Vestiges of the 4th Circle

Andras, The Grey Knight

Binding DC: 16 | Minimum Binder Level: 8th   Andras, a grey-skinned elf, rides up mounted on a great black wolf. He slouches lazily on the beast's back, holding a greatsword in one hand.

Legend

Andras was once an elf paladin famed for his prowess in battle and his implacable dedication to doing what was right and good for all. A series of misjudgments and misfortunes broke Andras’s faith in both himself and his deity, however, and he became an oathbreaker, and subsequently, a blackguard. During his subsequent service to the dark gods, his infamy rapidly outgrew his fame, and his name was whispered in fear. After nearly three hundred years of almost constant battle on behalf of both good and evil, Andras grew tired of both causes. In the midst of a duel in the key battle of a great war, he simply dropped his weapon and left, never to be seen alive again. Sages speculate that after his betrayal of both causes, he was no longer welcome in any god’s realm, and thus his soul was condemned to become a vestige.

Special Requirement

Andras is apathetic, even as a vestige. You must always roll your Charisma check to bind him, even if an ability would let you automatically bind him without rolling this check.

Physical Sign

You sprout two useless, gray-feathered wings from your back. The wings are small enough to be hidden beneath a shirt or cloak, but doing so makes you appear hunchbacked.

Influence

If you make a poor pact with Andras, he influences your personality in one or both of the following ways.
  • Personality Trait: I am listless and emotionally remote.
  • Flaw: I tire of combat quickly. Without warning, I may simply drop my weapon and retire from battle.

Granted Features

Bonus Proficiencies
While you are bound to Andras, you are proficient with medium armor, greatswords, lances, and longswords.
Find Steed
You can cast the spell find steed at will. When your pact with Andras ends, your steed is dismissed. You consider this spell known and on your spell list so long as you manifest Andras.
Saddle Sure
When you make a Wisdom (Animal Handling) check and the result is less than 10, you can treat it as a 10.
Improved Critical
Your melee martial attacks score a critical hit on a roll of 19 or 20.
Smite Foe (Recharge 5-6)
You can attempt to slay your enemy with a single powerful blow. When you make a melee attack on your turn and you do not have disadvantage, you can choose to make this attack with disadvantage to attempt to slay your target. On a hit, you deal an additional 6d6 damage. If this attack reduces your target to 0 hit points, you can make an additional attack against a creature within your reach.
Sow Discord (Recharge 5-6)
Andras grants you the ability to sow discord among your enemies. As a reaction when a creature you can see within 30 feet makes an attack, you can force that creature to make a Wisdom saving throw. On a failed save, the creature instead attacks a creature you choose within its attack range.

Haures, The Dreaming Duke

Binding DC: 16 | Minimum Binder Level: 8th   This well-dressed human in regal attire fades into the shape of a rakshasa, rotting like a zombie, and wearing tattered robes. He fades back and forth between these two forms, even as he addresses you.

Legend

Haures was a powerful lord that forced his human subjects to labor, day and night, on his magnificent castle. When he died, the internal furnishings of the castle vanished as well, leaving no sign of his subjects' work.
In truth, Haures was a rakshasa and a powerful spellcaster who used illusion magic during the construction of his castle. His true castle was hidden away on the Ethereal Plane, to which he transported the workers each day. For some time after his demise, Haures spent time on both the Material and Ethereal Planes. As a ghost, he would cloak the material castle in bright illusions to resemble his lavish ethereal home, and haunt unwitting guests.
His sanity deteriorated over the years, and he became unable to distinguish between his illusions and his imagination, and between the Material and Ethereal planes, and even between life and undeath. This complete dissolution of these barriers propelled him into existence as a vestige.

Special Requirement

Haures sometimes believes you are an illusion. Roll any die. On an even roll, you have advantage on your Charisma check to bind this vestige.

Physical Sign

Your palms are where the backs of your hands should be, just as they are on a rakshasa.

Influence

If you make a poor pact with Haures, he influences your personality in one or both of the following ways.
  • Personality Trait: I often take to speaking to myself and to my imaginary friends.
  • Flaw: I'm extremely uneasy around illusions that aren't of my own design.

Granted Features

Deft Illusionist
You know the cantrips minor illusion and vicious mockery and can cast them at will.\
Inaccessible Mind (Recharge 5-6)
As an action, you can end the effects of any enchantment spell affecting you that you choose. You are also immune to being charmed.
Incorporeal Movement
You can move through other creatures and objects as if they were difficult terrain. You cannot dash while making this movement, and it does not provoke opportunity attacks. This movement must begin and end in empty space, or you are immediately shunted to the nearest available empty space and take 2d10 force damage.
Major Image
You can cast the spell major image without expending a spell slot or spell components. After casting this spell, you must take a short or long rest before casting it again. You consider this spell known and on your spell list so long as you manifest Haures.
Phantasmal Killer
You can cast the spell phantasmal killer without expending a spell slot or spell components. After casting this spell, you must take a long rest before casting it again. You consider this spell known and on your spell list so long as you manifest Haures.

Karsus, Hubris in the Blood

Binding DC: 16 | Minimum Binder Level: 8th   In the center of the summoning sign, a large bounder appears. From a small crack on its surface, blood begins to seep, eventually pouring out by the gallon.

Legend

Binder lore remembers Karsus as a mortal spellcaster, one of the strongest who ever lived. One day, he challenged a goddess of magic for her dominion. And forsooth he won her divinity. His body, however, could not bear wielding the goddess's unfathomable power. Soon afterwards he burned out and perished. Now a divine soul, he was not accepted into any afterlife, doomed to an eternal existence in the void.

Special Requirement

Karsus refuses to answer your call if you summon him in the area of an active spell. Additionally, Karsus hates Amon for some unknown reason, and will not answer your call if you are bound to him.

Physical Sign

You bleed more than normal from wounds. Even a small scratch releases a sanguine flood. This effect does not deal extra damage.

Influence

If you make a poor pact with Karsus, he influences your personality in one or both of the following ways.
  • Personality Trait: I would rather lie or scowl at people than openly reason with them.
  • Flaw: I despise spellcasters, and will go out of my way to ruin their work.

Granted Features

Basic Arcana
You can cast prestidigitation, mage hand, and magic missile (at 1st level) at will without expending a spell slot. You can also cast detect magic as a ritual. You consider the spell Magic Missile known and on your spell list so long as you manifest Karsus.
Arcanaclast
You have resistance to damage from spells.
Gift of Karsus
While you are bound to Karsus, attuning yourself to a magic item takes only 1 minute of the appropriate activity. You must still meet other prerequisites the item may have to attune to it.
Mage Mind
For as long as you remain bound to Karsus, you can instantly recognize a vestige's seal if you can see it, and also learn the vestige's title. You still must learn the vestige's name in order to summon it. Additionally, you have advantage on Arcana checks pertaining to vestiges.
Severing Touch (Recharge 5-6)
You can sever the attunement between a creature and a magic item with a touch. To do so, make a spell attack as an action against a creature wearing or holding the item within your reach. On a hit, the attunement between the targeted magic item and any creatures within 100 feet immediately ends. A creature subjected to this effect can make a Charisma saving throw at the end of each of their turns while in combat with you to restore this Attunement early, otherwise the item must be reattuned to.
Null Magic
Twice between long rests, you can cast the spells dispel magic or counterspell without expending a spell slot or spell components. These spells are cast as if using a spell slot equal to the highest-level vestige you have available to bind. At 12th level, you can cast this spell 3 times between rests, and at 19th level, you can cast this spell 4 times between rests. You consider these spells known and on your spell list so long as you manifest Karsus.

Savnok, The Instigator

Binding DC: 16 | Minimum Binder Level: 8th   A broad-shouldered creature stands before you, concealed beneath menacing plate armor. The armor would be invisible, but it is largely drenched in blood from where hundreds of arrows still pierce it.

Legend

According to legend, Savnok served the gods Hextor and Heironeous before the two half-brothers came to blows.
When the god brothers were charged to guard their mother's armory, they were awed by the weapons' magnificence, and Savnok, seeing this, vowed to steal the weapons for his masters. However, once his gaze fell on the goddess’s armor, he could not resist donning it. Once it was in his possession, he, drunk with power, fled the godly realms to the Material Plane.
The brothers found Savnok with the armor, and they soon began to battle with him. They fought for days in a stalemate, for the armor was impenetrable. At last, Hextor stole a great bow from his mother's armory and, though he barely had the strength to draw it, each arrow he fired struck true and penetrated the armor. He fired the bow for hours, and Savnok slowly bled to death from hundreds of shallow wounds.
Hextor convinced his brother to hide Savnok and fool their mother. Together, the two gods hid Savnok’s essence in a place even they could not reach. Heironeous has regretted this decision ever since.

Special Requirement

Savnok sympathizes with unrepentant thieves. If you offer something on his seal which you have stolen without reparations or apology (which is not consumed), you have advantage on your Charisma check to bind this vestige. Savnok will not answer your call if you are bound to Andromalius.

Physical Sign

Blood oozes from the joints in your armor. You take no damage from this effect; it is not your blood.

Influence

If you make a poor pact with Savnok, he influences your personality in one or both of the following ways.
  • Personality Trait: I am headstrong and defiant of authority.
  • Flaw: Once I make up my mind on a matter, nothing can change it.

Granted Features

Armor Proficiency
While bound to Savnok, you have proficiency in medium armor. If you already have medium armor proficiency, you instead gain proficiency in heavy armor.
Call Armor (5-6)
As an action, you can summon any armor you are proficient in wearing, which appears about your body. You suffer no penalty if you do not meet this armor's strength requirements. You can dismiss this armor as a bonus action.
Move Ally
You can use your action to teleport up to 30 feet to a space occupied by a willing Small or Medium creature, swapping places with it.
Death Ward
When you bind Savnok, you become under the effect of the spell death ward, with a duration of 24 hours. If this spell ends for any reason, it remains ended until you rebind Savnok following a long rest.
Savnok’s Armor
While wearing armor summoned using this vestige, you can reduce all damage taken from attacks by 3. If you are wearing heavy armor, you can reduce damage by 5. This reduction does not stack with any other form of reduction.

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