#### Vestigal Gift: The Pagan Grimoire When bound, Aradia grants you a magical tome called the Pagan Grimoire. When you first gain the Grimoire, choose two cantrips from any class' spell list (the two 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 list (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 spells 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. As long as you do not interrupt the transcription process, Aradia will stay bound to you until you are finished if the bond would otherwise end before the inscription is done. \columnbreak #### 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 | *Mind Spike* | | 3rd | *Dispel Magic* | | 4th | *Compulsion* | | 5th | *Contact Other Plane* | \pagebreakNum #### Vestigal Favors While Aradia is bound to you, the following features are granted to you. ##### 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 level, while your Pagan Grimoire is on your person, you can cast *Crown of Madness* once without using a 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 one of your binder spells attempt to cast a spell, you can use a reaction to force it to make a saving throw using its spellcasting ability against your binder spell save DC. On a failed save, the creature can't cast spells this turn. ##### Protection from Magic At 10th level, you gain advantage on saving throws against spells and other magical effects. When you dismiss Aradia to use a binder class feature, you retain the benefits of this feature until the end of your next turn. ##### Pagan Arcana When you reach 18th level, choose one 1st-level spell and one 2nd-level spell from the wizard spell list. The chosen spells are always binder spells for you. While you have the Pagan Grimoire on your person, you can cast the chosen spells at their lowest level, without expending a spell slot. Whenever you finish a long rest while you have the Pagan Grimoire on your person, you can change one or both of the spells you chose for different spells of the same levels. \columnbreak ### Atropal *The Stillborn God, the Fetal Undead* Very little is known of the vestige called 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 living and especially against the deities that abandoned it. Spite and grudge are the definitive traits 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 living, 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. #### Influence Atropal's motivation stems from its undeathly origin and its abandonment from divinity. - **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 to a creature you can see within 30 feet of you with the Dead Pointer, cursing it with Atropal's deathly grasp. The creature must make a Constitution saving throw against your binder spell save DC. On a failed save, the creature 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. \pagebreakNum
#### Vestigal Spells While Atropal is bound to you, he 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 While Atropal is bound to you, the following features are granted to you. ##### 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 one zombie at a time. You can control one additional zombie with this feature for each feture besides this one that Atropal grants you. When you raise a new zombie while you already control the maximum number of zombies, 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 undead into 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. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action. 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. | Binder Slot Level | Challenge Rating | |:---:|:---:| | 1st | 1/4 | | 2nd | 1/2 | | 3rd | 1 | | 4th | 2 | | 5th | 3 | \columnbreak ##### 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 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. When you dismiss Atropal to use a binder class feature, you retain the benefits of this feature until the end of your next turn. ##### Till Death Do Us Part By 18th level, 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. \pagebreakNum
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. - 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. #### Influence Chichimec is, in essence, carefree and socially active, always seeking new sights to see and new people to meet. - **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 | *Control Winds* | \pagebreakNum #### Vestigal Favors While Chichimec is bound to you, the following features are granted to you. ##### Breeze Tunes At 1st level, as an 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 15 feet. ##### Flyby Steps Starting at 2nd level, you can expend one binder spell slot to gain the ability to take the Disengage action as a bonus action for 1 minute. If you do so, your walking speed is also increased for that minute. 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. ##### Wind-Whipped Visage When you reach 6th level, you can cast *Blur* once without using a 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 feature or the performance from Breeze Tunes, a creature that attempts to hit you with a melee attack must make a strength saving throw vs your binder spell save DC or get pushed 10 feet away from you. ##### Gale Steps Beginning at 10th level, 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. When you dismiss Chichimec to use a binder class feature, you retain the benefits of this feature until the end of your next turn. ##### Ascendant Tunes By 18th level, while you are concentrating on a binder spell or feature or the performance from Breeze Tunes, you gain flying speed equal to twice your walking speed. ### Dracenetrixa *Matron Mother of Scales* Seen as a monster by some dragons of her clan, Dracenetrixa absorbed her siblings in the womb. This gave her the ability to change her color at will, and led to her being left behind by the others. When she finally found a mate, her brood was her whole world. A group of hunters heard about the legendary color-changing dragon, and came in force. Dracenetrixa's children were killed or captured while she was out hunting. None had thought possible the fury of an angered mother, and every last hunter was obliterated by a storm of elements. \columnbreak #### Manifestation of Dracenetrixa When you bind Dracenetrixa to yourself, she manifests into your body as follows: - Much of your skin is covered in scales. If you concentrate you can change their color over 10 minutes. #### Influence Dracenetrixa is a mother and a fierce defender of her brood. - **Broodmother.** Dracenetrixa loved her younglings more than she did herself. She would never harm a child of any race, and would go out of her way to protect them. - **Hunter's Foe** The fear and hatred of hunters was with Dracenetrixa forever after the day her brood was hurt. Dracenetrixa refuses to hunt any animals for sport, and is quick to anger against those who do. #### Vestigal Gift: The Scale of the Mother When bound, Dracenetrixa grants you one of her scales. Etched on the scale are magical runes of many different varieties. You may you the scale as a spellcasting focus for your binder spells. While you have the scale on your person, you know the cantrips *Fire Bolt*, *Ray of Frost*, and *Shocking Grasp*. These are binder cantrips for you. Additionally, you learn Draconic, and have advantage on Charisma checks and saves vs dragons if you are openly holding the scale. #### Vestigal Spells While Dracenetrixa is bound to you, she grants you a list of spells for your Vestigal Magic feature, as follows: ##### Table: Dracenetrixa Vestigal Spells | Spell Level | Spells | |:---:|:---| | 1st | *Thunderwave* | | 2nd | *Snilloc's Snowball Swarm* | | 3rd | *Lightning Bolt* | | 4th | *Wall of Fire* | | 5th | *Cone of Cold* | #### Vestigal Favors While Dracenetrixa is bound to you, the following features are granted to you. ##### Draconic Knowledge At 1st level, you have advantage on any history and arcana checks about dragons or dragonkin. ##### Rebuking Breath Starting at 2nd level, when you are hit by an attack, as your reaction you can breathe a deadly element back at your attacker. The attacker must make a Dexterity saving throw and takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 10th level, and 5d6 at 18th level. This damage can be your choice of Acid, Lightning, Fire, Cold, or Poison. Once you use this ability, you cannot use it again until you take a short or long rest. \pagebreakNum ##### Elemental Mastery By 6th level, you can cast *Fireball* once using a binder spell slot. Once you do so, you must finish a long rest before you can do so again. Additionally, any number of creatures you choose automatically succeed on their saving throws against your damaging Binder spells, and they take no damage if they would normally take half damage on a successful save.
##### Terrifying Presence When you reach 10th level, once per short rest, you can release a terrifying roar. Each creature of your choice within 30 feet must succeed on a Wisdom saving throw of your binder DC or become Frightened of you for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this ability for the next 24 hours. ##### Spellscale Hide Starting at 18th level, you have advantage on saving throws against spells and you have resistance against the damage of spells. Additionally, damaging binder spells you cast ignore resistances and treat immunities as resistances for the purposes of damage reduction. ### 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 rare occasion — one in a million, like many other myths — would a minstrel's tale sing the truth. Eligor would polite 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 eyes glow with a healthy blue light. - You gain a large tattoo of a blue dragon stretching from your neck to cover your entire back. #### Influence Despite all harms he went through, Eligor is still noble in his heart. - **Seek Aid and Support.** Eligor is a vestige that can be best described as the textbook knight errant. He would never refuse to help the helpless. \pagebreakNum - **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 While Eligor is bound to you, the following features are granted to you. ##### 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 by 10 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 2d6 for a 1st-level spell slot, plus 1d6 per each spell slot level above 1st, to a maximum of 6d6. You lose 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* at will, without expending a spell slot. 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, when you bind Eligor, choose one of the following damage types: bludgeoning, piercing, slashing. While Eligor is bound to you, you gain resistance against damage of the chosen type from nonmagical weapons that are not silvered. You can change which one you chose when you next bind Eligor. When you dismiss Eligor to use a binder class feature, you retain the benefits of this feature until the end of your next turn. ##### Knightclad Presence When you reach 18th level, while you are wearing the Knightclad Armor, the area within 5 feet of you counts as difficult terrain for enemies, and other creatures provoke opportunity attacks 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 adds 5 feet to your reach when you Attack with it, as well as when determining your reach for Opportunity Attacks with it. ### Fenris **Wolf of the North** Prophecies were told of the wolf, Fenris, that predicted he would bring trouble to the gods. Fenris was the son of a god and a frost wolf, and he grew and grew, faster than any wolf before him. Because of this, the gods feared for themselves, and chained him up, removing his freedom. In order to trick him into being chained, the god Yalthis put out his hand as a sign of good faith. When Fenris was chained, he bit Yalthis' hand clean off. Fenris was left there, chained. His power dwindled, and though he is but a shadow of his former self, any binder able to bind Fenris must be very strong. \pagebreakNum