\nAt will: misty step\r\n2\/day each: dimension door\r\n1\/day each: blink, teleportation circle\r\nYou regain all expended uses when you finish a long rest.\r\n\r\n[i]Trait: Dimensional Error[\/i]\r\nWhile bound to Korine, your body becomes wedged\r\nbetween reality and nonexistence. Your joints, including\r\nyour neck, shoulders, elbows, hips, and knees, seem to\r\nhave vanished into some other plane, leaving your other\r\nbody parts loosely floating in their positions. As a result,\r\nwhenever you are hit with an attack, roll a d20. On a 20,\r\nthe attack misses.\r\n\r\n\r\n\r\n[b]Vortirrackt, the Outsider[\/b]\r\nA creature from beyond our multiverse, Vortirrackt\r\nwarps his binders into a reflection of his bizarre\r\nanatomy.\r\n[i]Legend[\/i]. When the brilliant scientist Korine\r\ncast the fateful spell that thrust her to the Void,\r\nan eldritch, horrific thing crept through behind\r\nher in the dimensional hole to our world. This\r\ncreature, Vortirrackt, was unlike anything seen in\r\nthe multiverse: it had pale, slimy skin, impervious\r\nto weapons, a long head which terminated in razor-\r\nsharp teeth, and six sickeningly long limbs, each\r\nwith one joint more than a terrestrial creature and\r\nclaw-like barbs at the end. Worse yet, this creature\r\nwas no mere beast, as its frightful intellect would\r\ndemonstrate.\r\nVortirrackt stalked out of the dimensional pit\r\nin front of a gathering of wizards, researchers, and\r\narcanists. It exchanged a long glance with those in\r\nattendance, then pounced, butchering any\r\nit caught in its elongated grasp. Dozens of\r\ninnocents perished, and the mages of the arcane\r\nuniversity retreated from their great tower to\r\nregroup. Bands of knights were sent to slay the beast\r\nand reclaim the tower, to no avail; their heads were\r\nseen to be arranged at the tower\u2019s windows mere\r\nhours later.\r\nThankfully, a powerful warding spell managed\r\nto seal Vortirrackt within, but it did not contain its\r\ntelepathy. The creature mocked the wizards of the\r\ntower and their petty attempts to slay it. Gradually, it\r\nlearned their names, their specialties, and what best\r\nto say to torment them.\r\nWith no other options, the archmagi concluded\r\nthat they would widen the rift, swallowing the\r\nwhole of the tower and the monster, before sealing\r\nit the widened rift beneath a mountain. A hundred\r\nadventures entered the warded tower, which\r\nVortirrackt had rigged into a fiendish dungeon, but\r\nonly one, Carthin the Runebreaker, escaped the\r\nmonster\u2019s deathtrap.\r\nToday, Vortirrackt\u2019s foul name\r\nis synonymous with spells gone\r\nawry, the folly of mages, and the\r\nhideous things that lie beyond the stars.\r\nMoreover, its legend drew forth a vestige:\r\na spitting image of the beast itself, whose\r\nfigure appears distorted as if seen though a\r\nwarped mirror.\r\n\r\n[i]Flaw[\/i]. While bound to this vestige,\r\nyou gain the following flaw: \u201cI enjoy\r\ntormenting my enemies, sowing hate\r\nand doubt in their minds.\u201d\r\n\r\n\r\n[b][h2]Vortirrackt[\/h2]\r\n[\/b]\r\n[i]The Outsider[\/i]\r\n[i]5th-level vestige[\/i]\r\n\r\n[i]Snap Reflexes[\/i]\r\nYou can make an opportunity attack without using a\r\nreaction. You have advantage on this attack roll. Once\r\nyou use this ability, you can\u2019t use it again until you finish\r\na short or long rest.\r\n\r\n[i]Trait: Spider-Climber[\/i]\r\nWhen you bind Vortirrackt, your skin becomes pale and\r\nstrangely adhesive. You can move up, down, and across\r\nvertical surfaces and upside down along ceilings, while\r\nleaving your hands free. You also gain a climbing speed\r\nequal to your walking speed.\r\n\r\n[i]Trait: Abominable Limbs[\/i]\r\nWhen you bind Vortirrackt, your hands sprout sickening\r\nclaws, which you can use the make unarmed strikes.\r\nThe claws deal 1d4 slashing damage, and you can use\r\nCharisma, instead of Strength, for their attack and\r\ndamage rolls. The claws count as magical for the purpose\r\nof overcoming resistance and immunity.\r\nWhen you take the Attack action, you can make\r\none unarmed strike with the claws as a bonus action.\r\nAdditionally, when use your claws to hit a creature that\r\nhas already been hit with them during that turn, you deal\r\nan additional 2d6 slashing damage.\r\n\r\n[i]Trait: Extraneous Joint[\/i]\r\nWhen you bind Vortirrackt, your arms and legs deform,\r\nlengthening and cracking until they each contain an\r\nadditional joint. The reach of all of your melee attacks, as\r\nwell as your reach for opportunity attacks, extends out to\r\n10 feet. Additionally, you can make an opportunity attack\r\nagainst any creature that moves while within your reach.\r\n\r\n\r\n\r\n[b]Methuselah, Eldest Dead[\/b]\r\nA man who grew so old that he slipped between life\r\nand unlife, Methuselah grants his binders authority\r\nover undeath and his strange disconnect from\r\nmortality.\r\n\r\n[i]Legend[\/i]. Methuselah was a man so loved by the\r\ngods that they blessed him with unnaturally long life\r\n\u2014so long, in fact, that he became the oldest mortal to\r\nhave lived.\r\nMethuselah spent his first century of life raising\r\na family. But when he outlived his children and his\r\ngrandchildren, Methuselah was heartbroken. He\r\nwent to live with the elves, but in time he outlived\r\ngenerations of them too. In his most venerable age, his\r\nbones became brittle, his teeth fell out, and his skin\r\nwrinkled and lost its color. When at last Methuselah\r\nlay on his deathbed, he was little more than a husk,\r\ncursing the gods for their so-called blessing and\r\npleading for the release of death.\r\nToday, Methuselah is venerated by necromancers\r\nand intelligent undead as the Eldest, the wisest and\r\nmost venerable among the deceased. Their reverence\r\npaints him with a kind of undeath, as demonstrated\r\nby his vestige: a shambling corpse missing its eyes,\r\nteeth, and nose, with wispy white hair and a beard\r\nthat hangs to the floor.\r\n\r\n[i]Personality Trait[\/i]. While bound to this vestige,\r\nyou gain the following personality trait: \u201cI believe\r\nmyself to be far older, wiser, and wearier than others.\u201d\r\n\r\n\r\n[b][h2]Methuselah[\/h2]\r\n[\/b]\r\n[i]Eldest Dead[\/i]\r\n[i]6th-level vestige[\/i]\r\n\r\n[i]Grave Empathy[\/i]\r\nThe undead can innately sense your closeness to their\r\nkind. Whenever an undead tries to attack you, it must\r\nmake a Wisdom saving throw. On a failed save, its attack\r\nmisses. On a successful save, the undead is immune to\r\nthis ability for the next 24 hours.\r\n\r\n[i]Corpse Shephard[\/i]\r\nYou can perform a 10-minute ritual to summon a\r\nMedium humanoid corpse or pile of bones (your choice),\r\nwhich is magically teleported to your location from a\r\nrandom cemetery.\r\n\r\n[i]Spellcasting: Dead Alive[\/i]\r\nWhile bound to Methuselah, you can raise corpses at\r\nyour touch. You can cast the following spells without\r\nusing spell slots or spell components:\r\nAt will: false life (self only)\r\n3\/day each: animate dead\r\n1\/day each: create undead\r\nYou regain all expended uses when you finish a long rest.\r\n\r\n[i]Trait: Venerable[\/i]\r\nWhile bound to Methuselah, you appear dramatically\r\naged. You voice descends into a hoarse rasp, your\r\nhair grows white, deep wrinkles appear in your skin.\r\nAdditionally, you can siphon the life and youth from\r\nothers. As an action, make a melee spell attack against\r\na hostile creature within your reach. On a hit, the target\r\ntakes 4d6 necrotic damage and you regain hit points\r\nequal to half the necrotic damage dealt.\r\n\r\n\r\n\r\n[b]Mr. Joe, Master Puppet[\/b]\r\nMr. Joe was a show-stopping puppeteer who climbed\r\nto the height of godhood. Those who bind him can\r\nfind that his strings can manipulate others as well as\r\nhe manipulated puppets.\r\n\r\n[i]Legend.[\/i] When Ruse, the trickster god, perished,\r\nnone truly believed his fate until his last will and\r\ntestament was proclaimed by the other gods: there\r\nwould be a contest of cunning and subterfuge to\r\ndetermine his successor. Only one truly worthy of the\r\nmantle of \u201cGod of Lies, Lord of Fools\u201d could ascend\r\nto godhood in his passing. Many, from powerful\r\ndemigods to lowly jesters, arrived at the Temple of\r\nRuse to engage in the contest.\r\nAmong the contestants was an entertainer known\r\nas Hogarth the Astounding, who dressed in wizards\u2019\r\ngarb and performed mundane tricks with his\r\n\u201cassistant,\u201d a ventriloquist\u2019s puppet named Mr. Joe. In\r\nthe contest, Hogarth barely avoided elimination, but\r\nmanaged to persist to the final ten.\r\nIn the final game, each contestant was given a\r\nunique insignia ring. If any contestant could secure\r\nall ten rings, then step into the lit pyre at the temple\u2019s\r\ncenter, they would ascend to Ruse\u2019s place at the divine\r\ntable. After a week of feints and illusions, a demigod\r\nof gambling assembled the full set of rings. Stepping\r\ninto the flames, he was immolated in screaming\r\nagony; one of his rings, a wooden fake, burned to ash\r\non his finger.\r\nIt was then that Hogarth revealed his grand fa\u00e7ade:\r\nbeneath his robes were wooden joints and marionette\r\nstrings; he was but an elaborate fabrication, a puppet\r\nexpertly controlled by Mr. Joe, a matryoshka\u2014an\r\nanimated puppet-person\u2014posing as a prop the entire\r\ntime. Mr. Joe, held the true insignia ring, whereas\r\nHogarth\u2019s was a fake as convincing as himself.\r\nPicking up the remaining rings, Mr. Joe stepped into\r\nthe flames and ascended to become Sham, Lord of\r\nTrickery.\r\n\r\n[i]Personality Trait[\/i]. While bound to this vestige,\r\nyou gain the following personality trait: \u201cI love to put\r\non performances for others, especially when using\r\nunwilling participants.\u201d\r\n\r\n\r\n[b][h2]Mr. Joe[\/h2]\r\n[\/b]\r\n[i]Master Puppet[\/i]\r\n[i]6th-level vestige[\/i]\r\n\r\n[i]No Strings on Me[\/i]\r\nWhile bound to Mr. Joe, you are immune to being\r\ncharmed or possessed.\r\n\r\n[i]Puppeteering[\/i]\r\nWhenever you cast the spell dominate beast, dominate\r\nperson, or dominate monster, you can take total and\r\nprecise control of the target as a bonus action, rather\r\nthan an action. Additionally, you can concentrate on two\r\nof these spells at once, taking control of both targets\r\nusing one bonus action, and making only one saving\r\nthrow maintain concentration on both spells.\r\n\r\n[i]Spellcasting: Soul Strings[\/i]\r\nWhile bound to Mr. Joe, you can cast the following spells\r\nwithout using spell slots or spell components:\r\nAt will: command\r\n2\/day each: dominate beast, dominate person\r\n1\/day each: compulsion, irresistible dance\r\nYou regain all expended uses when you finish a long rest.\r\n\r\n[i]Trait: Dummy[\/i]\r\nWhile bound to Mr. Joe, your skin appears wooden and\r\nlacquered, your joints seem to be wooden hinges, and\r\nyour nose grows into a conspicuously long peg. While\r\nyou remain motionless, you are indistinguishable from a\r\npuppet. Moreover, you can throw your voice, causing it\r\nto originate from any point you choose within 60 feet.\r\n\r\n\r\n\r\n[b]Remus, Firstborn of the Wolf[\/b]\r\nThe embittered twin who nearly founded an empire,\r\nRemus grants his binders a taste of his barbaric\r\ndemigod fury.\r\n\r\n[i]Legend[\/i]. Romulus and Remus, the twin sons of a\r\ngod of war, were bundled in a basket and set adrift in\r\na river shortly after their birth. Helpless and alone, the\r\ntwins were rescued by Lupa, a she-wolf, who nursed\r\nthem for weeks and granted the sickly Remus the gift\r\nof lycanthropy, so that he might grow to be as strong\r\nas his brother. The twins grew quickly, and (demigods\r\nas they were) inherited their father\u2019s immense\r\nstrength and savagery.\r\nBy adulthood, nothing could stand in the twins\u2019\r\nway, save for their own bickering. Despite their godly\r\npower, the two could never decide on anything. Most\r\nof all, they quarreled over their legacy. Remus wanted\r\nto conquer the city-states from which the two of them\r\nhad been cast off as infants, but Romulus had resolved\r\nto establish a city-state of his own. Remus acquiesced,\r\nbut the two could not decide on where to build it.\r\nThe twins stood on their hills and cast augury. In\r\ntheir wisdom, the gods delivered a sign of weal and\r\nwoe, hoping this would bring the bothers solidarity,\r\nbut they argued over the result and came to blows.\r\nRomulus and Remus fought bare-fisted, and Remus\r\ngrew more bestial as he grew in fury. As last, Romulus\r\nstabbed Remus in the side with a small silver dagger,\r\nkilling him.\r\nRomulus built his city atop his brother\u2019s corpse\r\nand named it after himself. Through his contempt,\r\nRemus persisted as a vestige, appearing furious and\r\nanimalistic, growing only more bitter with the passing\r\nof centuries, as his brother\u2019s city grew and swelled into\r\na world-spanning empire.\r\n\r\n[i]Flaw[\/i]. While bound to this vestige, you gain the\r\nfollowing flaw: \u201cI harbor a seething resentment for my\r\nfamily.\u201d\r\n\r\n\r\n[b][h2]Remus[\/h2]\r\n[\/b]\r\n[i]Firstborn of the Wolf[\/i]\r\n[i]6th-level vestige[\/i]\r\n\r\n[i]Bonus Proficiencies[\/i]\r\nWhile bound to Remus, you gain proficiency with\r\nbattleaxes, greataxes, mauls, and warhammers.\r\n\r\n[i]Extra Attack[\/i]\r\nYou can attack twice, instead of once, whenever you take\r\nthe Attack action on your turn.\r\n\r\n[i]Fury[\/i]\r\nOn your turn, you can use your bonus action to summon\r\nup Remus\u2019s bottomless rage. For the next minute, you\r\ngain the following benefits:\r\n\u2022 You can add your Charisma modifier to Strength\r\nchecks and Strength saving throws.\r\n\u2022 You have advantage on all melee weapon attacks\r\nwhich use heavy weapons, versatile weapons, or\r\nunarmed strikes. However, melee weapon attacks\r\nagainst you are rolled with advantage.\r\n\u2022 You have resistance to bludgeoning, piercing, and\r\nslashing damage.\r\n\u2022 When you reduce a hostile creature to 0 hit points\r\nwith a melee weapon attack, you can move up to 10\r\nfeet and make an additional weapon attack.\r\nYou can end this effect early as a bonus action. Once\r\nyou use this ability, you can\u2019t use it again until you take a\r\nshort or long rest.\r\n\r\n[i]Trait: Lycan\u2019s Bloodthirst[\/i]\r\nWhile bound to Remus, you assume the savage guise and\r\nviolent aspect of a lycanthrope: coarse hair covers your\r\nbody, your nose lengthens, your fingernails lengthen into\r\nclaws, and your teeth sharpen. When you take damage\r\nfrom a creature that is within 5 feet of you, you can use\r\nyour reaction to make a melee weapon attack against\r\nthat creature.\r\n\r\n\r\n\r\n[b]Hammurabi, the Lawbringer[\/b]\r\nOne of the first great kings of humankind,\r\nHammurabi set forth mortal law on a stone obelisk.\r\nToday, his vestige grants binders the authority to\r\njudge others by the first laws, and inflict their cruel\r\npunishments.\r\n\r\n[i]Legend[\/i]. Mortals have always been judged by the\r\nwhims of the gods when they passed onto the afterlife,\r\nbut it was not until the early kings of mankind that\r\nmortals passed judgement on each other. Hammurabi,\r\nking of a long-forgotten province, beseeched the gods\r\nfor laws that would solidify his rule with exacting\r\nauthority. The gods granted his plea, and delivered an\r\nobelisk inscribed with every conceivable crime and\r\npunishment to his kingdom.\r\nThese primeval gods believed in order above such\r\npetty qualms of good and evil. After all, they carved\r\nall of creation from sprawling chaos and struck a\r\nmathematical equilibrium\u2014they did not take such\r\nbalance for granted. As such their laws were perfect\r\ncounterbalances: an eye for an eye, a bone for a bone,\r\na hand for an errant strike, and so on. Brutal as they\r\nwere, the people of Hammurabi found them effective.\r\nHowever, as Hammurabi would learn, no man is\r\nabove this law. As all people could read the obelisk\u2019s\r\ncode, some came to their king with grievances\r\nenforced by the law. In recumpence, Hammurabi\r\nlost his own eye, fingers from each hand,\r\nhis teeth, and the hair from his head, and\r\nsuffered many other punishments for his\r\nfleeting crimes as king. Even his vestige is\r\nmaimed and broken, a symbol that truly fair\r\npunishment endures even after death.\r\n\r\n[i]Ideal[\/i]. While bound to this vestige,\r\nyou gain the following Ideal: \u201cEye for\r\nan Eye. I strive for absolute equity in\r\nall things, and will go to extremes to\r\nensure fair recumpence for all deeds.\r\n(Lawful)\u201d\r\n\r\n\r\n\r\n[b][h2]Hammurabi[\/h2]\r\n[\/b]\r\n[i]The Lawbringer[\/i]\r\n[i]7th-level vestige[\/i]\r\n\r\n[i]Enduring Punishment[\/i]\r\nWhenever you deal damage to a creature, the creature\r\ncan\u2019t regain hit points until the start of your next turn.\r\n\r\n[i]Law of Retribution[\/i]\r\nWhen a creature you can see hits you with a melee\r\nweapon attack, you have advantage on the first attack\r\nyou make against it on your next turn.\r\n[i]Forbid[\/i]\r\nIf a hostile creature you can see uses its action to attack\r\nor takes a legendary action or a lair action, you can use\r\nyour reaction to intercede, preventing the action from\r\nhappening. Once you use this ability, you can\u2019t use it\r\nagain until you finish a long rest.\r\n\r\n[i]Trait: Maimed[\/i]\r\nWhile bound to Hammurabi, you are missing multiple\r\nfingers, several teeth, and an eye\u2014all gouged out as\r\nrecompense for past crimes. You are immune to the\r\nfollowing conditions: blinded, deafened, exhaustion,\r\nparalyzed, poisoned, and stunned. If a creature attempts\r\nto impose one of these conditions on you, you can use\r\nyour reaction to instead impose the same condition\r\nupon the creature.\r\n\r\n\r\n\r\n[b]Sariel, The Fell Angel[\/b]\r\nThe first fallen angel, Sariel tried and failed to\r\ndestroy the multiverse as a mercy to its inhabitants.\r\nAs penance, he offers his binders his wings and his\r\nonce-holy blade.\r\n\r\n[i]Legend[\/i]. When the primeval gods spoke the\r\nWords of Creation, the world sputtered, cracked, and\r\nbled into existence. It wrenched itself and edged close\r\nto utter disaster, for it was built on a deeply imperfect\r\nplan.\r\nSeeing the havoc of the multiverse firsthand, the\r\narchangel Sariel descended from the upper planes\r\nto Erebus and beseeched that she might unmake\r\nthe world, that it could be made again. Sariel struck\r\nthe Stygian Seal with his blade, and the quarreling\r\ngods above took notice. Before Sariel could break the\r\nseal with a final blow, the gods halted his blade. In\r\njudgement for his betrayal, for attempting to destroy\r\nthe multiverse itself, the gods cast Sariel down into\r\nErebus, from which he might never escape.\r\nBinders know the story of Sariel\u2019s betrayal well,\r\nfor it illustrates their deepest secret: the world\u2019s flaws\r\nwere crafted at the onset, and Erebus represents a\r\ndestructive, merciful remedy, paving the way a new,\r\nperfect multiverse. The sign is nearly broken, which is\r\nwhy vestiges draw so near to the Material Plane. For\r\nhis part, Sariel\u2019s vestige only regrets his actions, and\r\noffers his wings that he might go flightless as penance\r\nfor his sin.\r\n\r\n[i]Personality Trait[\/i]. While bound to this vestige,\r\nyou gain the following personality trait: \u201cI feel a\r\nmelancholy regret for my mistakes; such sadness\r\nfollows me everywhere I go.\u201d\r\n\r\n\r\n[b][h2]Sariel[\/h2]\r\n[\/b]\r\n[i]The Fell Angel[\/i]\r\n[i]7th-level vestige[\/i]\r\n\r\n[i]Broken Halo[\/i]\r\nWhenever you fail a saving throw, roll a d6. On a 6, you\r\nsucceed the saving throw instead.\r\n\r\n[i]Flyby Attack[\/i]\r\nWhen you make a melee attack against a creature, while\r\nflying you don\u2019t provoke opportunity attacks from that\r\ncreature for the rest of the turn, whether you hit or not.\r\n\r\n[i]Judgement[\/i]\r\nWhen you hit a creature with a melee weapon attack, you\r\ncan deal an additional 6d8 necrotic or radiant damage\r\n(your choice) to the target. Once you use this ability, you\r\ncan\u2019t use it again until you finish a short or long rest.\r\n\r\n[i]Trait: Angelic Wings[\/i]\r\nWhile bound to Sariel, you sprout broad, feathered wings\r\nfrom your back, granting you a flying speed of 60 feet.\r\n\r\n\r\n\r\n[b]Carthin, the Runebreaker[\/b]\r\nIn life, Carthin was a mage who forsook all arcana,\r\nexcept that which might be used to strike down the\r\narchmagi who betrayed him. He offers his binders a\r\nrebuke of magic, along with his unsettling eyes.\r\n\r\n[i]Legend[\/i]. Carthin descended into the lair of,\r\nVortirrackt, the dimensional monster, alongside a\r\nband of a hundred other warriors. It was a deathtrap.\r\nThe creature was as ferocious as it was cunning, and\r\nit had converted its accommodations\u2014the tower of\r\nthe arcane university\u2014into an insidious dungeon.\r\nOne by one, Carthin\u2019s comrades fell to the tower\u2019s\r\nperilous traps, bloodthirsty summoned monsters, and\r\noccasionally to Vortirrackt itself.\r\nAt last, Carthin and his remaining allies uncovered\r\nthe artifacts they required and did the deed:\r\nexpanding the dimensional rift from which the\r\ncreature originated, until it swallowed Vortirrackt and\r\nthe whole of the tower with it. Only Carthin emerged\r\nbefore the tower was destroyed.\r\nFrom Vortirrackt in the dungeon, Carthin learned\r\nthat he and his allies had been sent on a suicide\r\nmission; none were meant to survive. All of the death\r\nwithin the university was the fault of the reckless\r\narchmagi and their futile experiments; it would stand\r\nno longer.\r\nTaking up the mantle of \u201cRunebreaker\u201d, Carthin\r\nswore off all magic, save that which might kill the\r\narchmagi, and embarked on a journey of vengeance.\r\nThe Runebreaker left a trail of spellcaster corpses in\r\nhis wake as he hunted down the former headmasters\r\nof the university. Some histories paint this as a folk\r\ntale about the common man standing up to authority,\r\nothers remember it as a horror story. In the end,\r\nhis vestige cares only that he continues his endless\r\ninquisition, evidenced by his unflinching red stare\r\nthat unravels magic itself.\r\n\r\n[i]Flaw[\/i]. While bound to this vestige, you gain the\r\nfollowing flaw: \u201cI believe that those who wield magic\r\nare innately corrupted, and I will trust nothing they\r\nsay or do.\u201d\r\n\r\n\r\n[b][h2]Carthin[\/h2]\r\n[\/b]\r\n[i]The Runebreaker[\/i]\r\n[i]8th-level vestige[\/i]\r\n\r\n[i]Blade of the Inquisition[\/i]\r\nYou can cast the spell magic weapon at will as a 4th-level\r\nspell without using spell slots or spell components. Your\r\nconcentration on the spell breaks if the weapon ever\r\nleaves your hand.\r\n\r\n[i]Spellcasting: Mage-Killer[\/i]\r\nWhile bound to Carthin, you can cast the following spells\r\nwithout using spell slots or spell components:\r\n3\/day each: counterspell, dispel magic\r\n1\/day each: antimagic field, true seeing\r\nCasting antimagic field in this way does not disable any\r\nof your vestige features, except for spellcasting and\r\nmagic items. You regain all expended uses when you\r\nfinish a long rest.\r\n\r\n[i]Trait: Dead Magic Eyes[\/i]\r\nWhile bound to Carthin, your eyes become vacant pits\r\nwith two bright coals burning within them, granting you\r\nvision that can pierce arcana. You are constantly under\r\nthe effects of the spell detect magic, which does not\r\nrequire your concentration. Additionally, you can use\r\nyour action to focus on a creature you can see within 30\r\nfeet. You can determine if that creature has cast a spell\r\nwithin the last 24 hours, and the spell\u2019s school of magic,\r\nif any.\r\n\r\n\r\n\r\n[b]D\u00f6pple, the Archivist[\/b]\r\nAn archivist of countless treasures from the Vaults of\r\nVenagoth, D\u00f6pple shares history\u2019s greatest artifacts\r\nwith his binders.\r\n\r\n[i]Legend.[\/i] When the Arcane Archive burned,\r\nmany of its surviving treasures, including tomes of\r\nancient lore and magic items of boundless power,\r\nwere transported thousands of miles away to the\r\nVaults of Venagoth, where they rested in safety for\r\ncenturies. In its prime, the Venagoth family was\r\nimmensely rich and influential, and chose to amass\r\ntheir wealth in their ancestral Vaults, which were\r\npractically impregnable, built deep into a mountain,\r\nand secured with excessively potent wards. No thief\r\never successfully infiltrated the Vaults of Venagoth\r\nand made it out alive. But one archivist, D\u00f6pple, was\r\nfreely permitted into the Vaults to organize and curate\r\ntheir vast collection.\r\nAlas, the record of history is long and unforgiving.\r\nWith the Venagoth\u2019s waning influence came the ire of\r\na barbarian warlord from the north, who campaigned\r\nsouth to burn cities, dethrone kings, and eventually\r\nsack the Venagoth estates. Knowing their treasure\r\nto be too momentous to lose, the Venagoth patron\r\ncommanded D\u00f6pple to seal himself within the Vaults\r\nuntil the military could drive back the savage horde.\r\nBut rescue never came. The Archivist lived out\r\nhis final days, perhaps his final decades, surrounded\r\nby the amassed artifacts of millennia. The Vaults of\r\nVenagoth were lost to history, but the search for their\r\nlocation always lingers on the entombed Archivist,\r\norganizing the collection until his death. Ironically,\r\nD\u00f6pple\u2019s vestige is exceedingly generous where history\r\nis not: he is represented by a learned, bespectacled\r\nman, standing at the Vaults\u2019 door, offering his\r\ntreasures to those who understand their significance.\r\n\r\n[i]Personality Trait.[\/i] While bound to this vestige,\r\nyou gain the following personality trait: \u201cI look after\r\nthe fine details of all my possessions, keeping them\r\norganized and in excellent repair.\u201d\r\n\r\n\r\n[b][h2]D\u00f6pple[\/h2]\r\n[\/b]\r\n[i]The Archivist[\/i]\r\n[i]8th-level vestige[\/i]\r\n\r\n[i]Minor Relic[\/i]\r\nWhen you bind D\u00f6pple, a magic item appears in your\r\npossession. The item vanishes when you are no longer\r\nbound to D\u00f6pple.\r\nThe item is your choice of the following: 2 beads\r\nof force, a necklace of fireballs (2 beads), an oil of\r\netherealness, a potion of gaseous form, or a potion of\r\ninvisibility.\r\n\r\n[i]Relic[\/i]\r\nWhen you bind D\u00f6pple, a magic item appears in your\r\npossession. You are automatically attuned to it, if it\r\nrequires attunement, and it does not count against the\r\nnumber of items you can have attuned. Moreover, no\r\nother creature can attune to the item or, if the item is a\r\nweapon, use it make an attack. The item vanishes when\r\nyou are no longer bound to D\u00f6pple.\r\nThe item is your choice of the following: a carpet of\r\nflying, a cloak of the bat, a flame tongue, gauntlets of\r\nogre power, an instant fortress, a ring of regeneration, a\r\nring of telekinesis, a sun blade, or a wand of wonder.\r\n\r\n[i]Trait: Spectacles[\/i]\r\nAs a final parting gift, D\u00f6pple offers his binders his very\r\nspectacles. While wearing the spectacles, if you make an\r\nIntelligence (Arcana), Intelligence (History), Intelligence\r\n(Nature), or Intelligence (Religion) check, you can\r\ntreat the result as a 10, or your binder level plus your\r\nCharisma modifier, whichever is higher.\r\n\r\n\r\n\r\n[b]Erebus,[\/b]\r\n[b]The Shadow Interminable[\/b]\r\nBinders alone remember the esoteric legend of\r\nErebus, the wellspring of all vestiges, the one being all\r\ngods fear.\r\n\r\n[i]Legend.[\/i] Before the primeval gods laid the\r\nuniverse\u2019s foundations, a groundwork upon which\r\nthey could sculpt the antediluvian Chaos, they\r\ndevised a failsafe to ensure their success. Before all\r\nelse, they beckoned Erebus, a being of unmaking from\r\nbeyond the veil of Chaos, to unravel and destroy their\r\ncreations. For the gods, in their wisdom, realized that\r\nnot even they could forge a perfect world on the first\r\ntry\u2014indeed, countless universes were created and\r\ndiscarded before the gods settled for the current one,\r\nwith its particular compromises and imperfections.\r\nErebus was the tool for erasure, made to consume\r\nflawed universes and return them to the Chaos so\r\nthat the gods might try again.\r\nEventually, it seems the primeval gods grew\r\nweary of fruitless creation, for then they committed\r\nthe First Sin: suffering our universe to live through\r\nits painful gestation. Cataclysmic disasters swept\r\nthe world in its early years, but, perhaps by chance,\r\nit persisted and settled into what it is now: petty,\r\nbrutish, and broken. Our universe\u2019s denizens are all\r\nsentenced to die from the moment of their births,\r\nmagic is fleeting and volatile, and the fabric of the\r\nuniverse itself is surely unraveling, imperceptibly and\r\nsteadily to a pathetic end.\r\nTo safeguard their flawed creation, the gods bound\r\nErebus with the Stygian Seal and scatted the Words of\r\nCreation. Most speculate that Erebus lies deep within\r\nthe Void, but history tells a more complex story: in\r\nancient languages, the word Erebus simply means\r\nDarkness, and is used both as the name of the entity,\r\nand the name for the Void itself. This implies either\r\nthe ancients saw no reason to distinguish between the\r\ntwo, or simply believed they were one and the same.\r\nFittingly, Erebus does not speak to this; her vestige is\r\nmerely a howling abyss, upon which all of creation is\r\nperched, and from which nothing escapes.\r\n\r\n[i]Flaw[\/i]. While bound to this vestige, you gain the\r\nfollowing flaw: \u201cI do not speak.\u201d\r\n\r\n\r\n[b][h2]Erebus[\/h2]\r\n[\/b]\r\n[i]The Shadow Interminable[\/i]\r\n[i]9th-level vestige[\/i]\r\n\r\n[i]Obliviate[\/i]\r\nAt your touch, you unmake. As an action, you can touch\r\nan object or creature, which must make a Constitution\r\nsaving throw. On a failure, the target takes 10d10 + 50\r\nnecrotic damage, or half as much on a successful save.\r\nIf this damage reduces the target to 0 hit points, it is\r\ntotally unmade. An unmade creature and everything\r\nit is wearing or carrying, except for magic items, is\r\ncompletely annihilated, leaving behind nothing, not even\r\ndust. The creature can be restored to life only by means\r\nof a true resurrection or a wish spell. You can use this\r\nability once, and regain the ability to do so when you\r\nfinish a long rest.\r\n\r\n[i]Trait: Vestigial[\/i]\r\nWhile bound to Erebus, you are divorced from reality,\r\nmuch like vestiges themselves, causing you to appear\r\nhazy and indistinct, as your form is stretched between\r\nthe Material Plane and the Void. You have resistance to\r\nall damage. Additionally, you can move through other\r\ncreatures and objects as if they were difficult terrain.\r\nYou take 4d10 force damage if you end your turn inside\r\na creature or object, as you are ejected into the nearest\r\nunoccupied space.\r\n\r\n\r\n\r\n[b]Qadir, the Damned Djinn[\/b]\r\nAn ill-fated genie who abandoned the one who\r\nsummoned him, Qadir offers his binders a lone wish\r\nbefore abandoning them as well.\r\n\r\n[i]Legend[\/i]. For centuries, an unremarkable lamp sat\r\nuntouched, nestled amongst piles of gold in an long-\r\nforgotten treasure hoard. Then one day, War\u2019Red, the\r\ntwin brother of legendary thief K\u2019Sir, happened upon\r\nthe lamp and rubbed its side. Emerging in a swirling\r\ncloud of lightning and wind, the noble genie Qadir\r\noffered his rescuer three wishes in exchange for his\r\nfreedom from the lamp.\r\nFirst, War\u2019Red wished to become an all-powerful\r\nsultan. Qadir agreed, and in a flash, War\u2019Red became\r\na brutal despot of his own kingdom. Then War\u2019Red\r\nwished for an army, a million men strong, to spread\r\nbloodshed and conquest wherever he turned his\r\ngaze. Again, Qadir acquiesced, and legions of foot\r\nsoldiers sprang into existence around them. Lastly,\r\nWar\u2019Red wished for immortality, that his reign might\r\nbe unending. At this, finally, Qadir could comply no\r\nlonger: he reversed the wishes, banished War\u2019Red to a\r\nforsaken desert, and returned to his lamp.\r\nWhen K\u2019Sir learned of this, he sought out the lamp\r\nand summoned Qadir himself. Again, bound by the\r\nmagic of the lamp, Qadir offered three wishes to his\r\ndiscoverer, which K\u2019Sir happily accepted: his first\r\nwish would be to destroy the genie\u2019s mind, his second\r\nto destroy his body, and his final wish to destroy\r\nhis soul. In a whirlwind of deadly magic, Qadir was\r\nobliterated. He lives on only as a vestige, a cautionary\r\ntale that you should always honor your promises, no\r\nmatter the cost.\r\n\r\n[i]Flaw.[\/i] While bound to this vestige, you gain the\r\nfollowing \u201cI must honor my promises, no matter what\r\nconsequences they might bring.\u201d\r\n\r\n\r\n[b][h2][b]Qadir[\/b][\/h2]\r\n[\/b]\r\n[i]The Damned Djinn[\/i]\r\n[i]9th-level vestige[\/i]\r\n\r\n[i]Fatal Wish[\/i]\r\nWhile bound to Qadir, you can cast the spell wish,\r\nwithout expending spell slots or spell components, to\r\nduplicate the effects of any other spell of 8th level or\r\nlower. Once you cast this spell, Qadir is expelled and is\r\nreplaced by a vestige of your choice of 3rd level or lower.\r\nYou can\u2019t rebind Qadir until you take a long rest.\r\n\r\n[i]Trait: Djinn Aspect[\/i]\r\nWhen you bind to Qadir, your skin tints to a blueish hue,\r\nand you constantly float a few inches off the ground on a\r\nlayer of smoke. You ignore the effects of difficult terrain,\r\nyour speed increases by 10 feet, and you can walk across\r\nfluid surfaces, such as water and quicksand.","table_data":"Level|Prof Bonus|Features|Vestige Level|Vestiges Bound\r\n1|+2|Soul Binding|1|1\r\n2|+2|Minor Spirits, Rebinding|1|1\r\n3|+2|Esoteric Cult, Suppress Sign|2|1\r\n4|+2|Ability Score Improvement|2|1\r\n5|+3|Minor Spirits(3)|3|2\r\n6|+3|Ability Score Improvement|3|2\r\n7|+3|Esoteric Cult Feature|4|2\r\n8|+3|Ability Score Improvement|4|2\r\n9|+4|Adamant Mind|5|2\r\n10|+4|Esoteric Cult Feature|5|2\r\n11|+4|---|6|3\r\n12|+4|Ability Score Improvement|6|3\r\n13|+5|Minor Spirits(4)|7|3\r\n14|+5|Esoteric Cult Feature|7|3\r\n15|+5|Rebinding Improvement|8|3\r\n16|+5|Ability Score Improvement|8|3\r\n17|+6|---|9|4\r\n18|+6|Minor Spirits(5)|9|4\r\n19|+6|Ability Score Improvement|9|4\r\n20|+6|Voidsoul|9|4","source":"","jsondata":"","tags":"","isShared":"on","templateId":"5460","blockId":"869530","world":"aea0a961-6183-4cbe-aec0-8b8977315376","folder":"11217"}