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Binder

Binder

When he finally spoke, it was with the voices of several beings at once, overlapping in an unnatural harmony. But the most prominent voice was gruff and confident, which he used to lull his targets into complacency seconds before he struck with a hidden dagger. By the next morning, the gruff, independent voice was gone, instead replaced with a profound melancholy. He also discarded the daggers in favor of a sturdy spear and imposing armor. The day after that, he struck an air of erratic rage, and he abandoned weapons altogether in favor of eldritch flame. Each morning, he woke up anew, possessed by other new infernal spirit, dead god, or forgotten sinner.   Binders are students of soul magic, an ancient and forbidden art that allows them to call to entities that live beyond the known planes, in the spaces between worlds. Through this specialized magic, binders can draw these entities into their own souls to steal their power—though not always without a price.  

Beyond Reality

Binders learn to cast their minds into the Void between planes, to search the abyss there for beings that will answer their call. These beings—called vestiges—are remnants of powerful spirits residing in the nothingness outside of reality, which is born from the last echoes of the world’s creation and from energies that leak out of the planes.   Vestiges are born of dead gods and tragic heroes, but their forms, personalities, and motivations are shaped by the whims of remembrance. Righteous spirits that are remembered as villains develop a fiendish aspect and sinister overtones, while those who are forgotten fade over millennia into the Void’s static. Mercifully, binder scholars record and preserve the original, often apocryphal, tales of these vestiges’ origins, allowing them to persist longer in the Void. Because vestiges are deprived of all sensation in the Void, they crave any small taste of reality, and will answer the call of any binder powerful enough to draw them forth. Binders can merge a portion of their soul with a vestige in exchange for some of the power that vestige commanded in life.  

A Soul Fractured

In order to harbor a vestige, a binder must divide their very soul and offer part of it to the vestige for residence. Sharing their soul in this way leaves profound marks as the vestige pushes its way into reality: it influences its binder’s personality and usually warps their body in accordance with the vestige’s esoteric form. Last but not least, the soul itself is permanently fractured, which could have unforeseen consequences in the afterlife. It is for this reason that binding magic is usually forbidden.   Skilled binders learn to break their soul into smaller and smaller pieces to bind greater and more numerous spirits. At their pinnacle, a binder can wield magic of ancient, forgotten gods while swinging the blades of legendary heroes, but their voice becomes quiet among the clamor of disparate spirits and their soul is relegated to but a fraction of their persona.  

Creating a Binder

As you make your binder character, spend some time thinking about your relationship to your vestiges, and the extent to which you allow them to influence your personality. How did you learn about the mysterious vestiges, and do you have a special relationship with any of them? What drew you to your first summoning? How do you view your own soul, given that you allow other spirits to take up residence within it? Work with your GM to determine what role vestiges and other binders will play in your campaign. As a binder, you can redefine your role in the adventuring party—daily, if desired. There is also the possibility that your appearance and your very personality will flex with different vestiges holding sway over your soul. How do you and your adventuring party confront this, and how do you handle the physical traits presented by your vestiges? Do you hide these signs, for fear of public retribution? Or do you flaunt them, embracing the power that they offer you?  

Quick Build

To make a binder quickly, consider the following suggestions: make Charisma your highest stat, followed by a medium balance of Constitution, Strength, and Dexterity. Because you can take any party role, you should be prepared to change your hat on a moment’s notice. Lastly, choose any background.
hit dice: 1d8
hit points at 1st level: 8 + Your Constitution modifier
hit points at higher levels: 1d8 or 5 + your Constitution modifier per level above 1st
armor proficiencies: Light Armor, Medium Armor
weapon proficiencies: Simple Weapons
tools: None
saving throws: Wisdom, Charisma
skills: Choose two skills from Arcana, Deception, Gather Information, History, Insight, Persuasion, The Planes, and Religion
starting equipment:
You start with the following equipment, in addition to the equipment granted to you by your background:
• A light crossbow, 20 bolts, and any simple weapon
• (a) scale mail or (b) leather armor
• 10 pieces of chalk and a component pouch
• (a) a scholar’s pack or (b) a dungeoneer’s pack

spellcasting:
A binder conjures up their magic from the deepest pits of their souls, in much the same way that a creature with innate magic does. Despite this, binders are still considered spellcasters for the purposes of spells and effects that target them. Similarly, all effects granted to them by vestiges, including the vestige traits, cease while in an antimagic field or similar effect.   Furthermore, spells offered by a vestige are cast at their lowest level, unless otherwise specified.
class features:
Soul Binding In your studies, you have uncovered the means to pierce the veil of the planes and call to what lives beyond. You learn how to summon a vestige and bind it to your soul. Binding Ritual.   You can spend 10 minutes conducting a special binding ritual, which entails drawing the signs of vestiges in chalk, calling each by name, and performing other, more esoteric acts. During this ritual, vestiges manifest tangible signs as they press against the boundaries of reality and find purchase within your soul.   At 1st level, you can bind one vestige. You can bind more vestiges at higher levels, as shown in the Vestiges Bound column of the Binder table. Unless otherwise specified, you can only bind vestiges whose combined level is no greater than your binder level. Vestiges remain bound until you finish a long rest. Once you perform a binding ritual, you can’t do so again until you finish a long rest.  

Spellcasting Ability

Charisma is your spellcasting ability for all spells and features granted to you by your vestiges, since you command the power of your vestiges through your very soul. You use your Charisma whenever such a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a spell or feature granted to you by one of your vestiges, and when making an attack roll with such a spell or ability.   Vestige save DC = 8 + your proficiency bonus+ your Charisma modifier   Spell attack modifier = your proficiency bonus + your Charisma modifier  

Minor Spirits

Beginning at 2nd level, you can use the runoff energy from your binding ritual to enlist two minor spirits to your service, selected from the Minor Spirits list. These spirits manifest faintly around you, though you can cause them to become invisible or return to visibility once on each of your turns (no action required). You can bind additional spirits to your service as you gain additional levels in this class, as shown on the Binder table. When you gain a level in this class, you can choose to replace a minor spirit enlisted to you with another.  

Rebinding

Starting at 2nd level, you can use your action to perform a modified version of the binding ritual, allowing you to expel a bound vestige early and bind another vestige of equal or lower level in its place. Any effects created by a dismissed vestige immediately end. Once you use this feature, you can’t use it again until you finish a long rest. Starting at 15th level, you can rebind two vestiges instead of one when you use this feature.  

Esoteric Cult

Starting at 3rd level, you align yourself with an esoteric cult, a secretive organization of binders bound together by similar motives and shared mystic knowledge. Choose one of the cults presented at the end of the class description. Your choice in cult grants you features at 3rd level, and again at 7th, 10th, and 14th level.  

Suppress Sign

Also at 3rd level, you can use your action to conceal all Trait features offered by your bound vestiges. All physical signs created by these Traits vanish, but you can’t use any Trait features until you use your action to reveal your vestiges’ Traits.  

Ability Score Improvement

When you reach 4th level, and again at 6th, 8th, 12th, 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.  

Adamant Mind

At 9th level, your experience in sharing your soul with otherworldly entities has taught you how to guard your thoughts and punish those that dare to influence them. You have advantage on saving throws against being charmed, frightened, or possessed, and against any effect that would sense your emotions or read your thoughts.   Additionally, when you succeed on a save against such an effect caused by a creature, the creature that created the effect takes psychic damage equal to your binder level + your Charisma modifier.  

Epic Boon

At 19th level choose an Epic Boon of your choice from chapter 5 of the Player's Handbook.  

Voidsoul

By 20th level, your soul is so cracked from its inhabiting vestiges that you can surrender the last sliver of your soul to the Void for a time. As a bonus action, you can bind an additional vestige of your choice of 3rd level or lower for 1 minute. This vestige doesn’t count against the total number or level of vestiges you can bind.   Once you use this feature, you can’t use it again until you finish a long rest.  
 

Minor Spirits

These minor spirits are presented in alphabetical order. If a minor spirit calls for an attack roll, it uses your spell attack bonus, and if it calls for a saving throw, it uses your vestige save DC.  

Blade Spirit

The remnants of an intelligent item’s soul, a blade spirit manifests as a faint, ethereal weapon. As a bonus action, you can make a melee spell attack with it against a target within 5 feet of you, dealing 1d8 slashing damage on a hit.   Additionally, you can use your action to transform your blade spirit into a shield or melee weapon with which you are proficient or return it to its normal form. You can’t make a melee spell attack with your blade spirit while it is transformed.  

Chill

A chill is a minor elemental spirit resembling a multifaceted snowflake. As a bonus action, you can make a ranged spell attack with it against any creature within 30 feet of you, dealing 1d6 cold damage on a hit.   Additionally, as an action, you can also use the chill to freeze a handheld object, create an icicle, or extinguish a torch or small campfire.  

Glitch

Abruptly shifting and flashing, the glitch is a time-lost spirit from a distant era. As a bonus action, you can make a ranged spell attack with it against any creature within 120 feet of you, dealing 1d4 force damage on a hit. The glitch ignores half cover and three-quarters cover as it clips through solid objects.  

Grue

A ravenous spirit that haunts dark places, the grue is feared for its stealth and acidic saliva. As a bonus action, you can use the grue to force a creature you can see within 15 feet of you to succeed on a Dexterity saving throw, taking 1d6 acid damage on a failed save.   If the target is in darkness, it has disadvantage on its saving throw.  

Haunt

A haunt is a spirit of regret or woe that persists long after its death. As a bonus action, you can use the haunt to force a creature you can see within 30 feet of you to succeed on a Dexterity saving throw, taking 1d6 necrotic damage on a failed save.   Additionally, as an action, you can use the haunt to project faint, ethereal noises or create up to four ghostly lights that shed dim light in a 10-foot radius and move as you direct. These effects must remain within 30 feet of you, and they last until the start of your next turn.  

Lantern

A minor divine spirit of pure goodness, a lantern manifests as a fist-sized ball of light. As a bonus action, you can use the lantern to force a creature you can see within 30 feet of you to succeed on a Dexterity saving throw, taking 1d6 radiant damage on a failed save. The lantern sheds bright light in a 20-foot radius and dim light for an additional 20 feet. You can use your action to double its radius of bright and dim light until the start of your next turn.  

Stone

A stone is a rocky, hovering elemental spirit, the smallest unit of living elemental earth. As a bonus action, you can make a melee spell attack with it against a target within 5 feet of you, dealing 1d8 bludgeoning damage on a hit.   Alternatively, you can throw the stone up to 30 feet as an improvised weapon. After being thrown, the stone returns to you at the end of your turn.  

Spark

A spark is a minor elemental spirit resembling a small blue bolt of crackling lightning. As a bonus action, you can make a ranged spell attack with it against any creature within 30 feet of you, dealing 1d6 lightning damage on a hit. You can repeat this attack roll against a second target within 5 feet of the first if both targets are wearing metal armor.  

Strange

The shifting, incomprehensible form of a strange must originate in a far-off dimension whose rules differ from our own. As a bonus action, you can use the strange to force a creature you can see within 60 feet of you to succeed on a Wisdom savingthrow, taking 1d4 psychic damage on a failed save.   As an action, you can use the strange to cloud the thoughts of a creature within 30 feet of you with bizarre images, making it impossible for its thoughts to be read or for it to communicate telepathically until the end of your next turn.  

Torchling

A torchling is a flickering, living flame, a minor elemental spirit of elemental fire. As a bonus action, you can make a ranged spell attack with it against any creature within 60 feet of you, dealing 1d6 fire damage on a hit.   Additionally, as an action, you can use the torchling to start a fire, melt snow or ice, or boil water.  

Totem

A totem is a manifestation of an animal spirit. As a bonus action, you can make a melee spell attack with the totem’s bite against a target within 5 feet of you, dealing 1d8 piercing damage on a hit.   Additionally, you can use your action to channel your totem’s animal instincts, allowing you to make a Wisdom (Perception) check that relies on smell with advantage.  

Wisp

This wisp is a faintly glowing spirit of capricious fey energy that produces poisonous spores. As a bonus action, you can use the wisp to force a creature you can see within 15 feet of you to succeed on a Constitution saving throw, taking 1d8 poison damage on a failed save.   The wisp shines light as a torch. As an action, you can cause the wisp and its light to be visible only to yourself until the end of your next turn.
subclass options:

Esoteric Cults

Cults of binders are founded on forbidden, lost, or transgressive knowledge. While some cults meet regularly in secret, assembling in private lodges or covert hideaways, others do not meet at all, its members united only by a shared philosophy or obscure dogma. Each cult keeps its own mysterious rituals for induction, proceedings, and most importantly, binding. As these occult secrets are passed to binder initiates, they can master new, enigmatic powers unknown to all but their order.  
 

The Avatarists

All binders call to their vestiges from the howling Void, but only the Avatarists bring them into physical form, outside their very bodies. Doing so is an ancient discipline, harnessing the very magic which conjures fiends from the underworld; as with all the other secrets of Binding, conjuring an avatar is heresy of the highest magnitude. Those that manage this feat may join the ranks of the avatarists, a selective legion of binders who combat others using only manifestations of their spirits.   Such combat is a battle of wits as much as a physical brawl, for a fraction of any injury bestowed upon an avatar is in turn laid on the binder.  

Summon Avatar

Beginning when you join this cult at 3rd level, you can use your bonus action to manifest an avatar of your vestiges—a tangible spirit that appears within 5 feet of you, tethered to you by a ghostly cord. The avatar is a Medium undead with ability scores equal to your own and an Armor Class equal to 10 + your Dexterity modifier + your Charisma modifier. It appears as an amalgamation of all your bound vestiges.   The avatar doesn’t have hit points, but you take the damage it would take as if it had resistance to all damage. It vanishes if you fall unconscious or if you dismiss it as a bonus action.   On your turn, you can command the avatar to fly up to 30 feet (no action required). It instantly appears at your side it is ever more than 60 feet away from you. You can make one or more of your attacks through the avatar when you take the Attack action on your turn. The avatar conjures a spectral duplicate of any weapon you are holding, which uses your attack bonus. It has the same damage die and deals force damage instead of bludgeoning, piercing, or slashing damage. You can use your reaction to make an opportunity attack through your avatar when a creature moves out of its reach. Your avatar benefits from all your vestige abilities as if it had them bound. When you cast a spell or use a vestige feature, you can choose to deliver it through your avatar, as if it was the origin of the effect.  

Spirit Transposition

By 7th level, you can use your bonus action to exchange places with your avatar. Once you use this feature, you can’t use it again until you finish a short or long rest. Ritual of the Titan   Starting at 10th level, you can perform a special ritual over the course of 10 minutes, empowering your avatar into a towering spirit. When you summon your avatar, its size is Large, it can move only 20 feet on each of your turns, and it can add half your binder level to its damage rolls. These changes persist until you finish a long rest or you dismiss them as an action.  

True Avatar

Beginning at 14th level, as an action, you can trade roles with your avatar, becoming spirit, while it becomes more tangible in your place. For the next minute, you fade to the Ethereal Plane, as if by the etherealness spell, from where you can command your avatar in your place. At the end of this duration, or when you end this effect as an action, you return to the space you left or the nearest unoccupied space, if that space is occupied.   Once you use this feature, you can’t use it again until you finish a long rest.  
 

Brotherhood of Ascetics

Quite to the contrary of other binders, the Brotherhood of Ascetics believe that self-discipline is the only path to enlightenment. Binding vestiges isn’t enough: one must have perfect control of their own soul to truly accept the gifts of wandering spirits. Thus, Ascetics deprive themselves of worldly pleasures and the very power of their bound vestiges in order to assert their will perfectly and achieve transcendental wisdom.  

Suppress Vestige

Starting when you choose this cult at 3rd level, you can use your action to suppress one of your bound vestiges to focus your body and mind. You can resume normal use of this vestige as a bonus action on your turn. While this vestige is suppressed, none of its features affect you, and you gain the following benefits:   While you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier+ your Charisma modifier.   • You can use Charisma instead of Strength for the attack and damage rolls of your unarmed strikes.   • Your unarmed strikes use a d4 for damage. This die changes as you gain binder levels, as shown in the Ascetics Unarmed Strikes table.   • You can use your bonus action to make a ranged spell attack with a range of 30 feet. You are proficient with this attack, and you add your Charisma modifier to its attack and damage rolls. It uses your unarmed strike damage die and deals psychic damage.   • Starting at 7th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.   Add in Unarmed damage table  

Thousand Fists

Starting at 7th level, while you are suppressing a vestige, you can use your action to manifest a flurry of psychic fists to strike your foes. When you do so, you make up to four unarmed strikes against creatures that are within 5 feet of you. These unarmed strikes deal psychic damage on a hit. You can’t attack a creature with more than two of these unarmed strikes.   Once you use this feature, you can’t use it again until you finish a short or long rest.  

Ritual of the Third Eye

Starting at 10th level, you can perform a special ritual over the course of 10 minutes, granting you blindsight out to a range of 15 feet. This benefit lasts as long as you maintain concentration on it (as if concentrating on a spell).  

Transcendent Control

By 14th level, you can achieve total focus by suppressing all your vestiges as a bonus action. For 1 minute, you gain the following benefits:   • Your Armor Class is 22, if it would be lower.   • You can attack three times, instead of twice, whenever you take the Attack action on your turn.   • Whenever you make an attack roll and the result is less than 15, you can treat the result as a 15.   • Your unarmed strikes use a d12 for damage. Once you use this feature, you can’t use it again until you finish a long rest.  

Church of Gyx

Gyx was the first binder known to history, and the first to establish an Esoteric Cult. In those early days, the nature of vestiges, the Void, and the effects of binding magic on the soul were not well understood; therefore, Gyx’s fanatical followers believed that they were at the forefront of a new religion, not a cult. Multiple inquisitions have since seen the church driven into the shadows, their message and practices stifled, but not eradicated.   Members of the Church of Gyx seem almost cleric-like, but brandish different holy symbols and tell entirely different tales. Their scriptures are the legends of various vestiges, woven into a sort of pantheon, with the enigmatic Erebus at its head. For her part in this mythology, Gyx plays the role of messenger of the gods, delivering to mortals the art of binding, and opening the Void for the divine vestiges.  

Bonus Proficiency

Starting when you choose this cult at 3rd level, you gain proficiency in the Religion skill. If you already have this proficiency, you instead gain proficiency in one other skill of your choice.  

Heretical Divinity

Also at 3rd level, you can emulate divine magic through your vestigial heresy. You can cast the command, cure wounds, healing word, and sanctuary spells without expending a spell slot. Once you cast a spell in this way, you can’t cast that spell again using this feature until you finish a long rest. Charisma is your spellcasting ability for these spells.  

Blessing of the Vestigial Pantheon

By 7th level, you receive the blessings of all the forgotten gods through your vestiges. If you fail a saving throw, you can use your reaction to add half your binder level (rounded down) to the total, potentially changing the outcome. Once you use this feature, you can’t use it again until you finish a long rest.  

Ritual of Turning

Starting at 10th level, you can perform a special ritual over the course of 10 minutes, warding yourself against undead threats. For the next hour, whenever an undead targets you directly with an attack or harmful spell, that creature must make a Wisdom saving throw against your vestige save DC. On a failed save, that creature is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to moveas 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. If a creature’s saving throw is successful, it is immune to this effect for the next 24 hours.  

Sacrifice to the Void

At 14th level, you can cast your bound vestiges into the Void to bring forth miracles. On your turn, you can expel a vestige you have bound to cast a spell from the cleric spell list without expending a spell slot. This spell must be of a level no greater than the level of the vestige expelled. Once you use this feature, you can’t do so again until you finish a long rest.  

Ishtar's Faithful

Nearly all binders learn that Ishtar, the vestige of love and sexuality, is forbidden, for once she is summoned, she can never be dismissed. Driven by jealousy and obsession, the once-Goddess seizes the soul of her binder and embraces it tightly. Her love is like a grasping weed, and it strangles all it touches. Yet those who reciprocate her love and placate the envious goddess might join the ranks of Ishtar’s Faithful, a cult of binders who prize Ishtar above all others.   If the binders of Ishtar’s Faithful devote themselves wholly to the goddess, they are slowly bequeathed with her gifts in return. However, they can never neglect the goddess or question their devotion for even a moment, as Ishtar the Envious is fickle and prone to rage at the slightest perceived infidelity.  

Bonus Proficiencies

Beginning when you join this cult at 3rd level, you gain proficiency in the Insight and Persuasion skills, if you don’t have them already.  

Ishtar’s Embrace

Starting at 3rd level, you are bound to Ishtar, the Envious, and can’t be unbound from her. Ishtar doesn’t count as a bound vestige, nor does she count toward your total number or level of vestiges bound. You only gain her Embrace and Ishtar’s Mark features.   At 7th level, you gain the use of her Enamor feature and at 14th level, you gain the use of her Trait: Arms of Embrace feature.  

Ritual of Idolatry

Starting at 10th level, you can perform a special ritual over the course of 10 minutes, enrobing you in a 30-foot-radius aura that infects the minds of others. When a creature enters the aura for the first time on a turn or starts its turn there, it must make a Charisma saving throw against your vestige save DC. On a failure, if the creature regards you as of a species and gender to which it is normally romantically attracted, it is charmed by you while it remains in the aura, up to a maximum of 1 minute. Once this effect ends for a creature, it is immune to the effects of the aura for 24 hours. This aura lasts for 1 hour, and its effects end early for a creature that takes damage or succeeds on an opposed ability check made to socially interact with you.  

Heartbreak

By 14th level, Ishtar’s love can drive mad those who you expose to it. As an action, you can end the charmed condition on each creature charmed by you that you can see within 120 feet of you. A creature affected by this feature takes 4d8 psychic damage. Add Ishtar Statblock  

Legion’s Lodge

The binders of Legion’s Lodge fill their souls with an abundance of spirits, becoming hives of wandering ghosts and whispered voices from beyond the pale. With each new spirit they bind, they develop even greater power, as the whole of their collection is mightier than the sum of its parts. At the peak of their strength, these binders speak with the voice of dozens in uncanny unison and sling attacks for a swarm of minor spirits that linger around them.  

We Are Many

Beginning when you join this cult at 3rd level, you gain an additional minor spirit, which doesn’t count against your total number of minor spirits. At 10th level, you gain another additional minor spirit.   Additionally, you gain a +2 bonus to attack rolls you make with your minor spirits, and the save DC for your minor spirits increases by 2.  

Spirit Arcana

Also by 3rd level, you have unlocked the hidden potential of the myriad spirits residing within you. Each minor spirit you have bound grants you the ability to cast a cantrip, as shown on the Spirit Arcana table below.. ADD Spirit Arcana Table  

Extinguish Soul

Beginning at 7th level, you can burn the totality of a minor spirit’s essence for a flash of great power. When you hit with a minor spirit’s spell attack or a creature fails its saving throw against your minor spirit’s ability, you can choose to deal four dice of damage, instead of one.   Until you finish a short or long rest, you can’t use this minor spirit’s abilities or use its associated cantrip.   Once you use this ability, you can’t use it again until you finish a short or long rest.  

Ritual of Fellowship

Starting at 10th level, you can perform a special ritual over the course of 10 minutes, manifesting a minor spirit you have bound in a physical form. This minor spirit becomes a familiar, as if summoned by the find familiar spell, and remains in this form until you finish a long rest. Additionally, on your turn, you can command your familiar to use any of its abilities it offers as a minor spirit (using your action or bonus action, as appropriate), which originate from it.  

Spirit Horde

Beginning at 14th level, you can bring your army of minor spirits to bear all at once. When you use your bonus action to make a spell attack with a minor spirit or use a minor spirit to cause a target to make a saving throw, you can use that ability twice, or use the bonus action of another minor spirit, targeting the same or different creatures.  

Order of Crimson Binding

The Order of the Crimson Binding sees the nature of the soul as not unlike that of the Void itself: unknowable, fractal, and ultimately hollow. With their special ritual implements and ink made of lodestone, they can form special red seals with which to entrap vestiges deeper into their souls, capturing more of the vestige’s essence and allowing them greater control of the binding process.  

Flexible Rebinding

Starting when you join this cult at 3rd level, you can use your Rebinding feature twice, instead of once, between long rests.  

Soul Transfer

Beginning at 7th level, you can transfer some of the damage you take to your vestiges. As a reaction when you take damage, you can halve the damage taken. Once you use this feature, you can’t use it again until you finish a short or long rest.  

Ritual of the Crimson Brand

Starting at 10th level, you can perform a special ritual over the course of 10 minutes, allowing you to partially bind an additional vestige. You can only bind one vestige at a time using this feature, and this vestige doesn’t count against the number of vestiges you can bind nor toward the number of vestiges you have bound. While it is bound, you gain only the vestige’s Bonus Proficiencies feature, if it has one, or one of its Traits, if it offers the ability to replace a skill roll with a 10 or your binder level plus your Charisma modifier. You remain partially bound to this vestige until you finish a long rest.  

Deep Binding

Starting at 14th level, the total level of vestiges you can have bound increases by 3.  

Society of the Stygian Seal

Initiates to the Society of the Stygian Seal learn the story of Erebus, The Shadow Interminable, a vestige of singular age, profound implication, and terrible portent. She is a vestige inextricably linked to the creation and destruction of the multiverse, the latter of which is prophesied to be heralded by her sign, the Stygian Seal, being fixed in the sky for forty days and nights before the multiverse is to be unraveled.   Initiates of the Society seek Erebus’s sign and the ritual means to draw her true form from the Void to hasten the end of the multiverse—and by extension, the coming of a new, more perfect world, uncorrupted by the shortfalls and compromises made by the primeval gods of our multiverse. By drawing parts of the Stygian Seal, binders of the Society can pull forth voidstuff, a manifest absence in space, and shape it to their whims.  

Voidsight

At 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision from another source, its range increases by 30 feet.  

Tenebrous Initiate

Starting at 3rd level, you can bend the walls of the universe, creating small rifts into the Void. Once on each of your turns when you hit a hostile creature with a melee attack, you can teleport 5 feet to an unoccupied space you can see.  

Oblivion Exile

At 7th level, you can use your action to cause a creature you can see within 60 feet of you to make a Charisma saving throw against your vestige save DC; a creature can choose to fail this saving throw if it wishes. On a failed save, the creature is banished into an endless sable demiplane adjacent to the Void. While there, the target is incapacitated. At the start of your next turn, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.   Once you use this feature, you can’t use it again until you finish a short or long rest.  

Ritual of the Aegis

Starting at 10th level, you can perform a special ritual over the course of 10 minutes, surouding yourself in plates of voidstuff, which act as ablative armor. You gain temporary hit points equal to your binder level + your Charisma modifier. While you have these hit points, your AC equals 10 + your Dexterity modifier + your Charisma modifier.  

Stygian Sanctuary

Beginning at 14th level, Erebus whisks you away to the Void, rather than subjecting you to death. When you take damage, but aren’t reduced to 0 hit points or killed outright, you can use your reaction to teleport yourself to an endless demiplane adjacent to the Void. You remain in this plane as long as you wish, and can use your action to return to the space you left or the nearest unoccupied space if that space is occupied.
LevelProficiency BonusFeaturesVestige LevelVestiges Bound
1st+2Soul Binding1st1
2nd+2Minor Spirits, Rebinding1st1
3rd+2Esoteric Cult, Suppress Sign2nd1
4th+2Ability Score Improvement2nd1
5th+3Minor Spirits(3)3rd2
6th+3Ability Score Improvement3rd2
7th+3Esoteric Cult Feature4th2
8th+3Ability Score Improvement4th2
9th+4Adamant Mind5th2
10th+4Esoteric Cult Feature5th2
11th+4----6th3
12th+4Ability Score Improvement6th3
13th+5Minor Spirit(4)7th3
14th+5Esoteric Cult Feature7th3
15th+5Rebinding Improvement8th3
16th+5Ability Score Improvement8th3
17th+6----9th4
18th+6Minor Spirit(5)9th4
19th+6Epic Boon9th4
20th+6Voidsoul9th4
 

Vestige Codex

This Codex Contains the best-known vestiges that binders can call forth from the Wastes.


Vestige LevelNameRole:Features\
1stBluetongue the TricksterSocial: Bonus skill proficiencies, bag of holding, disguise self
1stDyogena, The Spear of SinVersatile Melee: Shield Proficiency, Temporary HP, Additional Attack
1stGyx, the StorytellerMeta: Bonuses for additional vestiges, repeat vestige save
1stK'Sir, Thief PrimevalRogue: Sneak Attack, bonus actions, Stealth
1stLexicon, the First WordWizard: Arcane spellcasting, cantrips, resistance to spell damage
2ndAsklepios, the PhysicianHealer: Healing, cure disease, bonus melee damage, Medicine
2ndHou Yi, the ArcherArchery: Cha for ranged attacks, Archery, Perception
2ndTilo, the ColossusHeavy Melee: Weapon proficiencies, enlarge, Cha for heavy weapons
3rdEvocatia the RedEvocation: Fire spellcasting, bonus cantrip damage, fire resistance
3rdOrzi, the MaimedDuelist Finese Melee: Extra Attack, Cha for finesse weapons
3rdRostam, Armor Infernal Heavy Armor: Damage reduction, heavy armor, Intimidation
4thLa Diablesse, the Devil WomanFear: Fear spellcasting, bonus psychic damage
4thNezare, the Broken OneHP Sacrifice: Bonus HP, self-heal, sacrifice HP to deal bonus damage
4thTyche, the Luck ThiefLuck: Steal luck, reroll damage dice, bonuses for d20 rolls
5thElozahr the BlueEvocation: Cold spellcasting, bonus cantrip damage, concentration bonus
5thKorine, the DisplacedTeleportation: Teleportation, misty step, teleportation damage
5thVortirrackt, the OutsiderReach: Opportunity attacks, reach, claws, spider climb
6thMethuselah, Eldest DeadNecromancy: Necromancy spellcasting, false life, HP drain touch
6thMr. Joe, Master PuppetManipulation: Dominate spellcasting, charm immunity, false appearance
6thRemus, Firstborn of the WolfBarbarian: Extra Attack, reaction attack, Fury: resistance and advantage
7thHammurabi, the LawbringerDenial: Prevent actions, reflect conditions, advantage on revenge
7thSariel, the Fell AngelFlight: Flight, smite damage, avoid failed saves
8thCarthin, the RunebreakerAntimagic: Antimage spellcasting, magic weapon, dispel magic
8thDöpple, the ArchivistMagic Items: One consumable, one magic item, Intelligence skills
9thErebus, the Shadow InterminableVoid: Resistance to damage, high damage touch
9thQadir, the Damned DjinnWish: Wish, movement speed

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