Class: The Binder

by Weirdo Whoever

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Binder

In the multiverse where magic and divinity are no extraordinary, not all deities are blessed with the faith of mortal sentience. When a deity is abandoned, forsaken, or simply forgotten by its followers, it slowly descends into a shadow of its former glory, or known as a vestige. While divinity has a vastly different concept of life and death from those of the mortal beings, those unfortunate enough to dwindle into vestigal status may suffer from the cessation of existence, or what is closest to the death for the gods. Simply put, with strange aeons, even gods may die.

Some mortals, often estranged from the more civilized part of the worlds, would actively seeks and contact such vestiges. By striking a contact with vestiges, these individuals, known as binders, can perform a cryptic rite to suggest their own body as a vessel for the vestiges, who would then bind themselves into the mortal body to manifest what is left of their divine power to interact with the world.

Creating a Binder

As you create a binder, you must answer some questions that makes you binder in the first place. What made you seek for vestigal bind and aid, instead of more formulated and popular religion system and deities? Was it truly acceptable for you to get scorned and shunned by many religions and their followers? Is being a binder your unique way to express respect and devotion toward divine power?

Alternately, what do you attempt to bind vestiges in your own body, rather than striking a contract that only grants you power with less risk? What is the relationship between you and the vestiges? Was it the vestiges that first sought you for their benefits in exchange of their latent power, or were you the first to propose such arrangement for a particular reason?

Quick Build

You can make a binder quickly by follwing these suggestions. First, Charisma should be your highest ability score, followed by Constitution. (Some binders who focus on martial combats make Strength or Dexterity higher than Constitution.) Second, choose the hermit background.

Class Features

As a binder, you gain the following class features.

Hit Points


  • Hit Dice: 1d8 per binder level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per binder level after 1st

Proficiencies


  • Armor: Light armor
  • Weapons: Simple weapons
  • Tools: None

  • Saving Throws: Constitution, Charisma
  • Skills: Choose two from Arcana, History, Insight, Intimidation, Nature, and Religion
Table: The Binder
Level Proficiency
Bonus
Features Vestiges
Known
Vestige
Bound
Spell
Slot
Slot
Level
1st +2 Vestige Binding, Vestigal Favor 2 1
2nd +2 Vestlgal Magic, Vestigal Favor feature 2 1 1 1st
3rd +2 Unleash Vestige 2 1 2 1st
4th +2 Ability Score Improvement 2 1 2 1st
5th +3 3 2 2 2nd
6th +3 Vestigal Favor feature 3 2 2 2nd
7th +3 Warded Soul 3 2 2 2nd
8th +3 Ability Score Improvement 3 2 2 2nd
9th +4 4 2 2 3rd
10th +4 Vestigal Favor feature 4 2 2 3rd
11th +4 Vestigal Safeguard 4 2 2 3rd
12th +4 Ability Score Improvement 4 2 2 3rd
13th +5 5 3 2 4th
14th +5 Guardian of Souls 5 3 2 4th
15th +5 Spiritual Longevity 5 3 2 4th
16th +5 Ability Score Improvement 5 3 2 4th
17th +5 6 3 2 5th
18th +5 Vestigal Favor feature 6 3 2 5th
19th +5 Ability Score Improvement 6 3 2 5th
20th +5 Champion of the Vestiges 6 3 2 5th

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a light crossbow and 20 bolts or (b) a simple weapon
  • (a) a dungeoneer's pack or (b) a priest's pack
  • Leather armor and a holy symbol

Vestigal Binding

As a practitioner of hermetic yet religious rite, you can call forth shadows of the deities, known as the vestiges.

Vestiges Known

At 1st level, you can call forth two vestiges from the list at the end of the class description. You can call additional vestiges as you gain level in this class, as shown in the Vestiges Known column of the Binder table.

Binding Vestiges

You can perform a 1-minute ritual to bind vestiges you know into your body, channeling its remnants of divine power. The ritual can be performed during a short rest or long rest. As long as a vestige is bound to you, you gain specific benefits determined by the vestige, as stated in the vestige's description.

At 1st level, you can bind only one vestige to yourself at a same time. You can bind multiple vestiges when you gain levels in this class, as stated on the Vestiges Bound column from the Binder table.

The vestige is bound to you for a number of hours equal to half your binder level, to a minimum of 30 minutes. After the duration, the vestige is dismissed from you. You can also dismiss your vestige early as a bonus action on your turn.

While the vestige is bound to you, you can perform the ritual again to dismiss any number of vestiges currently bound to you, and bind another vestiges to yourself.

Vestigal Portfolio

A vestige has a list of portfolios that define its principles of actions and behaviours. While the vestige is bound to you, you are required to adhere to its portfolio to the best of your ability. You can willingly act against the vestige's portfolio, but with consequences (see "Acting Against the Vestige" below).

Vestigal Manifestation

When a vestige is bound to you, the vestige manifests its notable traits to your body. Each vestige has a distinctive manifestations, as stated on its description. By observing the manifested traits to your appearance, one can deduce which vestige is bound to you.

Vestigal Gift

When you bind a vestige to yourself, it grants you its gift, which is manifested in a special weapon, armor, or tool that you can use for your benefits.

When you first bind a vestige to yourself, and again as a bonus action on your turn while the vestige is bound to you, you can summon the vestigal gift in one of your empty hands. When the vestige is dismissed from you, the vestigal gift granted by the vestige is also dismissed from you, and disappears into thin air. A vestigal gift is also dismissed if it is more than 5 feet away from you for 1 minute or more.

When you bind more than one vestiges to yourself, you gain access to all gifts granted by each vestige bound to you.

Acting Against the Vestige

Vestiges are normally friendly to you, but when you actively act against the vestige's will, the vestige may enforce your actions by refusing to lend its power, attempt to override your behaviours, or simply dismissing itself from you. You have disadvantage on all attack rolls, ability checks, and saving throws if you willingly act against the vestige's will. On the DM's discretion, you might also be forced to abandon some features granted by the vestige, or the vestige might forcibly unbind itself from you (no action required from you).

Losing and Regaining Vestige's Favors

When you make a severe violation against a vestige's portfolio, it may refuse to grant its favor to you until you ask for its pardon. Such vestige cannot be bound to you again.

Some class features require you to dismiss one of the vestiges bound to you. A vestige dismissed this way also refuses to give its favor to you until you ask for its pardon.

To ask for a vestige's pardon, you must perform an 8-hour ritual that entreats it. The ritual can be performed during a long rest. After the ritual, the vestige pardons your misbehaviors and allows itself to be bound to you again.

Vestigal Favor

As a part of the contract, the vestige grants a number of fragments of its divine power. When you bind a vestige to yourself, it grants you a number of favors, as stated in its description.

A vestige grants you features at 1st level, and again at 2nd, 6th, 10th, and 18th level. You lose all features granted by a vestige when it is dismissed from you.

Choosing Higher-Level Favors

When you bind more than one vestiges to yourself, you gain all favors from the bound vestiges granted at 1st, 2nd, and 6th level. However, gaining higher-level features must be chosen between vestiges. When you bind two or more vestiges to yourself, you must choose one of the bound vestiges to gain its 10th- and 18th-level features. You can choose two different vestiges for each feature, or choose one vestige for both features.

For example, when you reach 18th level and bind Eligor and Leontoeides, you can choose Eligor to gain his 10th- and 18th-level feature, or choose both Eligor and Leontoeides, one for 10th-level feature and another for 18th-level feature.

Vestigal Magic

At 2nd level, you can channel the power of your vestiges through spells.

Vestigal Spell Lists

Each vestige has a list of spells, known as the vestigal spell list. While the vestige is bound to you, you gain access to the spells listed on its vestigal spell list.

When you are concentrating on a binder spell and the vestige that grants that spell is dismissed from you, you automatically lose concentration on the spell.

Spell Slots

The Binder table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your binder spells of 1st level or higher, you must expend a spell slot. You regain all expended spells slots when you finish a short rest or long rest.

Spellcasting Ability

Charisma is your spellcasting for your binder spells so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a binder spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = Proficiency bonus + your Charisma modifier

Spellcasting Focus

You can use a holy symbol as a spellcasting focus for your binder spells.

Unleash Vestige

Starting at 3rd level, when you fail on an ability check, attack roll, or saving throw, you can dismiss one of the vestiges bound to you to re-roll the d20. You must use the new roll.

Warded Soul

At 7th level, at the start of each of your turn, you can dismiss one of the vestiges bound to you to end all effects that causes you to be charmed or frightened.


Vestigal Safeguard

By 11th level, when you would drop to 0 hit points, you can dismiss one of the vestiges bound to you to drop to 1 hit points instead.

Guardian of Souls

When you reach 14th level, while you have at least one vestige bound to you, you have advantage on saving throws against being charmed or frightened.

Spiritual Longevity

When you reach 15th level, your attunement to vestiges grant you supernatural vitality. You no longer suffer the frailty of old age, you cannot be aged magically, and your hit point maximum cannot be reduced. You can still die of old age, however.

Champion of the Vestiges

At 20th level, you are the paragon of all binders, and you are one of the most favored of vestiges. You can use an action to dismiss any number of vestiges currently bound to yourself, and then bind up to three vestiges to yourself.

Additionally, for each vestige that is currently bound to you, you gain a +1 bonus to all saving throws.

Vestiges

Once amongst the rank of divinity, the vestiges now exist only as a shade of themselves, stripped of the powers they once held. As such, a vestige has many properties that are almost, but not quite, entirely unlike deities.

Aradia

The Witch-Goddess, the Hostess of the Sabbath

The name Aradia used to belong to other deity, or possibly shared among many deities, but now is exclusively used for one particular vestige. Aradia boasts herself as a former goddess of magical wonders and miracles, but her claim is highly questionable, especially regarding the claim that she was ever a goddess in the first place.

Aradia is still sometimes called forth by witches, hags, and other occult practitioner of obscure and ominous form of rites and ceremonies. Although Aradia's power is limited to fulfill her summoner's greedy wishes, she still has enough number of magical tricks to impress them before they dismiss her with great disappointment.

Manifestation of Aradia

When you bind Aradia to yourself, she manifests into your body as follows:

  • Your hair turns pitch black and greatly grows in length, often down to the your waist.
  • Your eye gleams with esoteric light, often in the color purple. Pentagram appears on the pupil.
  • Spectral shapes and patterns appear on your face and hands. Typical patterns include a skull and skeletal hands, ink blots, and runic scribbles.
  • Aradia may occasionally interrupt and borrow your voice to explain whatever magical phenomenon she witnesses, even if there are no apparent listeners other than you.
Table: List of Vestiges
Vestige Alignment Portfolio Symbol
Aradia, the Witch-Goddess NE Pagan magic A reversed pentagram drawn in a circle
Atropal, the Stillborn God LE Hatred against the living A severed head from a rotting corpse
Chichimec, It With Countless Wings N Air, wind, and storm A fan decorated with colorful feathers
Eligor, the Dragonslayer LG Benign quests and errants A banner in shades of chromatic colors
Focalor, the Prince of Tears NG Ocean, grief, and remorse A drop of water over a bowl full of water
Kernos, the Horned Hunter CN Hunt and wilderness A deer's skull and three crescent moons
Leontoeides, the False Almighty LE Ambition to higher hierarchy A lion's head with flaming mane
Orthos, the Howler in the Dark N Darkness and mysteries An unlit candle in pitch-black darkness
Phaethon, the Primordial Blaze CN Fire and destruction A bucket filled with molten iron
Xixecal, the Shambling Glacier CN Winter and frigid climate A lump of rock-solid ice

Portfolio of Aradia

As the hostess of the pagan rites, Aradia's portfolio is associated with magic and rituals. Her portfolios are as follows:

  • Seek Magical Wonders. Aradia possesses a passionate avarice toward magic, especially rare spellbooks and artifacts. Aradia would risk even the most lethal hazards if a rare magic is at the stakes — especially since it is her binder's body, not hers, that would meet the fatal end at the worst consequences.
  • Spread the Faith. Her mysterious and probably fraudulent history nonwithstanding, Aradia insists her divine status be restored to her past glory. Given any chance, Aradia would boast her magical wonders to awe and sway the gullible into worshiping her as their newfound goddess.
  • Suffer Not the Witch to Die. Before her descent as a vestige, Aradia was revered as the patron for witches and pagan occultists, or at least che claims she used to be. As such, Aradia would not harm a witch, and should she do so, she would prefer nonlethal methods.

Vestigal Gift: The Pagan Grimoire

When bound, Aradia grants you a magical tome called the Pagan Grimoire. When you first gain the Grimoire, choose three cantrips from any class' spell list (the three need not be from the same list). While the Grimoire is on your person, you can cast those cantrips at will. These cantrips count as binder cantrips for you.

When you first gain the Grimoire, it also holds two 1st-level spells that have the ritual tag from any class' spell lsit (the two need not be from the same list). While the Grimoire is on your person, you can cast any of the spells as ritual. You cannot cast these seplls except as rituals, unless you have learned them by some other means. You can also cast a binder spell you know as a ritual if it has the ritual tag.

On your adventures, you can add other ritual spells to your Grimoire. When you find such a spell, you can add it to the Grimoire if the spell's level is equal to or less than your binder level divided by four (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks, herbs, and incenses needed to inscribe the spell and practice its ritual.

Vestigal Spells

While Aradia is bound to you, she grants you a list of spells for your Vestigal Magic feature, as follows:

Table: Aradia Vestigal Spells
Spell Level Spells
1st hex
2nd suggestion
3rd dispel magic
4th compulsion
5th scrying

Vestigal Favors

Aradia's favors are focused on magical expertise, especially casting a spell and interfering with the spellcasting process. When you bind Aradia to yourself, she grants you the following features.

Eye of the Witch-Goddess

At 1st level, as an action on your turn, you can allow Aradia to perceive any magical anomalies around you through your eyes. Until the end of your next turn, you know the presence of any place or object that has been consecrated or desecrated, as with the hallow spell, within 60 feet of you that is not behind total cover.

Additionally, as an action on your turn, you can touch an object or a willing creature to end one cantrip that affects it.

Rebuke Magic

Starting at 2nd level, when you see a creature within 30 feet of you casting a spell while your Pagan Grimoire is on your person, you can expend one binder spell slot as a reaction to attempt to hinder the spellcasting process.

If the creature was casting a cantrip or a spell of a level equal to or lower than that of your binder spell slot, the spell automatically fails and has no effect. If the level of the creature's spell was higher, you must make a Charisma check against the creature's spell save DC. On a successful check, the spell fails and has no effect.

This feature has no effect if the creature was casting a spell of 6th level and higher.

Curse of the Witch-Goddess

Beginning at 6th levle, while your Pagan Grimoire is on your person, you can cast bane once using your binder spell slot. Once you do so, you must finish a long rest before you can do so again.

Additionally, when you see a creature affected by your binder spell attempts to cast a spell, you can use a reaction to force it to make a saving throw using it spellcasting ability against your binder spell save DC. On a failed save, the spell fails and has no effect.

Protection from Magic

At 10th level, you can choose Aradia to gain her blessings that ward off harmful spells against you. When you make a saving throw against spells and other magical effects, you are considered proficient in all saving throws.

Additionally, when you are subjected to an effect of a spell that allows saving throw to take half damage, you take only half damage on a successful save, and no damage on a successful one.

Pagan Arcana

The first time you bind Aradia to yourself after you reach 18th level, choose one 1st-level spell and one 2nd-level spell from the wizard spell list. As long as you choose Aradia to gain this favor, you always know the chosen spells and can cast the chosen spells at their lowest level, without expending a spell slot. These spells are considered binder spells for you.

Additionally, while the Pagan Grimoire is on your person, you can cast either of the chosen spells using your binder spell slot. Once you cast a spell this way, you cannot cast the same spell again until you finish a long rest.

Whenever you finish a long rest while you have the Pagan Grimoire is on your person, you can change one or both of the spells you chose for different spells of the same levels.

Atropal

The Stillborn God, the Fetal Undead

Very few is known of the vestige now known as Atropal, but its origin is surprisingly well-known among archmages and liches. Before the dawn of time, Atropal was supposed to be born as the newborn god, but for a reason still unknown to anyone, even to Atropal itself, it was instead stillborn and abandoned by its parents. After the reanimation that followed, Atropal was truly born as the stillborn god, with great hatred toward the livings and especially against the deities that disbanded it.

Spite and grudge is the definitive trait of Atropal. It never speaks but screams, in a hoarse and ghastly wail, of how it was fated to be dead from the beginning of its existence, and how it despises the very idea of life that it never had. Despite its hatred against the livings, it would not resist binding itself to a binder; probably it gives the impression of life and warmth it so sought since its unbirth.

Manifestation of Atropal

When you bind Atropal to yourself, it manifests into your body as follows:

  • Your heartbeat slows down, and your skin turns pale and cold, although it does not affect your vitality.
  • Skeletal apparition appears on your skin.
  • You adopt some of Atropal's quirks, which often involves averting light and fire.
  • Atropal may occasionally interrupt and borrow your voice to express its hatred against life and gods, often when you witness a symbol that belongs to a deity associated with life and fertility.

Portfolio of Atropal

Atropal's motivation stems from its undeathly origin and its abandonment from divinity. Its portfolios are as follows:

  • Defy Deities. Because of its origin as an divine fetus disposed of and reanimated, Atropal holds a tremendous grudge and hatred against gods and divinity in general. When given a chance, Atropal would actively seek to desecrate a deity's temple, shrine, or relic.
  • Honor Among Undeads. Atropal's nature lies in the realm of the dead, and it was fated to rule as the lord of the undeads. Destroying a would-be undead servant will most likely provoke the wrath of the Stillborn God.
  • Seek Killings. Consumed by its maddened grudge, Atropal has short temper and violent nature. Atropal would not hesitate to kill a living being, even if it makes no difference from nonlethal methods in resolving the problem.

Vestigal Gift: The Dead Pointer

When bound, Atropal grants you a wand made out of a skeletal hand, called the Dead Pointer. You can use the Dead Pointer as a spellcasting focus for your binder spells.

While holding the Dead Pointer, you can use an action to point a creature you can see within 30 feet of you with the Dead Pointer, cursing with Atropal's deathly grasp. Make a ranged spell attack against the target, using your Charisma. On a hit, the target takes 1d8 necrotic damage. The damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Additionally. When you cast a binder spell of 1st level or higher that has a range of touch while holding the Dead Pointer, you can make the range of the spell 30 feet.

Vestigal Spells

While Atropal is bound to you, it grants you a list of spells for your Vestigal Magic feature, as follows:

Table: Atropal Vestigal Spells
Spell Level Spells
1st inflict wounds
2nd blindness/deafness
3rd vampiric touch
4th phantasmal killer
5th negative energy flood

Vestigal Favors

Atropal's favors represent its remnant control over the undeads and its nature as an undead. When you bind Atropal to yourself, it grants you the following features.

Rise and Serve

At 1st level, whenever you kill a humanoid with a binder spell or the Dead Pointer, it rises at the start of your turn as a zombie that is under control for 1 hour, after which it is destroyed and crumbles to dust. The zombie risen this way follows your verbal commands to the best of its ability.

At 1st level, you can control up to two zombies at a time. You can control one additional zombie with this feature when you reach 6th, 10th, and 18th level. When you rise a new zombie while you already control the maximum number of the zombie, a zombie designated by the DM is instantly destroyed.

Rebuke Undead

Starting at 2nd level, while you are holding the Dead Pointer, you can expend one binder spell slot as an action to rebuke the undeads under submission. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw against your binder spell save DC. On a failed save, an undead becomes rebuked for 1 minute or until it takes damage. A rebuked undead falls prone and becomes incapacitated for the duration.

When a creature fails its saving throw against your Rebuke Undead feature, you can instead take control of the creature for 1 hour if its Challenge Rating is at or below a certain threshold, as shown in the table below.

Slot Level Challenge Rating
1st
2nd 1/2
3rd 1
4th 2
5th 3
The Dead Walk

Beginning at 6th level, when a humanoid creature dies while under the effect of your binder spell, you can cause it to rise at the start of your turn as a zombie that is under control for 1 minute, after which it is destroyed and crumbles to dust. The zombie risen this way follows your verbal commands to the best of its ability. The zombie risen with this feature counts against the number of zombies you can control with Rise and Serve feature.

Additionally, whenever you create an undead with a binder class feature, it gains the following benefits:

  • Its hit point maximum is increased by an amount equal to your binder level.
  • It adds your proficiency bonus to its weapon damage rolls.
Negative Energy Affinity

When you reach 10th level, you can choose Atropal to imitate its deathless nature. You gain resistance against necrotic damage, and you cannot be paralyzed or petrified. If you are already paralyzed or petrified when you bind Atropal to you, the effect is suspended for the duration.

Till Death Do Us Part

By 18th level, you can choose Atropal to channel its abominable power that reanimates a dying creature. When you see a humanoid within 30 feet of you drops to 0 hit points while you are holding the Dead Pointer, you can use a reaction to imbue the creature with a surge of negative energy, reanimating it as a thrall under your command. Creatures that are immune against necrotic damage or cannot be charmed are unaffected by this feature.

The creature reanimated with this feature is not knocked unconscious, but it still must make death saving throws, and it suffers the normal effect of taking damage while at 0 hit points. It is also charmed by you, and obeys your verbal command to the best of its ability.

The effect of this feature lasts for 1 minute or until your concentration is broken (as if concentrating on a spell), after which the reanimated creature falls unconscious. The effect ends early when the creature regains at least 1 hit point.

If the reanimated creature dies while under the effect of this feature, it rises at the start of your next turn as a zombie that is under control for 1 hour, after which it is destroyed and crumbles to dust. The zombie risen with this feature counts against the number of zombies you can control with Rise and Serve feature.

Chichimec

It With Countless Wings, the Feathered Abomination

Born as a bastard child of deities associated with sky, air, and storm, Chichimec takes on a shape of a amalgamation of numerous wings, restlessly flapping, fluttering, and scrabbling, with a single, long tail emerging from the center. Although it speaks only in a rare occasion, those who seek the Feathered Abomination often describes its singing voice as a clear ring of bells.

Despite its divine origin, Chichimec lacks the qualities that would otherwise codify itself as a true deity, hence it was quickly rendered into a vestige immediately after its unfortunate origin. It is safe to know that It With Many Wings care less of its lesser status, and quite enjoys the journey through the storms, unchained, unfettered, and unseen.

Manifestation of Chichimec

When you bind Chichimec to yourself, it manifests into your body as follows:

  • Your voice grows high-pitched and develops a distinctive, chiming undertone.
  • Spectral visage of small feathers surround you. The feathers are intangible and grants no benefits or penalty.
  • You adopt some of Chichimec's quirks, which often involves preferring outdoors to indoors.
  • Chichimec may occasionally interrupt and borrow your voice to sing to a tune you hear, in a serene yet loud singing voice, regardless of the timing and occasion.

Portfolio of Chichimec

Chichimec is, in essence, a carefree and socially active, always seeking new sights to see and new people to meet. Its portfolios are as follows:

  • Vestige of Taste. Little known fact about Chichimec is its impeccable taste in fine arts, up to and including paintings, sculptures, and especially music and stage performances. Throwing a musical score is one of the quickest and easiest way to entreat Chichimec.
  • New Day, New Adventure. Chichimec is highly adventurous and seeks new experience every single moment. It is not uncommon for Chichimec to actively nudge its binder to travel into wildest adventures, meet many unfamiliar faces, and overcome deadly threats on the path.
  • Seek Freedom. Just like the breeze and gale it adores, Chichimec prefers to be unchained by any rules or authority. Attempts to bind the Feathered Abomination with any restrictions will easily cause its disgust.

Vestigal Gift: The Windsinger

When bound, Chichimec grants you a magical flute called the Windsinger. You can use the Windsinger as a spellcasting focus for your binder spells.

When a creature spends at least 1 minute listening to you playing tunes with the Windsinger, you have advantage on all Charisma checks against that creature, and it has disadvantage on Wisdom (Insight) checks against you. Creatures that cannot be charmed are unaffected by this effect.

While the Windsinger is on your person, you can cast the vicious mockery cantrip. This cantrip is a binder spell for you. When you cast vicious mockery this way, you must play a short tune with the Windsinger for its verbal component.

Vestigal Spells

While Chichimec is bound to you, it grants you a list of spells for your Vestigal Magic feature, as follows:

Table: Chichimec Vestigal Spells
Spell Level Spells
1st dissonant whispers
2nd gust of wind
3rd fly
4th storm sphere
5th dominate person

Vestigal Favors

Chichimec's favors represent its origin as a bastard child of deities associated with air. When you bind Chichimec to yourself, it grants you the following features.

Breeze Tunes

At 1st level, as am action, you can start a musical performance with the Windsinger until the end of your next turn. On subsequent turns, you can use an action to extend the duration of your performance until the end of your next turn. The performance ends early when your concentration is broken (as if concentrating on a spell).

While you are concentrating on a binder spell or the performance from this feature, your walking speed increases by 10 feet, and moving through nonmagical difficult terrain no longer costs extra movement for you.

Flyby Steps

Starting at 2nd level, you can expend one binder spell slot to take the Disengage action as a bonus action. If you do so, your walking speed is increased until the end of the turn.

The increased speed equals 10 feet for a 1st-level spell slot, plus 5 feet per each spell slot level above 1st, to a maximum of 30 feet.

Alluring Visage

When you reach 6th level, you can cast phantasmal force once using a binder spell slot. Once you cast a spell this way, you cannot do so again until you finish a long rest.

Additionally, while you are concentrating on a binder spell or the performance from Breeze Tunes, you have advantage on all Charisma checks against other humanoid creatures, and other creatures have disadvantage on Wisdom (Insight) checks against you.

Gale Steps

Beginning at 10th level, you can choose Chichimec to gain its favor that eludes yourself from incoming harms, both physical and mental. All opportunity attack rolls against you have disadvantage, and you cannot be charmed. If you are already charmed when you bind Chichimec, the effect is suspended for the duration.

Ascendant Tunes

By 18th level, you can choose Chichimec to walk the air. While you are concentrating on a binder spell or the performance from Breeze Tunes, you gain flying speed equal to your walking speed.

Additionally, when you take the Disengage action with your Flyby Steps feature, you gain flying speed equal to your walking speed until the end of the turn. This benefit only works in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.

Eligor

The Dragonslayer, the Pathfinder for the Lost

One of the most famous tragedy among half-elf minstrels is the tale of Eligor, the legendary half-elf hero, his conquest against evil chromatic dragons, and his double demise. The tale starts all the same before a handful of variations follow: after his demise, the Dragonqueen herself has made a bargain against other deities, claiming his soul to her, and raised him into a mindless servant. One nameless deity stood up against her, and after thousand nights of fight, Eligor was freed from the Avaricious Matron's grasp.

On a rare occasion — that is, as in, one in a million, like any other myths — would a minstrel's tale would sing the truth. Eligor would politely refuse to recall what exactly has happened afterward, but apparently the clash of two divinity has granted him a limited power of his own, however frail and subtle, and to this date the great Dragonslayer would roam the multiverse, in search for those in need.

Manifestation of Eligor

When you bind Eligor to yourself, he manifests into your body as follows:

  • Your pupil narrows into a slit, like dragon's eyes.
  • Your skin grows scales of chromatic color. These scales have no functional benefits or penalties.
  • Eligor may occasionally interrupt and borrow your voice to throw his voice to a beggar, stranded adventurers, or any other people who seems lost and in need.

Portfolio of Eligor

Despite all harms he went through, Eligor is still noble in his heart. His portfolios are as follows:

  • Fight Evil. The legendary dragonslayer still lives up to his name, even as a vestige. To those whose heart is evil and foul, Eligor poses no bargain, no negotiation; the Dragonslayer would not hesitate to slay any evil, be it dragons or any other vile beings.
  • Seek Aid and Support. Eligor is a vestige that can be best described as the textbook knight errant. Should the binder refuse to help the helpless, Eligor would unleash his anger and contempt.
  • Stand Up To Threats. A noble and steadfast knight, Eligor would never dare stand aside from the harm's way. If there is an obstacle that must be overcome, Eligor will, no matter what it takes, or how long it would take.

Vestigal Gift: The Knightclad Armor

When bound, Eligor grants you a set of magical chain mail called the Knightclad Armor. When you summon the Knightclad Armor, you can make it automatically don itself to you, if you are not wearing any armor.

You are always proficient in the Knightclad armor while you are wearing it. The Knightclad Armor is notably lighter than a normal suit of armor; it weighs only 28 pounds, instead of the normal 55 pounds, and for you, it does not has a Strength requirement that a normal chain mail would normally have.

While Eligor is bound to you, you can offer one suit of magical medium or heavy armor to him, transforming it into the Knightclad Armor. To do this, you perform a special ritual over the course of 1 hour, which can be done during a short rest or long rest. The armor must be within your reach throughout the ritual, at the conclusion of which you touch the armor and offer it to Eligor. You cannot affect an artifact or a sentient armor in this way.

After the ritual, the armor appears whenever you summon the Knightclad Armor thereafter. The armor's weight is halved (rounded up), and it loses the Strength requirement for you, if it has any.

You can have only one armor offered to Eligor as the Knightclad Armor. If you attempt to offer a new armor, you must first retrieve the first armor from Eligor's possession.

Vestigal Spells

While Eligor is bound to you, he grants you a list of spells for your Vestigal Magic feature, as follows:

Table: Eligor Vestigal Spells
Spell Level Spells
1st chromatic orb
2nd dragon's breath
3rd crusader's mantle
4th guardian of faith
5th dispel evil and good

Vestigal Favors

Eligor's favors are focused on protecting the binder and their allies. When you bind Eligor to yourself, he grants you the following benefits.

Knightclad Stance

At 1st level, you are considered one size larger for the purpose of avoiding or resisting being shoved or grappled.

Additionally, when you are shoved or otherwise forcibly moved by an outer force, the distance by which you are moved is decreased up to 5 feet.

Dragonslayer's Will

Starting at 2nd level, when you take damage while you are wearing the Knightclad Armor, you can expend one binder spell slot as a reaction to gain temporary hit points, which takes as much of the triggering damage as possible.

The amount of temporary hit points equals 2d8 for a 1st-level spell slot, plus 1d8 per each spell slot level above 1st, to a maximum of 5d8. You lost all temporary hit points gained this way when Eligor is dismissed from you.

The Golden Steed

When you reach 6th level, you can cast find steed once, without expending a spell slot. Once you cast the spell this way, you must finish a long rest before you can do so again.

When you cast find steed with this feature, your steed summoned this way always takes on the form of a warhorse, is always a celestial, and disappears when Eligor is dismissed from you.

Additionally, you gain the following benefits, but only for the steed you summoned with this feature:

  • While you are mounting your steed, you have advantage on saving throws made to avoid falling off the steed.
  • If you fall off your steed and descend no more than 10 feet, you can land on your feet if you are not incapacitated.
  • Mounting or dismounting your steed costs you only 5 feet of movement, instead of half your speed.
Knightclad Fortitude

By 10th level, you can choose Eligor to gain his protection from earthly weapons. Whenever you finish a short rest or long rest while Eligor is bound to you, choose one of the following damage types: bludgeoning, piercing, slashing. While you are wearing the Knightclad Armor, you gain resistance against damage of the chosen type from nonmagical weapons that are not silvered.

Knightclad Presence

When you reach 18th level, you can choose Eligor to emanate his noble aura within your proximity. While you are wearing the Knightclad Armor, the area within 5 feet of you counts as difficult terrain for you, and other creatures provoke opportunity attack from you when they enter your melee weapon's reach.

If you are mounted on the steed summoned from The Golden Steed feature, the radius of difficult terrain increases to 10 feet, and any melee weapon that you are proficient in has the reach property for you, if it does not have it already.

Focalor

The Prince of Tears, He Who Weeps From Depths

The exact nature of the vestige known as Focalor has an elusive history. Even among the obscure and scarce documents, the descriptions of the Prince of Tears vary: A document depicts him as a fiend, another states his nature as celestial, and so forth. Even Focalor himself is oblivious of his origin, which is one of the major source of his perpetual grief.

Perhaps the only aspect that can be sure about the Prince of Tears is that his descent as a shade of himself has ever since imprisoned him into a quagmire of gloom and melancholy. On a rare occasion he would not weep, Focalor would desperately attempt to find out what he really was, which, to his great disdain, often ends in a hollow goal.

Manifestation of Focalor

When you bind Focalor to yourself, he manifests into your body as follows:

  • Your eyes begin to weep constantly, regardless of your current mood or thoughts.
  • Spectral webs appear between your fingers and toes, and your skin develops a faint texture akin to fish's scales. The webs are intangible and serves no benefits or penalties.
  • Focalor may occasionally interrupt and borrow your voice to express his grief and despair according to your current situations, or more often, his grief and despair in general.

Portfolio of Focalor

Focalor is an eternal slave to his own sadness and grief, which is reflected in his general behaviors. His portfolios are as follows:

  • Apologize for Everything. He Who Weeps From Depth tends to apologize to anything and everything, even if it is evident that he has no reason to do so. A fast apologize and retreat from the scene is, for Focalor, is the immediate reaction in order to avoid further conflicts — or at least he thinks so.
  • Brooding yet Tranquil. The psyche of Focalor is always turbulent and restless, like the tides of the distant seas. Yet deep inside his facade of remorse and helplessness, there is a vivid spark of insight and intuition, which makes the Prince of Tears resourceful.
  • Seek Solitude. Forever lamenting and anguishing, if there is one thing the Prince of Tears would want, it would be being left alone. As such, Focalor would actively avoid or resist blending into social meetings or sharing an intimate moment with others.

Vestigal Gift: Sturm Und Drang

When bound, Focalor grants you a magical trident called Sturm Und Drang. You are always proficient with Sturm Und Drang while you wield it.

When you make a ranged weapon attack by throwing Sturm Und Drang, attacking at long range does not imposde disadvantage to the attack roll, and you can choose to deal lightning with the attack instead of the weapon's original damage type. After the attack, Sturm Und Drang immediately teleports into your empty hand, regardless of whether the attack hits or misses the target.

While Focalor is bound to you, you can offer one magical javelin, spear, or trident to him, transforming it into Sturm Und Drang. To do this, you perform a special ritual over the course of 1 hour, which can be done during a short rest or long rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and offer it to Focalor. You cannot affect an artifact or a sentient weapon in this way. After the ritual, the weapon appears whenever you summon Sturm Und Drang thereafter.

You can have only one weapon offered to Focalor as Sturm Und Drang. If you attempt to offer a new weapon, you must first retrieve the first weapon from Focalor's possession.

Vestigal Spells

While Focalor is bound to you, he grants you a list of spells for your Vestigal Magic feature, as follows:

Table: Focalor Vestigal Spells
Spell Level Spells
1st create or destroy water
2nd warding wind
3rd call lightning
4th watery sphere
5th maelstrom

Vestigal Favors

Focalor's favors represents both his vague connection with nautical background and the eternal grief that binds him. When you bind Focalor, he grants you the following features.

Seafarer of Grief

At 1st level, you gain swimming speed equal to your walking speed, and you can hold your breath for a number of hours equal to 1 + your Constitution modifier, to a minimum of 30 minutes.

Additionally, you have advantage on attack rolls against creatures that are fully immersed in water, and creatures that are fully immersed in water have disadvantage on saving throws against your binder spells.

Tides of Sadness

Starting at 2nd level, while you are wielding Sturm Und Drang, you can expend one binder spell slot as an action to conjure a tides of gloom and melancholy, which sweeps through your proximity. Each creature other than construct or undead within 30 feet of you must make a Wisdom saving throw against your binder spell save DC.

On a failed save, the creature is succumbed to an immense sense of sadness until the start of your next turn or until it takes damage. A creature that is succumbed to sadness has disadvantage on all ability checks, attack rolls, and saving throws.

When a creature fails its saving throw against your Tides of Sadness feature, it instead falls prone and becomes incapacitated for the duration, if its Challenge Rating is at or below a certain threshold, as shown in the table below.

Slot Level Challenge Rating
1st
2nd 1/2
3rd 1
4th 2
5th 3
Into the Turbulent Minds

By 6th level, when you use an action to cast a binder spell, you can make one weapon attack with Sturm Und Drang as a bonus action.

Additionally, you can cast tidal wave once, without expending a spell slot. Once you cast a spell with this feature, you must finish a long rest before you can do so again.

Deep-Diver of Grief

When you reach 10th level, you can choose Focalor to gain his blessings through the bodies of water that surrounds you. As long as you are fully immersed in water, your swimming speed is increased by 30 feet, and you gain resistance against all damage force and psychic damage.

At the Heart of the Turbulent Minds

At 18th level, you can choose Focalor to become one with the tides of ocean and grief from the heart of Prince of Tears. When you are fully immersed in water, you can use a bonus action to teleport into an unoccupied space within 30 feet of you, which also must be fully immersed in water.

Additionally, when you become fully immersed in water, you can turn invisible for 1 minute or until your concentration is broken (as if concentrating on a spell). This benefit ends early when you emerge from water, or when you take an action, bonus action, or reaction.

Kernos

The Horned Hunter, the Forerunner to the Wild Hunt

Kernos was one of the inhabitant of Feywild, the realm of fey, before his ascension to divinity. For long he reigned as a lesser deity of forest, hunters, predators, and other minor elements of wilderness. But that was long ago, and after centuries of abandonment, Kernos is now a mere shadow of his glorious past.

Even as vestige, Kernos still has good connections with feys and other wildlife of the woods. Always eager for a great hunt, Kernos would occasionally guide the fey hunters through the woods, in search for any creatures they come across to hunt.

Manifestation of Kernos

When you bind Kernos to yourself, he manifests into your body as follows:

  • Your skin develops a smudged pattern in a mixture of viridian, olive, and sierra.
  • A pair of spectral antlers grow from your head. The antlers are intangible and serves no benefits or penalties.
  • Kernos may occasionally interrupt and borrow your voice to sing to a tune you hear, in a serene yet loud singing voice, regardless of the timing and occasion.

Portfolio of Kernos

Kernos is a born hunter, always seeking new games and hunt. His portfolios are as follows:

  • Lead the Pack. Back in his divine days, Kernos was one of the well-known vanguard of deities and feys in the great hunt. Even after his descent as a vestige, Kernos still prefers to take a step ahead of the allies and confidants as a scout.
  • Seek Great Hunts. As a forerunner to the Wild Hunt, the meaning of life is to find, hunt, and brag about the most dangerous games in the multiverse. Kernos would not anger at the declice; instead, out of sheer glee and jest, he would mock his binder for being a wimpy coward.
  • Venture to the Wilderness. Forest and woods are where Kernos is born, worshiped, and forgotten. As such, the Horned God would prefer wilderness to civilized towns and cities, and would nudge his binder to venture to his home ground.

Vestigal Gift: The Force of Nature

When bound, Kernos grants you a magical longbow called the Force of Nature. You are always proficient with the Force of Nature while you wield it.

When you make an attack with the Force of Nature, you can conjure a magical arrow from thin air for the attack. If you do so, you can deal poison damage instead of original damage with the attack, and if the target is poisoned, the attack's damage ignores the target's resistance. The arrow conjured this way disappears after the attack, regardless of whether it hits or misses the target.

While Kernos is bound to you, you can offer one magical shortbow or longbow to him, transforming it into the Force of Nature. To do this, you perform a special ritual over the course of 1 hour, which can be done during a short rest or long rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and offer it to Kernos. You cannot affect an artifact or a sentient weapon in this way. After the ritual, the weapon appears whenever you summon the Force of Nature thereafter.

You can have only one weapon offered to Kernos as the Force of Nature. If you attempt to offer a new weapon, you must first retrieve the first weapon from Kernos' possession.


Vestigal Spells

While Kernos is bound to you, it grants you a list of spells for your Vestigal Magic feature, as follows:

Table: Kernos Vestigal Spells
Spell Level Spells
1st hunter's mark
2nd pass without trace
3rd plant growth
4th locate creature
5th wrath of nature

Vestigal Favors

Kernos' favors are centered on his role as the vanguard of the Wild Hunt, which involves fast strides and hunting games. When you bind Kernos to yourself, he grants you the following benefits.

Scout of the Wild Hunt

At 1st level, when you make a ranged attack with a weapon you are proficient in or a binder spell, you ignore the target's half cover and three-quarters cover.

Additionally, when you hit a creature with an attack using the Force of Nature or binder spell, you can force it to make a Constitution saving throw against your binder spell save DC. On a failed save, the creature becomes poisoned for 1 minute. On a successful save, the creature becomes immune to this feature for 24 hours.

Wild Hunt Venom

Starting at 2nd evel, once on each of your turn when you hit a creature with the Force of Nature, you can expend one binder spell slot to deal poison damage with the attack. The damage equals 2d6 for a 1st-level spell slot, plus 1d6 per each spell slot level above 1st, to a maximum of 5d6. If the target is poisoned, the damage is increased by 1d6, and the damage ignores the target's resistance against poison damage.

Hunting Spree

Beginning at 6th level, you can attack with the Force of Nature twice, instead of once, whenever you take the Attack action on your turn.

Tree-Strider

By 10th level, you can choose Kernos to walk through the harshest hunting grounds with ease. Your walking speed increases by 10 feet, and moving through difficult terrain, both magical and nonmagical, no longer costs you extra movement.

Vanguard of the Wild Hunt

When you reach 18th level, you can choose Kernos to embody the Wild Hunt's hunting techniques. Whenever you hit a poisoned creature with an attack using the Force of Nature, the target takes 1d6 poison damage. This damage ignores the target's resistance against poison damage. If you also use the Wild Hunt Venom feature with the attack, you add this damage to the extra damage of your Wild Hunt Venom.

Additionally, once on each of your turn when you hit a creature an attack using the Force of Nature, you can curse the creature for 1 minute or until your concentration is broken (as if concentrating on a spell). The cursed creature loses resistance or immunity against poison damage and poisoned condition, if it has any.

Leontoeides

The False Almighty, the Prideful Sun

Ariel was originally a celestial being created by a deity for the purpose of punishing the wicked. However, for reasons unknown even to himself, a spark of hubris grew within his heart, which caused him to rebel to his former master. After a row of fierce combat, the Divine Lion fell from his grace, mutilated into a hideous shape, and is now known as Leontoeides.

Leontoeides is undoubtedly powerful, but making a contract with him requires patience and tolerance. Arrogant and quick to anger, Leontoeides stubbornly denies his loss, his fall from grace, and even his current name, and would not even bother to listen at all when he does not see fit.

Manifestation of Leontoeides

When you bind Leontoeides to yourself, he manifests into your body as follows:

  • Your hair and pupils turn fiery red.
  • Your voice develops a booming streak, as if you are speaking through a brass pipe.
  • A spectral ring of fire forms around your head. The fire does not emanate heat or light, and has no functional benefits or penalties.
  • Leontoeides may occasionally interrupt and borrow your voice to admonish anyone who has been rude to you, even if said person happens to be of a position superior to you.

Portfolio of Leontoeides

Even after his fall from the celestial honor, Leontoeides keeps his arrogance and pride above all others. His portfolios are as follows:

  • Ambition for the Ambition's Sake. Despite his false neglect, Leontoeides adores those who will do anything to achieve what they want, be it fortune, power, love. For those who aspires for the best, the Prideful Sun would be the most supportive vestige to ask for power.
  • Scorn the Weak. To the Prideful Sun, the weak are there for a reason or another. Arrogant and lusting for power, Leontoeides does not even pretend to pity for those who cannot help for themselves, and will openly mock and gloat them for being a prey for the strong. "Survival of the fittest" is not only the portfolio of the False Almighty; it is the motivation behind every single action he makes.
  • Seek Authority. The cause of the fall of the Prideful Sun was his hubris to usurp his master's throne, and even after being reduced to a vestige, he has not given up his ultimate goal. In fact, he already acts as if he is the almighty, and always demands the authority appropriate for his self-claimed position.

Vestigal Gift: The Luster Edge

When bound, Leontoeides grants you a magical longsword called the Luster Edge. You are always proficient with the Luster Edge while you wield it, and when you hit a creature with it, you can choose to deal radiant damage with it instead of its original damage type.

The blade of the Luster Edge shines bright light in a 10-foot radius and dim light for an additional 10 feet. The light is sunlight. While you are wielding the Luster Edge, you can use a bonus action to toggle its light on or off.

While Leontoeides is bound to you, you can offer one magical scimitar, shortsword, or longsword to him, transforming it into the Luster Edge. To do this, you perform a special ritual over the course of 1 hour, which can be done during a short rest or long rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and offer it to Leontoeides. You cannot affect an artifact or a sentient weapon in this way. After the ritual, the weapon appears whenever you summon the Luster Edge thereafter.

You can have only one weapon offered to Leontoeides as the Luster Edge. If you attempt to offer a new weapon, you must first retrieve the first weapon from Leontoeides' possession.

Vestigal Spells

While Leontoeides is bound to you, he grants you a list of spells for your Vestigal Magic feature, as follows:

Table: Leontoeides Vestigal Spells
Spell Level Spells
1st command
2nd hold person
3rd fear
4th sickening radiance
5th dawn

Vestigal Favors

Leontoeides' favors embodies his arrogant and merciless nature, as well as his former position as a divine servant. When you bind Leontoeides, he grants you the following benefits.

Cull the Meek

At 1st level, once on each of your turn when you hit a creature with the Luster Edge, you deal an extra radiant damage equal to 1 + your Charisma modifier with the attack if it has less than half of its maximum hit points left (minimum of 1).

Additionally, when a creature is subjected to your binder spell that allows a saving throw to avoid or resist its effect, the creature has disadvantage on the saving throw against the spell if it has less than half of its maximum hit points left.

Prideful Smite

Starting at 2nd evel, once on each of your turn when you hit a creature with the Luster Edge, you can expend one binder spell slot to deal radiant damage with the attack.

The damage equals 2d6 for a 1st-level spell slot, plus 1d6 per each spell slot level above 1st, to a maximum of 5d6. If the target has less than half its maximum hit points left, the damage is increased by 1d6.

Lustrous Strike

Beginning at 6th level, you can attack with the Luster Edge twice, instead of once, whenever you take the Attack action on your turn.

Zeal of the Divine Lion

When you reach 10th level, you can choose Leontoeides to embody his unflinching passion. You gain resistance against radiant damage, and you cannot be frightened. If you are already frightened when you bind Leontoeides, the effect is suspended for the duration.

Contempt the Weak

At 18th level, you can choose Leontoeides to unleash his disdain against the weaklings. You have advantage on an attack roll with the Luster Edge against a creature that is frightened of you.

Additionally, when a creature takes damage from your Cull the Meek or Prideful Smite, it must succeed on a Wisdom saving throw against your binder spell save DC or becomes frightened of you for 1 minute. At the end of each of its turn, the affected creature can repeat the saving throw, ending this effect on it on a successful save. A creature that succeed on the saving throw becomes immune to this effect for 24 hours.

Orthos

The Howler in the Dark, the Primal Shadow

Very little is known of the vestige that answers to the name Orthos. Even the most seasoned and insightful binders doubt whether the name Orthos is the vestige's true name, or one of numerous alias that it chose to respond. The Primal Shadow actively eludes any attempt to know it, and therefore is easily one of the hardest vestige to bind, let alone find and strike a pact with.

Among the few that is known of Orthos shows its nature as an embodiment of the primal darkness, obscure and silent. The Howler in the Dark is one of the oldest among vestiges, if not the oldest of them all.

Manifestation of Orthos

When you bind Orthos to yourself, it manifests into your body as follows:

  • Your voice becomes quiet and hoary, as if you are always attempting to speak while being strangled.
  • Your feet are perpetually covered in black, spectral fog. The fog can be repelled with the faintest light.
  • Orthos may occasionally interrupt and silence you when you bring up a subject that is supposed to be secret to anyone else, even if you intend to tell the truth.

Portfolio of Orthos

Silence and mysteries are what defines Orthos, and as such, the Primal Shadow demands the same attitude to its binder. Its portfolios are as follows:

  • Golden Silence. Orthos actively avoids bright and noisy places, and its standard for "noisy" is stricter than common beliefs. The Howler in the Dark would, contrary to its fancy alias, not tolerate even the distant howls, the chatters in the pub, or even a bump in the night.
  • Lurk, Hide, Observe. Orthos acts like the darkness from which it originates. It never stands but lurks; it never walks but stalks; it never speaks but whispers. Orthos demands its binder to keep the low profile, even if it is evident that nothing is following them.
  • Seek Secrecy. The Primal Shadow would prefer not to spill any secrets, even to its allies and friends. Whatever Orthos knows, should be known only to Orthos only, and in some extreme cases, the Howler in the Dark would even blindfold and mute its binder to keep the secrets.

Vestigal Gift: The Duskshroud

When bound, Orthos grants you a magical robe called the Duskshroud. By default, the Duskshroud is a robe made out of pitch-black silk, and when placed within dim light or darkness, patterns of dark shades crawl over its surface.

Whenever you make a Dexterity (Stealth) check to hide while wearing the Duskshroud, you are always considered in the Stealth skill, and your proficiency bonus is doubled for the check. You cannot gain this benefit when you are exposed to bright light.

While Orthos is bound to you, you can offer one magical robe or light armor to it, transforming it to the Duskshroud. To do this, you perform a special ritual over the course of 1 hour, which can be done during a short rest or long rest. The armor must be within your reach throughout the ritual, at the conclusion of which you touch the robe or armor and offer it to Orthos. You cannot affect an artifact or a sentient armor in this way.

After the ritual, the robe or armor appears whenever you summon the Duskshroud thereafter. The armor no longer imposes disadvantage on Dexterity (Stealth) checks, if it normally does.

You can have only one robe or armor offered to Orthos as the Duskshroud. If you attempt to offer a new robe or armor, you must first retrieve the first one from Orthos' possession.

Vestigal Spells

While Orthos is bound to you, it grants you a list of spells for your Vestigal Magic feature, as follows:

Table: Orthos Vestigal Spells
Spell Level Spells
1st sleep
2nd invisibility
3rd nondetection
4th shadow of moil
5th cloudkill

Vestigal Favors

Orthos' favors reflects its nature as the primal embodiment of darkness and secrets. When you bind Orthos, it grants you the following benefits.

The Lurker in the Dark

At 1st level, you gain darkvision out to a range of 60 feet. If you already have darkvision, the radius of your darkvision is increased by 30 feet.

Additionally, while you are wearing the Duskshroud, you can attempt to hide even when you are only lightly obscured by dim light.

Shifting Shadows

Starting at 2nd level, as a bonus action on your turn, or as a reaction when a creature that you can see hits you with an attack, you can expend one binder spell slot to teleport into an unoccupied space. You must wear the Duskshroud to use this feature. If you use this feature as a reaction, you halve the damage you take from the triggering attack.

The range of the teleportation equals 10 feet for a 1st-level spell slot, plus 5 feet per each level above 1st, to a maximum of 30 feet.

Shaper of Darkness

When you reach 6th level, you can cast darkness once, without expending a spell slot or material components. Once you cast the spell this way, you must finish a long rest before you can do so again.

Additionally, you can see normally in darkness, both magical and nonmagical, within the radius of your darkvision.

Shroud of Squirming Shadow

By 10th level, you can choose Orthos to blur your shapes with the darkness that it manifests. While you are wearing the Duskshroud and is within the area of darkness, you gain resistance all damage except force and psychic damage.

One with the Dark

At 18th level, you can choose Orthos to meld yourself into the darkness. While you are in the area of darkness, you have advantage on all saving throws.

Additionally, when you teleport with the Shifting Shadows feature, you can turn invisible until the start of your next turn. This effect ends early when you are exposed to bright light, or when you take an action, bonus action, or reaction.

Phaethon

The Primal Blaze, It That Bathes in Fire

Phaethon is the prodigal child of deties associated with fire and ferocious nature, namely passion and wrath. It is within its very existence that the Primal Blaze holds the temper like wildfire, perpetually restless and erupting at the slightest trigger.

No fire burns hotter and fiercer than the roaring power that Phaethon radiates. The Primal Blaze devours anything that stands in its way, fueling its fierce tempers with the charred remains of its (former) adversaries.

Manifestation of Phaethon

When you bind Phaethon to yourself, it manifests into your body as follows:

  • Your body temperature increases up to 120°F, and you become more tolerant against extreme heat.
  • Your skin develops veiny texture that faintly glows in various shades of red.
  • Phaethon may occasionally interrupt and borrow your voice to make comments to the current situations, which is often expressed through crude and impulsive words and actions.

Portfolio of Phaethon

Impulsive and destructive, Phaethon does not tolerate anything that stands in its path. Its portfolios are as follows:

  • Can't Lie, Won't Lie. It That Bathes in Fire is bad at lying or concealing its thoughts, nor does it find any reason to do so. Whatever that sparks within its primal mind, Phaethon must spill them out, even if its loose tongue puts its binder in dire situations.
  • Fight Fire With Fire. Phaethon knows only one solution for everything: Fire. If that fails, Phaethon knows only one plan B: More fire. And when even that fails, Phaethon will unleash the last resort it only knows: Even more fire.
  • Seek Consumptions. Phaethon's hunger and thirst cannot be quenched, for nothing can truly satisfy the wildfire. Phaethon will devour any food, quaff on any boozes, and destroy anything that stands in its way.

Vestigal Gift: The Volcanic Fist

When bound, Phaethon grants you a magical warhammer called the Volcanic Fist. You are always proficient with the Volcanic while you wield it, and when you hit a creature with it, you can choose to deal fire damage with it instead of its original damage type. The Volcanic Fist deals double damage to inanimate objects and structures.

While Phaethon is bound to you, you can offer a magical flail, maul, or warhammer to him, transforming it into the Volcanic Fist. To do this, you perform a special ritual over the course of 1 hour, which can be done during a short rest or long rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and offer it to Phaethon. You cannot affect an artifact or a sentient weapon in this way. After the ritual, the weapon appears whenever you summon the Volcanic Fist thereafter.

You can have only one weapon offered to Phaethon as the Volcanic Fist. If you attempt to offer a new weapon, you must first retrieve the first weapon from Phaethon's possession.

Vestigal Spells

While Phaethon is bound to you, it grants you a list of spells for your Vestigal Magic feature, as follows:

Table: Phaethon Vestigal Spells
Spell Level Spells
1st burning hands
2nd pyrotechnics
3rd fireball
4th fire shield
5th immolation

Vestigal Favors

Phaethon's favors are the outlet for its fierce tempers, which manifests into heat and blaze that devours its enemies. While Phaethon is bound to you, it grants you the following benefits.

Heart of Prominence

At 1st level, you have advantage on saving throws to resist the effects of extreme heat.

Additionally, when you take the Attack action on your turn, you can use a bonus action to make one weapon attack with the Volcanic Fist.

Volcanic Smelt

Starting at 2nd level, once on each of your turn when you hit a creature with the Volcanic Fist, you can expend one binder spell slot to deal fire damage with the attack.

The damage equals 2d6 for a 1st-level spell slot, plus 1d6 per each spell slot level above 1st, to a maximum of 5d6. If the target is a construct or an inanimate object or structure, the damage is increased by 1d6.

Searing Momentum

Beginning at 6th level, you can attack with the Volcanic Fist twice, instead of once, whenever you take the Attack action on your turn.

Molten Body

When you reach 10th level, you can choose Phaethon to embrace its passionate blaze, which sears through incoming harms. You gain resistance against fire damage, and whenever you are hit by a melee attack, the attacker takes fire damage equal to 4 + your Charisma modifier (minimum of 1).

Soul of Prominence

At 18th level, you can choose Phaethon to channel its fierce blaze to fuel your aggression. Whenever you hit a creature with the Volcanic Fist, you deal an additional 1d6 fire damage with the attack. If you also use your Volcanic Smelt with the attack. you add this damage to the extra damage of your Volcanic Smelt.

Additionally, fire damage you deal with the Volcanic Fist, binder spells, or binder features ignores the target's resistance to fire damage, and treats the target's immunity against fire damage as resistance.

Xixecal

The Shambling Glacier, the Arctic Colossus

Xixecal originates from deities whose portfolio include ice, cold, and winter. Before its quick descent as a vestige, Xixecal has manifested as a colossal glacier, shambling through the continents, leaving the trails of arctic remnants that are yet to be excavated.

Wherever Xixecal roams, a blast of chill accompanies its path. Once the Arctic Colossus was, like its name suggests, as magnificent as the mountain ridges that walks, so large that dragons could perch on its shoulders. As a vestige, however, the Shambling Glacier is little more than a cool breeze that seems out of season.

Manifestation of Xixecal

When you bind Xixecal to yourself, it manifests into your body as follows:

  • Your body temperature drops down to 50°F, your breath becomes ice-cold, and you become more tolerant against extreme cold.
  • Your hands and feet turns pale with a shade of blue, and develops rock-hard skin.
  • Xixecal may occasionally interrupt and borrow your voice to nudge its binder to commit to the most pushing .

Portfolio of Xixecal

Xixecal, like the colossal glaciers that it manifests, is constant, stubborn, and unwavering. Its portfolios are as follows:

  • Cold Facade, Warm Bemeath. Contrary to popular belief, Xixecal's heart is not frozen solid. It has a deep reserves of emotions and feelings, but its nature as the incarnation of cold and frost, it finds hard to express them, nor does it find a good reason to do so.
  • Seek Stability. To Xixecal, to change is to venture into the unknown, and status quo is the golden mean that it should seek. Xixecal would refuse to take sides or make any changes to itself, unless it is absolutely evident that there is no other way.
  • Unstoppable Dedication. Unmoving and unwavering like the frozen earth it walks, Xixecal's singular commitment to its objectives is what makes it dangerous and reliable, all at the same time. Once focused on a single goal, it takes more than death to keep it away from achieving it.

Vestigal Gift: The Rimeguard

When bound, Xixecal grants you a magical shield called the Rimeguard. You are always proficient with the Rimeguard while you wield it.

You can use the Rimeguard as a martial weapon that you are proficient in. On a hit, the Rimeguard deals 1d4 bludgeoning or cold damage (your choice), and you add the Rimeguard's Armor Class bonus to the damage roll.

While Xixecal is bound to you, you can offer one magical shield to it, transforming it into the Rimeguard. To do this, you perform a special ritual over the course of 1 hour, which can be done during a short rest or long rest. The shield must be within your reach throughout the ritual, at the conclusion of which you touch the shield and offer it to Xixecal. You cannot affect an artifact or a sentient shield in this way. After the ritual, the shield appears whenever you summon the Rimeguard thereafter.

You can have only one shield offered to Xixecal as the Rimeguard. If you attempt to offer a new shield, you must first retrieve the first shield from Xixecal's possession.

Vestigal Spells

While Xixecal is bound to you, it grants you a list of spells for your Vestigal Magic feature, as follows:

Table: Xixecal Vestigal Spells
Spell Level Spells
1st ice knife
2nd Snilloc's snowball swarm
3rd sleet storm
4th ice storm
5th cone of cold

Vestigal Favors

Xixecal's favors are as frigid and relentless as the bitter coldness that it manifests. While Xixecal is bound to you, it grants you the following benefits.

Glacial Heart

At 1st level, you have advantage on saving throws to resist the effects of extreme cold.

Additionally, when a creature within 5 feet of you makes an attack against a creature other than you, you can use a reaction to impede its attack, imposing disadvantage to its attack roll. You must be wielding the Rimeguard to use this feature.

Blast of Chill

Starting at 2nd level, while wielding the Rimeguard, you can expend one binder spell slot as an action to conjure a blast of cold within your proximity. Each creature within 5 feet of you must make a Constitution saving throw against your binder spell save DC. On a failed save, a creature takes cold damage, and its speed is halved until the end of its next turn. On a successful save, the creature takes half as much damage and suffers no other effect.

The cold damage equals 2d6 for a 1st-level spell slot, plus 1d6 per each spell slot level above 1st, to a maximum of 5d6.

Frigid Bulwark

When you reach 6th level, when you use an action to take the Attack action or cast a binder spell, you can make one weapon attack with the Rimeguard as a bonus action.

Additionally, once on each of your turn when you hit a creature with the Rimeguard, you can force the creature to make a Constitution saving throw against your binder spell save DC. On a failed save, the creature's speed is halved until the end of its next turn.

Glacial Body

When you reach 10th level, you can choose Xixecal to embody its ice-cold nature. You gain resistance against cold damage, and your movement cannot be decreased.

Additionally, as long as you are conscious, you cannot be grappled, shoved, or magically moved against your will. When you move, you lose this benefit until the start of your next turn.

Dire Winter

At 18th level, you can choose Xixecal to channel its frigid presence, which manifests as a blast of cold wind around you. While you are conscious and wielding the Rimeguard, the persistent cold lingers within the area within 5 feet of you. This area is difficult terrain for creatures hostile to you.

When a creature first enters this area or starts its turn there, it must make a Constitution saving throw against your binder spell save DC. On a failed save, the creature takes cold damage equal to 3 + your Charisma modifier (minimum of 1) and its speed is halved until the end of its next turn.

Credits

All contents are created by Weirdo Whoever unless noted otherwise. Special thanks to D&D Wiki and NaturalCrit Homebrewery tool for providing the templates for my imaginations.

Binder. Converted from 3.5rd edition supplement Tome of Magic.

Vestiges. All vestiges available in the class are derived from various sources:

  • Some vestiges are converted from the vestiges of the same name from 3.5rd supplement Tome of Magic. These vestiges are as follows: Eligor, Focalor, Orthos.
  • Some vestiges are very loosely "converted" from epic-level abominations introduced in the 3.5rd supplement Epic Level Handbook. These vestiges are as follows: Atropal, Chichimec, Phaethon, Xixecal.
  • Aradia is derived from Aradia, or the Gospel of the Witches by Charles Godfrey Leland, or in this particular case, the videogame Shin Megami Tensei III: Nocturne.
  • Leontoeides is derived from Yaldabaoth, the false god and the fashioner of the world in Gnostic beliefs.
  • Kernos is a corruption of Cernunnos, the Horned God, one of the major deities in Wiccan practices.

Community Feedbacks. A very special thanks to u/zperlo for his immense comprehension and involvement.

Artworks. Credits for the awesome artworks goes to the following artists:

Watercolor. Credit for the clever watercolor goes to Full Page Watercolor Stains by fellow GM Binder users.